To elaborate on Nirotia's education in these lands...
Southron - Humans, almost exclusive to the Confederacy, of the more 'genteel' sort - more refined and antebellum Gone with the Wind romanticists. Predominately situated on the Eastern Seaboard, places like Virginia, the Carolinas, and a little in Georgia. They are more willing to entertain, and even intermarry with, non-Humans, so long as they are civilized folks. Or have enough money, because of course. They've a keen eye for social hierarchy, and many dream of restoring the American Empire, but that's something of a Southron peculiarity, since most of the rest of the Confederacy consider it some godless relic of ancient idiocy.
Dixie - Humans, mostly in the Confederacy, but also scattered in neighboring regions; but of the more 'redneck' sort - honor means something different to them more often than not, but they're still as likely to fight you for some perceived slight than not. Much more rural, and generally more religiously orthodox. Most Dixie realms are smaller, tribal fiefs, and feuds are commonplace and often bloody, multi-generational ordeals. Their independent streak precludes them actually obeying the Church's ban on duels, and if there's a rebellion brewing, it's probably these folks behind it.
Tuskers - Humans exclusive of the Confederacy, but in a word... Black. The widespread use of the name comes from both Tuscaloosa and Tuskegee, two of the more prominent independent realms after the fall of civilization. And as folks in the South like to have simple labels, all other Blacks got the dubious moniker of Tusker to go with it. They exist as black islands in a white sea, scattered across the Confederacy, but are generally regarded as equal. Ish. Because of their somewhat isolated status, they are more tightly knit than their Dixie neighbors, and are usually more open to non-Humans.
King in Columbia - The closest thing the Confederacy has to an Emperor; he is King IN Columbia, not King OF Carolina. That's a small concession, but it is why the Confederacy is a confederacy and there is no emperor. The Electors and Lords aren't exactly ones to abide by some Dictatorial Tyrant, and the last King of Carolina was just such, and there hasn't been a King of Carolina crowned in 300 years. Patrick Milburn, current King in Columbia, however, had not been quiet about his ambition. And he has friends.
Omar Latimer - A Tusker, and Duke of Tuscaloosa, by any measure a capable and important lord in the western Confederacy, and unquestionably one of the most powerful in Dixieland. His fiefs border the Magnolia Marches to the west, where he unofficially has many friends, yet officially has many enemies. For... reasons. It helps that he's also an Ordained Deacon, and nephew of one of the members currently sitting the Ecumenical Council.
The Magnolia Marches, unlike the rest of the Confederacy, are majority Tusker and are technically not part of the Confederacy, thus are frequently subjected to foreign invasions from the Grangelands to the west, Vudu pirates from the coast, or even Dixiecrat 'pacification' campaigns. It's as much about saving face for the Confederacy as a whole that these lands are not incorporated - a buffer is good, yes, but a buffer that loses wars is better than one of "our" provinces being invaded. So they exist in a sort of permanent limbo of political legitimacy.
Tenesi - Kingdom north/west of where Untinvale is located. It is of not inconsiderable strength, and stands apart from the Confederacy, despite being largely Dixie in culture. The key divide here is the religion - the "Confederacy" is essentially a byword for Evangelical Church; Tenesi and places beyond Appalachia are Revelationists. And those fools think that miracles are the truest testament to God, and the Book/Church structure is more what you might call guidelines. It is not at all uncommon to visit a Revelationist "Revival" where believers dance about with venomous snakes while "speaking in tongues."
Untinvale - Name of County, Seat, and Duchy, which comprises three counties, one of the same name, Belfont to the east (Scottsboro is the seat), T'shools to the west (Sherfeld is the seat). Each of her sisters rules a county. Another one of those *gasp* femininely elvish things to do... nevermind if a man did it, there'd be no questions.
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Head of Household
The house’s patriarch (4/6) or matriarch (2/6), who ultimately directs or approves any activity that impacts the family’s status and fortune. Roll for general age category and corresponding personality.
1: Young (d6: 1 naive; 2 bold; 3 confident; 4 fearful; 5 rash; 6 arrogant)
2-4: Middle-aged (d6: 1 calculating; 2 assertive; 3 savvy; 4 cautious; 5 aggressive; 6 bullying)
5-6: Old (d6: 1 cunning; 2 demanding; 3 prudent; 4 subtle; 5 detached ; 6 domineering)
Alignment
The noble house’s default approach toward achieving its goals; exceptions amongst individual family members may (and in fact, are likely, to) occur.
1-2: Lawful
3-5: Neutral
6: Chaotic
Influence
An aggregate measure of power, wealth, and prestige. Influence is helpful when approaching the king, dealing with other nobles, and leaning on vassals. In game terms, think of this as “What are the chances of the family achieving its goals?”. Use this to gauge the success of the noble’s plots, plans, and acquisitions. If you want to quantify influence for specific in-game ventures or your own OCD, roll 1d6 every time the noble wants to do something major (see “Current Ambitions,” below). If the result is less than his original Influence roll below, he pushes through on his plans.
1: Nil
2: Scant
3: Marginal
4: Average
5: Significant
6: Considerable
Holdings
A noble’s real estate is his holding. Roll 1d6 on the table below to see how much land the noble owns; the number in parenthesis indicates how many 5-mile hexes are under the noble’s control (though many of these hexes are likely to be unsettled wilderness). Assuming the feudal model is in use, the noble holds these lands in fief from the king, and has probably subinfeudated portions of it to vassals of his own.
1-2: Modest (1d10)
3-5: Appreciable (1d10+10)
6: Extensive (1d10+20)
Family Size
The number of relatives who can lay claim to the noble house’s resources. These are all relatives—not just immediate family. You can use this value in two ways. First, whenever you create an important NPC, check the size of noble families—it may make sense to squeeze him in as a relative (known or unknown). Second, whenever the noble needs a favour or has to draw on a connection, he’ll probably try relations before strangers—the bigger the family, the more resources he has to pick from. Whatever you do, don’t try to detail (or even identify) every family member straight away. Instead, add relatives as you need them, up to the number indicated below.
1-2: Small (2d6)
3-5: Medium (2d6+6)
6: Huge (2d6+12)
Recent Activity
These are noteworthy events in the family’s recent history that happen by circumstance (i.e., the noble doesn’t specifically set out to achieve them, like “Current Ambitions” below). Use these to put a name behind important campaign events, or to justify a family’s current outlook (e.g., Lady Merrywhite is bitterly opposed to continued skirmishes in the north because she lost all her sons in the last border war). Players can use this info as a conversation starter the next time they find themselves at court. Roll on this table based on family size (Small: 1/6, Medium: 2/6, Large: 4/6).
1: Favoured by the king for (d6: 1-2 staunch loyalty; 3-4 the Midas touch; 5-6 shrewd politicking)
2: Achieved overwhelming military victory
3: Achieved Pyrrhic military victory
4: Supported a new vassal
5: Driven out/slain marauding monster
6: Returned after adventuring expedition to (d6: 1-3 local wilderness; 4-5 king’s wilderness; 6 foreign country)
7: Captured (d6: 1-3 outlaws; 4 spies; 5 marauding monster; 6 humanoid rabble)
8: Brokered diplomatic agreement on king’s behalf (d6: 1-3 trade agreement; 4-5 mutual defence pact; 6 truce)
9: Discovered valuable commodity (d6: 1-2 precious metal; 3-5 industrial material; 6 gemstones)
10: Birth in the family
11: Death in the family (d6: 1-2 natural causes; 3-4 battle; 5 accident 6 questionable circumstances)
12: Wilderness within fief is frequented by (d6: 1-2 outlaws; 3-4 wandering monster; 5 refugees; 6 humanoid band)
13: Family member ransomed by (d6: 1-2 foreign enemy; 3-4 outlaws; 5 humanoids; 6 unknown kidnapper)
14: Participated in a duel (d6: 1-2 won; 3-4 lost; 5-6 draw)
15: Afflicted by plague
16: Adventuring family member(s) presumed lost or dead
17: Losing money as a result of (d6: 1 stolen heirloom; 2-3 bad business; 4 raiders; 5 rival noble; 6 freak accident)
18: Vassal settlement endangered by (d6: 1 attack; 2-3 plague; 4-5 low food supply; 6 bandits)
19: Suffered military defeat
20: Snubbed by king for (d6: 1-2 poor military performance; 3-4 late rents; 5-6 causing trouble at court)
Current Ambition
This is the noble’s (current) pet project. For plot purposes, it’s his primary goal, though there could be multiple motivations (e.g., money, power, favour, prestige, etc.). The noble will set about to achieve his goal will all possible haste, using all resources at his disposal. Make sure to temper roll results with the noble’s alignment (e.g., a Lawful noble will not marry for nefarious purposes of his own, but he might be the unwitting pawn in another noble’s game).
1: Support the king’s top priority plan (d6: 1-2 expansion; 3 warfare; 4-5 diplomacy; 6 rooting out dissidents)
2: Advance the church
3: Acquire more land (d6: 1-2 strategic location; 3-5 valuable resource; 6 special feature)
4: Dispose of (d6: 1-2 another noble; 3 non-secular official; 4 military officer; 5 high-level bureaucrat; 6 powerful adventurer)
5: Marry into a particular family for (d6: 1 wealth; 2 love; 3-4 political advantage; 5 lust; 6 nefarious purposes)
6: Bring about political reform
7: Bring local outlaws to justice
8: Build fortification (d6: 1-3 defensive wall; 4-5 tower; 6 keep)
9: Establish a new settlement
10: Build infrastructure (d6: 1-2 road; 3-4 bridge; 5 watch tower; 6 signal beacon)
11: Clear stain on family name
12: Make a name for the family via (d6: 1-2 adventuring/exploring; 3-4 amassing wealth; 5 military conquest; 6 political influence)
Closet Skeleton
Bumps on the road to power are the heads you have to step on to get there. These are some dirty family secrets held by one or more members of the noble house. These issues may be common knowledge within the family, but they are carefully hidden from outsiders for fear of financial or political fallout. Roll on this table based on family alignment (Lawful: 1/6, Neutral: 2/6, Chaotic: 4/6), depending on how aristocrats roll in your campaign.
1: None (outwardly, things seem a little too perfect…)
2: Engaged in treasonous activity with (d6: 1 independent; 2-3 official body; 4-5 foreign power; 6 dissident element)
3: Perpetrated and covered up a capital crime (e.g., murder, rape, arson)
4: Under the enchantment of a (d6: 1-2 cursed item; 3 sorcerer; 4 demon; 5 fey creature; 6 geas (or similar spell))
5: Manipulates the system to avoid military service
6: Supports a band of (d6: 1-3 outlaws; 4 humanoids; 5 organised thieves; 6 dangerous mercenaries)
7: Withholds the king’s fees to (d6: 1-2 amass personal hoard; 3-4 divert funds; 5 cover gambling debts; 6 pay an extortionist)
8: Sideline poacher (d6: 1-2 fish & game; 3-5 natural resource; 6 valuable commodity)
9: Afflicted with lycanthropy (or similar disease)
10: Family history of mental illness
11: Member of (d6: 1-2 death cult; 3-4 outlawed profession (e.g. sorcerer); 5-6 seditious faction)
12: Addicted to (d6: 1-2 opiate; 3-4 hallucinogen; 5 stimulant; 6 exotic drug)