Settlement
A settlement’s alignment not only describes the community’s general personality and attitude, but also influences its modifiers.
- A lawful component to a settlement’s alignment increases its law modifier by 1.
- A good component increases its society modifier by 1.
- A chaotic component increases its crime modifier by 1.
- An evil component increases its corruption modifier by 1.
- A neutral component increases its lore modifier by 1 (a truly neutral city gains an increase of 2 to its lore modifier).
Alignment never modifies a settlement’s economy modifier.
- ???Population:
Government:
Qualities:
Spellcasting total:
Usually equal to size with any modifications from government, qualities and disadvantages. Maximum 8th level.
Base value total: gp
There is a 75% chance that any item of this value or lower can be found for sale in the settlement with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week.
Purchase limit total: gp
A settlement’s purchase limit is the most money a shop in the settlement can spend to purchase any single item from a character.
If the character wish to sell an item worth more than a settlement’s purchase limit, they’ll either need to settle for a lower price, travel to A larger city, or search for a specific buyer in the city with deeper pockets.
Minor:
Medium:
Major:
About magic items
Follows the pattern:
-, 1d4, 1d6, 2d4, 3d4, 3d4, 4d4, 4d4, (*)
Adjust accordingly if the settlement receives an increase or decrease in magic item available. In a Metropolis there are no defined limit to the amount of Minor items, but Medium and Major cap out at 4d4 items before modifiers.
Settlement summary