Settlement

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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.

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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.

Corruption: ? A settlement’s corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).
Crime: ? The atmosphere generated by a settlement’s crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.
Economy: ? A settlement’s economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.
Law: ? A settlement’s law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard.
Lore: ? A settlement’s lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city’s resources to do research when using a library.
Society: ? A settlement’s society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

Danger: ? A settlement’s danger value is a number that gives a general idea of how dangerous it is to live in the settlement. A settlement’s base danger value depends on its type.
Settlement summary

Government
Qualities
Disadvantages

Modifiers