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Settlements

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Settlement Alignment

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.

Settlement Sizes

Population Settlement Size Base Value Purchase Limit
Fewer than 51 Thorp 50 gp 500 gp
51–200 Hamlet 200 gp 1,000 gp
201–1000 Village 500 gp 2,500 gp
1001–5,000 Small town 1,000 gp 5,000 gp
5,001–25,000 Large town 2,000 gp 10,000 gp
25,001–50,000 Small city 4,000 gp 25,000 gp
50,001–250,000 Large city 8,000 gp 50,000 gp
More than 250,000 Metropolis 16,000 gp 100,000 gp
Settlement Size Spellcasting Minor Medium Major
Thorp - - - -
Hamlet 0th [1] 1d4 items - -
Village 1st 1d6 items - -
Small town 2nd 2d4 items 1d4 items -
Large town 3rd 3d4 items 1d6 items -
Small city 4th 3d4 items 2d4 items 1d4 items
Large city 5th 4d4 items 3d4 items 1d6 items
Metropolis 6th 4d4 items 3d4 items 2d4 items
  1. Craftsmen with the Toilcrafter trait are often found in hamlets
Type Modifiers Qualities Danger
Thorpe -4 1 -10
Hamlet -2 1 -5
Village -1 2 0
Small town 0 2 0
Large town 0 3 5
Small city +1 4 5
Large city +2 5 10
Metropolis +4 6 10

The Settlement Stat Block

A settlement stat block is organized as follows.

Alignment and Type
A settlement’s alignment is the general alignment of its citizens and government—individuals who dwell therein can still be of any alignment, but the majority of its citizens should be within one step of the settlement’s overall alignment. Alignment influences a city’s modifiers. The type is the size category the settlement falls into.
Modifiers
Settlements possess six modifiers that apply to specific skill checks made in the settlement. A settlement’s starting modifier values are determined by its type. This value is further adjusted by the settlement’s alignment, government, qualities, and disadvantages.
Qualities
All settlements have a certain number of qualities that further adjust their statistics—think of qualities as feats for settlements. A settlement’s type determines how many qualities it can have.
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.
Disadvantages
Any disadvantages a settlement might be suffering from are listed on this line. A settlement can have any number of disadvantages you wish to inflict on it, although most settlements have no disadvantages.
Government
This entry lists how the settlement is governed and ruled. The type of government a settlement follows affects its statistics.
Population
This number represents the settlement’s population. Note that the exact number is flexible; a settlement’s actual population can swell on market days or dwindle during winter—this number lists the average population of the settlement. Note that this number is generally used for little more than flavor—since actual population totals fluctuate, it’s pointless to tether rules to this number.
Base Value and Purchase Limit
This section lists the community’s base value for available magic items in gp (see Table: Available Magic Items). There is a 75% chance that any item of this value or lower can be found for sale in the community 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. A settlement’s purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs 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 (with the GM‘s permission) search for a specific buyer in the city with deeper pockets. A settlement’s type sets its purchase limit.
Spellcasting
Unlike magic items, spellcasting for hire is listed separately from the town’s base value, since spellcasting is limited by the level of the available spellcasters in town. This line lists the highest-level spell available for purchase from spellcasters in town. A town’s base spellcasting level depends on its type.
Minor Items/Medium Items/Major Items
This line lists the number of magic items above a settlement’s base value that are available for purchase. In some city stat blocks, the actual items are listed in parentheses after the die range of items available—in this case, you can use these pre-rolled resources when the PCs first visit the city as the magic items available for sale on that visit. If the PCs return to that city at a later date, you can roll up new items as you see fit

Settlement Modifiers

Corruption

Corruption measures how open a settlement’s officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty.

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

Crime is a measure of a settlement’s lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a problem with organized crime and a significant problem with violence.

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 modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn’t automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops.

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

Law measures how strict a settlement’s laws and edicts are. A settlement with a low law modifier isn’t necessarily crime-ridden—in fact, A low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement’s guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force.

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 measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources.

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

Society measures how open-minded and civilized A settlement’s citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to tourists and unusual visitors and that they respond better to well-spoken attempts at conversation.

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.

Settlement Government

Just like nations, towns and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers.

Autocracy

A single individual chosen by the people rules the community. This leader’s actual title can vary—mayor, burgomaster, lord, or even royal titles like duke or prince are common.

(No modifiers)

Council

A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement.

Increase Society +4; Decrease Law and Lore –2.

Magical

An individual or group with potent magical power, such as a high priest, an archwizard, or even a magical monster, leads the community.

Increase Lore +2; Decrease Corruption and Society –2; increase spellcasting by 1 level.

Overlord

The community’s ruler is a single individual who either seized control or inherited command of the settlement.

Increase Corruption and Law +2; Decrease Crime and Society –2.

Secret Syndicate

An unofficial or illegal group like a thieves’ guild rules the settlement—they may use a puppet leader to maintain secrecy, but the group members pull the strings in town.

Increase Corruption, Economy, and Crime +2; Decrease Law –6.

Settlement Qualities

Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community’s statistics. A settlement’s type determines how many qualities it can have—once a quality is chosen, it cannot be changed.

Note that many of the following qualities adjust a town’s base value or purchase limit by a percentage of the town’s standard values. If a town has multiple qualities of this sort, add together the percentages from modifiers and then increase the base value by that aggregated total—do not apply the increases one at a time.

Abundant

The settlement has access to extraordinary natural resources: rich farmland, a deep lake, excellent hunting grounds nearby or even a convenient source of magical sustenance. The local food surplus makes the settlement a major exporting hub, and increases the standard of living for its inhabitants. Reduce the purchase price of most forms of locally-grown food and livestock by 25% or more.

Modifier(s): Economy +1;

Abstinent

The settlement religious or moral convictions force it to deny some of the world’s more common vices. The settlement prohibits a common vice: usually alcohol is prohibited, but other abstinent settlements might ban stronger drugs, tobacco, prostitution, or even ‘indulgent’ foods like fine pastries, meat, or similar.

Modifier(s): Corruption +2; Law +1; Society -2;

Academic

The settlement possesses a school, training facility, or university of great renown.

Modifier(s): Lore +1; Spellcasting +1;

Adventurer Site

Proximity to a famous adventuring location has long drawn curious adventures from across the land.

Modifier(s): Society +2; Purchase limit +0.5;

Ambassadorial

The city is the location for an embassy between two or more nations, making it a hotspot for political intrigue and the occasional assassination attempt.

Modifier(s): Crime +1; Law -1; Society +1;

Arena

The settlement sports an arena of some sort, which opens up opportunities for commerce, but also for criminal activities. The exact form of the arena may vary, from a colosseum in a large city, a cock fighting ring in a thorp, or something in between.

Modifier(s): Crime +1; Economy +1;

Artifact Gatherer

The sale of a certain kind of rare item is heavily restricted. This may be items of a magical, technological, or psychic origin. Purchase of such items is limited to black markets.

Modifier(s): Law +2; Base value -0.5;

Artist’s Colony

The settlement is renowned for the excellence of its local artists, performers and craftsfolk. Add the settlement’s Economy modifier on all Craft checks, not just those made to earn a living.

Modifier(s): Economy +1; Society +1;

Asylum

The settlement is host to an infamous madhouse or asylum (or perhaps a prison, gaol or notorious workhouse). The presence of these dangerous, mad souls has hardened the townsfolk, making them suspicious of strangers and paranoid about the possibility of an escape or other tragedy.

Modifier(s): Lore +1; Society -2;

Broad Minded

The citizens are open, friendly, and tolerant, and react positively towards visitors.

Modifier(s): Lore +1; Society +1;

City of the Dead

The settlement abuts a massive, historically significant graveyard, massive tomb or mausoleum complex. Its monuments are well maintained, and a powerful ancestor cult exists within the city, either in replacement or addition to traditional religions. Add the settlement’s Lore modifier to Knowledge (history) and Knowledge (nobility) checks.

Modifier(s): Economy -2; Law +1; Lore +2;

Cultured

The settlement is well known for its culture of artistry, particularly among actors and musicians. It always counts as a prosperous city for the purpose of perform checks.

Modifier(s): Law -1; Society +1;

Deep Traditions

The settlement is bolstered by its strong traditions, but its citizens have difficulty interacting with visitors.

Modifier(s): Crime -2; Law +2; Society -2;

Defensible

The settlement is strategically situated to make it easier to defend, giving its inhabitants confidence and making the settlement a major local trade hub.

Modifier(s): Corruption +1; Crime +1; Economy +2; Society -1;

Defiant

The citizens of this settlement have a natural predilection for free thinking that borders on rebellious action.

Modifier(s): Law -1; Society +1;

Eldritch

The town has a strange and unnatural air, and is a popular place for sorcerers and oracles. Increase spellcasting by +2 levels when casting divination or necromancy spells only.

Modifier(s): Lore +2; Danger +13;

Famed Breeders

The settlement is known for the excellent quality of the animals bred there, from the mundane (horses, mules, cattle, pigs) to the exotic (talking tigers, Pegasai, griffons). People come from far and wide to purchase livestock, draft animals, mounts and animal companions. Characters can purchase mounts or live stock in the settlement at a +10% discount, With the Base Value and Base Purchase Limit increased by +20% when dealing with mounts and associated gear.

Modifier(s): Economy +1;

Gambling

The settlement caters to vice and greed. Casinos, gaming houses, opium dens and bordellos are all common here, and serve as the town’s major industry.

Modifier(s): Corruption +2; Crime +2; Economy +2; Law -1; Purchase limit +0.1;

Good Roads

The settlement has an extensive road network. These roads are well-maintained and allow for quick movement of troops and merchandise.

Modifier(s): Economy +2;

Guilds

A variety of trade and mercantile guilds control the town’s industry and trade. These guilds are highly specialized (a printer’s guild, an eggler’s guild, a swordsmith’s guild, a diamond cutter’s guild, ect.), and usually semi-hereditary, with children following their parents into the guild.

Modifier(s): Corruption +1; Economy +1; Lore -1;

Holy Site

The settlement hosts a shrine, temple, or landmark with great significance to one or more religions. The settlement has a higher percentage of divine spellcasters in its population.

Modifier(s): Corruption -2; Spellcasting +2;

Insular

The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another.

Modifier(s): Crime -1; Law +1;

Magically Attuned

The settlement is a haven for spellcasters due to its location. It may lie at the convergence of multiple ley lines or near a well-known magical site.

Modifier(s): Spellcasting +2; Base value +0.2; Purchase limit +0.2;

Majestic

The settlement is known for its dramatic, sweeping architecture, monumental statuary and is built to a scale alien to most Medium size humanoids. Perhaps the settlement was once a domain of giants, or simply a human metropolis hewn to an epic scale for the sake of grandeur. Add +1d8 to the number of the most expensive category of magic items the settlement offers for sale, as determined by its size.

Modifier(s): Spellcasting +1;

Militarized

The populace is devoted to the armed forces. Civil and military law is intertwined, punishments are harsh, and loyalty to the state is expected.

Modifier(s): Law +4; Society -4;

Morally Permissive

Divine indulgence or perhaps just a corrupt church selling indulgences has made this settlement famous (or infamous) for its lax morals. Select 1d4+1 acts that would normally be considered sinful or immoral; these acts are not crimes or sins within the settlement, and committing these acts does not violate a paladin or cleric’s moral code, so long as the offense is limited to within the settlement’s borders.

Modifier(s): Corruption +1; Economy +1; Spellcasting -1;

No Questions Asked

The citizens mind their own business and respect a visitor’s privacy.

Modifier(s): Lore -1; Society +1;

Notorious

The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, rogues, and cutthroats are much more common here.

Modifier(s): Crime +1; Law -1; Danger +10; Base value +0.3; Purchase limit +0.5;

Phantasmal

The settlement simply isn’t always there! This magical settlement might only appear in the moonlight, appear out of the mist on particularly holy or infamous dates, or only appear in this plane during thunderstorms or on particularly hot days. At other times, the settlement simply doesn’t exist on this plane; powerful, plane-crossing magic is required to access the settlement outside of the ‘proper’ time. The highly magical settlement is insular and clannish as a result of its isolation from the outside world. Increase spellcasting by two levels when dealing with planar magic or conjuration (summoning or teleportation) spells only.

Modifier(s): Economy -2; Society -2;

Pious

The settlement is known for its inhabitants’ good manners, friendly spirit, and deep devotion to a deity (this deity must be of the same alignment as the community). Any faith more than one alignment step different than the community’s official religion is at best unwelcome and at worst outlawed—obvious worshipers of an outlawed deity must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)

Modifier(s): Spellcasting +1;

Prosperous

The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well.

Modifier(s): Economy +1; Base value +0.3; Purchase limit +0.5;

Racially Intolerant

The community is prejudiced against one or more races, which are listed in parentheses. (Members of the unwelcome race or races must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)

Modifier(s):

Resettled Ruins

The settlement is built amid the ruins of a more ancient structure. The settlement might be little more than a collection of tents and yurts erected in ruined plazas, or a thriving metropolis whose stones were recycled from long-forgotten temples and fortresses. While ruins provide a ready source of building materials, near-by dungeons to plunder and ancient artifacts to explore, they might also provide a hiding place for modern dangers or old curses. Add +1d3 to the amount of magic items in any category the settlement’s size would allow it to normally offer. If the settlement’s size would not normally allow it to have magic items of a particular category, it always has at least one randomly chosen item of that category for sale. However, if a buyer rolls a natural one on any Appraise or Diplomacy check made to examine or purchase a locally bought magic item, that item is always cursed.

Modifier(s): Economy +1; Lore +1;

Religious Tolerance

The settlement is known for its widespread religious tolerance, and many faiths have temples, cathedrals or monasteries here. Religious debates in the public square are common. Increase divine spellcasting by +2 levels.

Modifier(s): Lore +1; Society +1;

Resource Surplus

A surplus of a certain community has made for very competitive markets in those kinds of goods. This commodity and items primarily made from it can be purchased for as little as half the normal cost. The additional cost of making an item with alchemical compounds related to that resource (for instance, alchemical silver for silver or cold iron for iron) is halved in this settlement’s marketplaces.

Modifier(s):

Restrictive

Foreigners who settle in this settlement are prohibited from owning property in certain districts and sometimes pay a higher price for goods. This disdain rarely involves violence towards foreigners, though the city guard monitors strangers to ensure they don’t cross the boundaries of the city without appropriate paperwork.

Modifier(s): Corruption -1; Lore -1;

Rule of Might

The settlement has a tradition of rule by the strongest individual.

Modifier(s): Law +2; Society -2;

Rumormongering Citizens

The settlement’s citizens are nosy and gossipy to a fault—very little happens in the settlement that no one knows about.

Modifier(s): Lore +1; Society -1;

Strategic Location

The settlement sits at an important crossroads or alongside a deepwater port, or it serves as a barrier to a pass or bridge.

Modifier(s): Economy +1; Base value +0.1;

Subterranian

The settlement is at least partially built underground, sheltering it from enemies but also isolating it culturally.

Modifier(s): Law +1; Lore -1; Danger -5;

Superstitious

The community has a deep and abiding fear of magic and the unexplained, but this fear has caused its citizens to become more supportive and loyal to each other and their settlement.

Modifier(s): Crime -4; Law +2; Society +2; Spellcasting -2;

Supportive

The settlement provides aid to its citizens. A number of programs provide food and shelter to he less fortunate. Everyone in the settlement is guaranteed at least two meals a day and a place to sleep with a roof over their head.

Modifier(s): Society +2;

Timid Citizens

Citizens are quiet and keep to themselves. Crimes often go unreported.

Modifier(s): Crime +2; Lore -2;

Therapeutic

The settlement is known for its minor healing properties- medicinal hot springs, clean, invigorating mountain air, a plethora of locally grown healing herbs and fruits, or perhaps some divine blessing. Whatever the reason, hospitals, nurseries, retreats and sanitariums are common within the settlement. Heal checks made within the settlement’s borders also receive the settlement’s Lore modifier if positive.

Modifier(s): Economy +1; Lore +1;

Tourist Attraction

The settlement possesses some sort of landmark or event that draws visitors from far and wide.

Modifier(s): Economy +1; Base value +0.2;

Well Illuminated

The citizens have the benefit of well illuminated streets and city squares, and thus fewer shadows that provide cover for thieves and other criminals. Merchants lose little inventory to dishonesty.

Modifier(s): Crime -1; Economy +1;

Settlement Disadvantages

Just as a settlement can have unusual qualities to enhance its statistics, it can also suffer from disadvantages. There’s no limit to the number of disadvantages a community can suffer, but most do not have disadvantages, since a settlement plagued by disadvantages for too long eventually collapses. A disadvantage can arise as the result of an event or action taken by a powerful or influential NPC or PC. Likewise, by going on a quest or accomplishing a noteworthy deed, a group of heroes can remove a settlement’s disadvantage.

Anarchy

The settlement has no leaders—this type of community is often short-lived and dangerous.

(Replaces settlement’s Government and removes Government adjustments to modifiers; Corruption and Crime +4; Economy and Society –4; Law –6; Danger +20)

Cursed

Some form of curse afflicts the city. Its citizens might be prone to violence or suffer ill luck, or they could be plagued by an infestation of pests.

(Choose one modifier and reduce its value by 4).

Heavily Taxed

The settlement is very heavily taxed and has fewer resources available than a settlement of its size normally has.

Decrease Society -2, base value by 10%, purchase limit by 50%, spellcasting -2. Available magic items as per settlement 1 category smaller.

Hunted

A powerful group or monster uses the city as its hunting ground. Citizens live in fear and avoid going out on the streets unless necessary. (Economy, Law, and Society –4; Danger +20; reduce base value by 20%)

Impoverished

Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant.

(Corruption and Crime +1; decrease base value and purchase limit by 50%; halve magic item availability)

Martial Law

As long as the settlement remains under martial law. Additionally, as long as the citizens must follow the edicts and proclamations, the city stifles and suffers.

Increase Law +2. Decrease Corruption -4, Crime -2 , Economy -4. Danger +10. Halve all values for marketplace entries.

Oppressed

The leadership of this settlement retains oppressive control.

Decrease Lore -6, Society -6.

Plagued

The community is suffering from a protracted contagion or malady.

(–2 to all modifiers; reduce base value by 20%; select A communicable disease—there’s a 5% chance each day that a PC is exposed to the disease and must make a Fortitude save to avoid contracting the illness)

Guards! Guards!

It’s inevitable—sooner or later, the PCs will want to call upon the town guard or cause a situation where citizens do so instead. Calling for the guard requires a Diplomacy check modified by the settlement’s law modifier. It’s only a DC 5 check to call for the guard—with a success, the guards generally arrive on the scene in 1d6 minutes. Every 5 points by which the Diplomacy check exceeds DC 5 (rounding down) reduces the arrival time by 1 minute—if this reduces their arrival time below 1 minute, the increments of reduction instead change to 1 round.

For example, the party wizard is being mugged and calls for the guard. The result of his Diplomacy check is a 23, and the GM rolls a 2 on 1d6 to determine how long it’ll be before the guards arrive. Since the wizard rolled three times the amount he needed, the 2-minute wait time is reduced to 8 rounds.

Qualities table

Name Corruption Crime Economy Law Lore Society Danger Spellcasting Base Value Purchase Limit Notes
Academic +1 +1 levels
Adventurer Site +2 +50%
Ambassadorial +1 -1 +1
Artifact Gatherer +2 +50% purchase of items above original base value is limited to black markets.
Broad Minded +1 +1
Cultured -1 +1 Always counts as a prosperous city for the purpose of perform checks
Darkvision -1 +1
Deep Traditions -2 +2 -2
Defiant -1 +1
Holy Site -2 +2 levels
Insular -1 +1
Magically Attuned +2 levels +20% +20%
Militarized +4 -4
No Questions Asked -1 +1
Notorious +1 -1 +10 +30% +50%
Pious +1 levels Unfriendly to faiths with an alignment more than one step away [1]
Prosperous +1 +30% +50%
Racially Intolerant Unfriendly to stated race(s) [1]
Resource Surplus A surplus of a certain community has made for very competitive markets in those kinds of goods.[2]
Restrictive -1 -1 Unfriendly to outsiders [1]
Rule of Might +2 -2
Rumormongering Citizens +1 -1
Strategic Location +1 +10%
Subterranian +1 -1 -5
Superstitious -4 +2 +2 +2 levels
Supportive +2
Timid Citizens +2 -2
Tourist Attraction +1 +20%
Wealth Disparity +2 +2/-2 -2/+2

See also

References

  1. 1.0 1.1 1.2 Prices for the shunned group are 150%. They may also be discriminated against in other ways, or even targetet with violence.
  2. This commodity and items primarily made from it can be purchased for as little as half the normal cost. The additional cost of making an item with alchemical compounds related to that resource (for instance, alchemical silver for silver or cold iron for iron) is halved in this settlement’s marketplaces.