Settlement Stat Block

See Kingdoms by Legendary Games

  • Name - The settlement’s name is presented first.
  • 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, be it thorp, hamlet, village, town (small or large), city (small or large), or metropolis. In most cases, rules play off of a settlement’s type rather than its exact population total. A settlement’s type determines many of its statistics.
    • A settlement’s alignment not only describes the community’s general personality and attitude, but also influences its modifiers. Alignment never modifies a settlement’s productivity modifier. Settlements are never unaligned.
      • 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).
  • 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. Note that introducing settlement modifiers to your game will somewhat increase the complexity of ability checks by adding a variable modifier each time the PCs visit a new town or city—consider the use of these modifiers an optional rule.
    • 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 Charisma (Deception) checks made against city officials or guards and all Dexterity (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 powerful thieves’ guild and a significant problem with violence. The atmosphere generated by a settlement’s crime level applies as a modifier on Wisdom (Insight) checks to avoid being bluffed and to Dexterity (Sleight of Hand) checks made to pick pockets.
    • 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-organised. 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 Charisma (Intimidation) checks made to force an opponent to act friendly, Charisma (Persuasion) checks against government officials, or Charisma (Persuasion) 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 Charisma checks made to gather information and Intelligence checks made using the city’s resources to do research when using a library.
    • Productivity: A settlement’s productivity modifier indicates the health of its trade and the wealth of its successful citizens. A low productivity 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 productivity modifiers always have large markets and many shops. A settlement’s productivity helps its citizens make money, and thus it applies as a modifier on all ability checks made to generate income or find goods or services to purchase.
    • 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 diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement’s society modifier applies on all checks made to create a disguise, as well as on Charisma (Persuasion) checks made to influence any non-government official
  • 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. If you use a wandering monster chart that uses percentile dice and ranks its encounters from lowest CR to highest CR, use the modifier associated with the settlement’s danger value to adjust rolls on the encounter chart. 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. After the settlement’s total population, a breakdown of its racial mix is listed in parentheses.
  • Notable NPC's - This section lists any notable NPCs who live in the city, sorted by their role in the community, followed by their name and then their alignment, gender, race, class, and level in parentheses.
  • 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.
  • Magic Items - This line lists the number of magic items 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.

Example Settlements

CAPITAL CITY

N large city Corruption +0; Crime +2; Law +2; Lore +5; Productivity +5; Society +2 Qualities academic, holy site, prosperous, strategic location, tourist attraction Danger +10 -----------------------DEMOGRAPHICS----------------------- Government autocracy Population 18,000 (14,000 humans; 1,000 dwarves; 1,000 halflings; 500 elves; 1,500 other) --------------------MARKETPLACE-------------------- Spellcasting 9th Common Items 4d4; Uncommon Items 3d4; Rare Items 2d4

CITY OF THIEVES

CN small city Corruption +2; Crime +4; Law –3; Lore +3; Productivity +3; Society +1 Qualities academic, notorious, racially intolerant (halflings), tourist attraction Danger +15 -----------------------DEMOGRAPHICS----------------------- Government secret syndicate Population 10,000 (6,000 humans; 1,500 halflings; 1,000 half-orcs; 750 dwarves; 750 other) --------------------MARKETPLACE-------------------- Spellcasting 7th Common Items 4d4; Uncommon Items 3d4; Rare Items 1d6