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GM Screen
GameMastery Guide
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Adventures
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Urban
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The Shape of Civilization
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Settlements in Play
Settlement Qualities
Source
GameMastery Guide pg. 207
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.
Academic
: The settlement possesses a school, training facility, or university of great renown.
(Lore +1, increase spellcasting by 1 level)
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.
(Corruption –2; increase spellcasting by 2 levels)
Insular
: The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another.
(Law +1; Crime –1)
Magically Attuned
: The settlement is a haven for spellcasters due to its location; for example, it may lie at the convergence of multiple ley lines or near a well-known magical site.
(Increase base value by 20%; increase purchase limit by 20%; increase spellcasting by 2 levels)
Notorious
: The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, rogues, and cutthroats are much more common here.
(Crime +1; Law –1; Danger +10; increase base value by 30%; increase purchase limit by 50%)
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).
(Increase spellcasting by 1 level; 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
)
Prosperous
: The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well.
(Economy +1; increase base value by 30%; increase purchase limit by 50%)
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)
Rumormongering Citizens
: The settlement’s citizens are nosy and gossipy to a fault—very little happens in the settlement that no one knows about.
(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.
(Economy +1; increase base value by 10%)
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.
(Crime –4; Law and Society +2; reduce spellcasting by 2 levels)
Tourist Attraction
: The settlement possesses some sort of landmark or event that draws visitors from far and wide.
(Economy +1; increase base value by 20%)