Kingdom Rules: Settlements
Related Articles
- Kingdom Rules: Overview
- Kingdom Rules: Buildings
- Kingdom Rules: Edicts, Fame, and Infamy
- Kingdom Rules: Events
- Kingdom Rules: Terrain Improvements
The District Grid is divided into 9 large blocks separated by streets. Each block consists of 4 smaller lots separated by alleys. Treat each lot as approximately 750 feet per side, so overall the district takes up about 1 square mile. On each lot you may construct a building, and each building affects your kingdom’s Economy, Loyalty, and so on. Descriptions of these buildings, as well as the bonuses they provide once they’re added to a settlement can be found in Kingdom Rules: Buildings. Most settlements only have 1 district. If your District Grid is full and you want to add another district (for example, if you run out of available lots in that settlement and want to construct additional buildings), you can create an additional district for that settlement by paying the preparation cost for the settlement’s terrain as listed on Table: Terrain and Terrain Improvements. Remember that your kingdom’s Control DC is based on the number of districts in your settlement.
The placement of buildings in your district is up to you—you can start in the center of the district and build outward, or start at the edge and build toward the center. Some buildings (such as the Guildhall) take up more than 1 lot on the grid. You can’t divide up these larger structures, though you can place them so they cover a street. (Streets do not count as lots.)
Demolition: If a lot has a building, you can clear it for new construction. Doing so costs 1 BP. You may construct a building on a lot the same turn you demolish the old building there. You do not regain BP for a demolished building (but see Rebuilding, below).
Destroyed Lots: If an event or a pillaging army destroys 1 or more lots, the devastation causes Unrest to increase by 1 per lot destroyed.
Rebuilding: If you rebuild the same type of building on a destroyed lot, the cost is halved, as you can reuse some of the materials for the same purpose. If you rebuild a different type of building on that lot, reduce the cost of the new building by 1/4 the cost of the old building (minimum 1 BP). If you build smaller buildings on top of a site that held a multi-lot building, split the discount evenly over the new buildings. For example, if you demolish an Academy and construct a Mansion and a Luxury Store on top of those lots, each building gets a 6 BP discount (1/4 of 52 BP is 13, divided evenly between the two).
Abandoned Buildings: If a building requires another to be adjacent (such as how a Tavern must be adjacent to a House or Mansion), and that required building is demolished or destroyed, the GM may decide that the associated building goes out of business or otherwise shuts down 1d3 turns later because of lack of customers or support. If this occurs, you lose the building’s benefit and Unrest increases by 1.
If you build a replacement for the abandoned building, on the next Upkeep Phase you may attempt an Economy check to activate the abandoned building; success means the abandoned building is occupied and provides its bonuses. If you fail, you may keep trying on the next turn.
Founding a Settlement
Before you can start your own kingdom, you first need a base of operations—a fort, village, or other settlement—where you can rest between adventures and where your citizens know they can find you if they need help or want to pay their taxes. Once you have a kingdom, you’ll want to create more settlements in order for the kingdom to grow and prosper. To found a settlement, you must perform the following steps. (These steps assume you’re building a new settlement from scratch; if you’re attempting to incorporate an existing settlement into your kingdom, see Free City.)- Step 1: Acquire funds. You’ll need money and resources in the form of Build Points (BP).
- Step 2: Explore and clear a hex. You’ll need to explore the hex where you want to put the settlement. See the Exploration Time column on Table: Terrain and Terrain Improvements to see how long this takes. Once you have explored the hex, clear it of monsters and dangerous hazards. The time needed to clear it depends on the nature of the threats; this step is usually handled by you completing adventures there to kill or drive out monsters.
- Step 3: Claim the hex as yours. Once you have BP and have explored and cleared the hex, you can claim it. Spend 1 BP to do so; this represents setting up very basic infrastructure such as clearing paths, hiring patrols, setting up a tent city, and so on. This establishes the hex as part of your kingdom (or the beginning of your kingdom).
- Step 4: Prepare the site for construction. To put a settlement on a claimed hex, you’ll need to prepare it. Depending on the site, this process may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements for the BP cost.
If your settlement is in a hex containing a canal, lake, ocean, river, or similar large body of water, you must decide which of your settlement’s borders are water (riverbanks, lakeshores, or seashores) or land. Some types of buildings, such as Mills, Piers, and Waterfronts, must be adjacent to water.
A new settlement consists of 1 district, represented by the District Grid map. Mark the four borders on the District Grid as land or water, as appropriate. - Step 5: Construct your first buildings. Construct 1 building in your settlement and pay its BP cost. If this is your kingdom’s first settlement, you should start with an Inn, Shrine, Monastery, or Watchtower. In addition, you may also purchase and construct 1 House, Mansion, Noble Villa, or Tenement. If your first building is an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement.
- Step 6: Select a type of government for your settlement, then choose two Qualities.
Settlement Statistics
Settlements are complex places - simply detailing every building and inhabitant in a moderately-sized town is a monumental endeavor, much less tracking their individual relationships, politics, and the vicissitudes of their economy. Described below are statistics to help model a settlement and give it character without getting bogged down in the details.Type: Settlements range from small Villages with less than a hundred residents to teeming Metropolises home to tens of thousands. All significant settlements start as Villages, and grow into larger Types of settlement as you fill the settlement out with completed lots.
Population: A settlement’s Population is approximately equal to the number of completed lots within its districts × 100. A grid that has all 36 lots filled with buildings has a population of approximately 3,600. While the exact population of your settlement has no mechanical impact, it can be fun to pin down for descriptive purposes. Simply multiply your number of completed lots by 100 and subtract d100 from the results (minimum population of 50).
Base Characteristics: Just like characters, settlements have Characteristic scores. Unlike characters, these scores can be 0 or even negative, ranging between -5 and +5. Each Characteristic is associated with certain kinds of checks; if the settlement's Characteristic is positive, add that many Boost dice to the relevant checks within the settlement's borders. If the Characteristic is negative, add that many Setback dice instead. A Characteristic score of zero adds no dice. The six settlement Characteristics are as follows:
- 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 checks made to deceive, bribe, intimidate, or otherwise dishonestly manipulate city officials or guards, and to 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 characteristic is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high Crime characteristic is likely to have A powerful thieves’ guild and a significant problem with violence. A settlement's Crime modifies all Vigilance and Skullduggery checks, as well as checks made to obtain illicit items on the black market.
- Law: Law measures how strict a settlement’s laws and edicts are. A settlement with a low Law score isn’t necessarily crime-ridden - in fact, A low Law score usually indicates that the town simply has little need for protection since crime is so rare. A high Law score means the settlement’s guards are particularly alert, vigilant, and well-organized. A settlement’s Law modifies all checks made to call upon, negotiate with, or otherwise honestly influence city officials or guards.
- Lore: A settlement’s Lore score 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 score doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources. A settlement’s Lore modifies all checks made to gather information or do research.
- Productivity: A settlement’s Productivity indicates the health of its trade and the wealth of its successful citizens. A low Productivity score 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 scores always have large markets and many shops. A settlement’s Productivity helps its citizens make money, and thus it applies to all checks to checks made to haggle, craft an item, or generate income through labor.
- Society: Society measures how open-minded and friendly a settlement’s citizens are. A low Society score might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high Society score 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 score modifies all checks made to befriend its inhabitants or gain their willing assistance.
Danger: The GM uses a settlement's Danger score when rolling for random encounters in the settlement. The higher the score, the more likely you are to encounter well-armed foes or dangerous monsters.
Rarity Modifier: The Rarity Modifier of a settlement is used to determine what goods may easily be purchased there. Apply this modifier to an item's rarity before rolling to determine if it can be found in a given settlement. Certain buildings (such as a Market) reduce this modifier, thus making more items easily obtainable.
Table: Settlement Base Statistics by Size
Completed Lots | Type | Population | Base Characteristics | Qualities | Danger | Rarity Modifier |
---|---|---|---|---|---|---|
1-4 |
Village |
50-400 |
-1 |
2 |
0 |
+2 |
5-18 |
Small Town |
401-1,800 |
0 |
2 |
0 |
+1 |
19-36 |
Large Town |
1,801-3,600 |
0 |
3 |
5 |
0 |
37-108 |
Small City |
3,601-10,800 |
1 |
4 |
5 |
0 |
109-216 |
Large City |
10,801-21,600 |
2 |
5 |
10 |
-1 |
217+ |
Metropolis |
21,601+ |
4 |
6 |
10 |
-2 |
Settlement Government
Just as with your kingdom as a whole, individual settlements are ruled by their own governments, and such governments impact a settlement's Characteristics.- Autocracy: A single individual rules the community by legal right. This leader’s actual title can vary - mayor, burgomaster, lord, or even royal titles like duke or prince are common. Effect: No modifiers
- Council: A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement. Effect: Law -1, Lore -1, Society +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. Effect: Corruption -1, Lore +2, Society -1
- Military: The settlement is an armed garrison that exists solely to serve the military forces deployed there. It may be a massive military base and training complex, a wilderness fortress or a keep that patrols a major trade route, depending on its size. The settlement may even be an ordinary town or city that recently fell under military rule after a coup or uprising that led to the declaration of martial law. Effect: Corruption -1, Law +2, Society -1
- Overlord: The community’s ruler is a single individual who seized control of the settlement by force or guile and rules with absolute authority. Effect: Corruption +1, Crime -1, Law +1, Society -1
- 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. Effect: Corruption +1, Crime +2, Law -3
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. Most qualities modify a settlement's Characteristics, but a few have special effects.- Abstinent: The settlement religious or moral convictions force it to deny some of the world’s more common vices. The settlement has a strong prohibition against 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. Effect: Corruption +1, Law +1, Society -1
- Academic: The settlement is a haven for scholars and other academics. Effect: Lore +1
- Adventure Site: Proximity to a famous adventuring location has long drawn curious adventures from across the land. Effect: Law -1, Society +1, Rarity modifier -1
- Broad-Minded: The citizens are open, friendly, and tolerant, and react positively towards visitors. Effect: Society +1
- Corrupt: The settlement's government is riddled with bribes and double-dealing. Effect: Corruption +1
- Crime-Ridden: The settlement has a higher-than-average problem with crime. Effect: Crime +1
- Cruel Watch: The settlement's guards or police are infamous for their brutality and corruption. Effect: Corruption +2, Crime -1, Law +1, Society -1
- Cultured: The settlement is a cultural landmark, famous for its artists and musicians. Effect: Law -1, Lore +1, Society +1
- Decadent: The settlement’s vast wealth and proud, ancient heritage has made it a haven for corruption and sin. Effect: Corruption +1, Crime +1, Law -1, Society -1; Rarity Modifier -1
- Defiant: The citizens of this settlement have a natural predilection for free thinking that borders on lawlessness. Effect: Crime +1, Law -1, Society +1
- Eldritch: The town has a strange and unnatural air, and is a popular place for sorcerers and oracles. Effect: Lore +1, Society -1; Danger +5, all magic skill checks within the town add 2 automatic Advantage results
- Insular: The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another. Effect: Crime -1, Law +2
- No Questions Asked: The citizens mind their own business and respect a visitor’s privacy. Effect: Corruption +1, Lore -1, Society +1
- Notorious: The settlement is renowned as a hive of scum and villainy. Effect: Corruption +1, Crime +2, Law -1; Danger +10, Rarity Modifier -1
- Permissive: One or more acts normally considered taboo are widely practiced by the citizenry. Effect: Corruption +2, Society -1
- Pious: The settlement's inhabitants are deeply religious, holding great faith in one or more religions. Effect: Corruption -1, Law +1, Society +1
- Productive: The settlement is blessed by abundant resources, gifted artisans, or an unusually industrious population. Effect: Productivity +1
- Prosperous: The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well. Effect: Law -1, Productivity +1; Rarity Modifier -1
- Traditional: The settlement is bolstered by its strong traditions, but its citizens have difficulty interacting with visitors. Effect: Law +1, Lore +1, Society -1
- Well-Ordered: The settlement's legal system is particularly well-organized and efficient. Effect: Law +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. Disadvantages are almost always a consequence of a specific action or event, and removing one typically requires direct intervention in the form of a special project, quest, or adventure.- Anarchy: The settlement has no leaders—this type of community is often short-lived and dangerous. Effect: Corruption +3, Crime +3, Productivity -3, Society -3; Danger +20; Law becomes -5 regardless of other modifiers; replaces the settlement's government and removes all government modifiers
- 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. Effect: -3 to one Characteristic chosen by the GM
- 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. Effect: Law -4, Productivity -4, Society -4; Danger +20; Rarity Modifier +1
- Impoverished: Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant. Effect: Corruption +2, Crime +2, Productivity -3, Society -3; Rarity modifier +2
- Plagued: The community is suffering from a protracted contagion or malady. Effect: -2 to all Characteristics; Rarity Modifier +1; PCs who linger in the town may be exposed to the disease at the GM's discretion.
- Reign of Terror: The settlement is governed by a totalitarian regime. Sadistic and legally all-powerful soldiers walk the streets, enforcing the settlement’s brutal laws. Outsiders are mistrusted and undesirables often simply disappear. Effect: Lore -3, Society -3; Danger +10