The Settlement Creation System in Greland | World Anvil

The Settlement Creation System

  When a player gains a new existing settlement, the following process is followed to determine that settlement's starting characteristics1.  

1. Determine Settlement Size

The scores available to a settlement are determined by the size of the settlement.
 
Size Scores Available
Hamlet
Less than 100
A hamlet begins with all of its attributes at 1.
Up to two of those attributes can be increased to a maximum of 2.
Village
Between 101 and 1,000
A village begins with all of its attributes at 1.
Up to two of those attributes can be increased to a maximum of 4;
two other attributes to a maximum of 3;
three other attributes to a maximum of 2.
Town
Between 1,001 and 25,000
A town begins with all of its attributes at 2.
Up to two of those attributes can be increased to a maximum of 5;
one other attribute can be increased to a maximum of 4;
four other attributes can be increased to a maximum of 3.
City
Between 25,001 and 100,000
A city begins with all of its attributes at 3.
Up to three of those attributes can be increased to a maximum of 6;
two other attributes can be increased to a maximum of 5;
four other attributes can be increased to a maximum of 4.
Capital
Upwards of 100,001
A capital begins with all of its attributes at 6.
 

2. Assign Attribute Scores

Assign the Attribute Scores from step 1 to the Attributes listed below.
 
Culture* Represents how easily the settlement's inhabitants can access Developments dedicated to socialisation and entertainment, such as Inns, Taverns, Fairs, Theatres, etc.
Recreation Represents how much land is given over to recreation areas such as Parks, Arenas, Fountains, etc.
Health* Represents anything that might improve the health of the settlement's inhabitants, such as Herbalists, Apothecaries, Sewer Networks, etc.
Education* Represents how easily the settlement's inhabitants can access education, such as Libraries, Schools, Academies, etc.
Production* Represents anything that produces resources for the settlement to consume or trade.
Food* Represents the settlement's supporting food network of Farms, Fisheries, Granaries, Mills, etc.
Defence* Represents the settlement's defences such as Walls, Towers, Moats, etc.
Order Represents anything in the settlement which might contribute to keeping the peace, such as Town Guards, Jails, Stocks, etc.
Trade* Represents the settlement's Trade Networks, Transportation, Warehouses, etc.
 

3. Derived and Optional Attributes

Some of a settlement's Attributes are derived from the Attribute Scores distributed in the previous step, while others are determined by the GM.
 
Crime Crime represents the unsavoury forces at work in any settlement.
The Crime Attribute is determined by taking the highest of a settlement's Attributes (other than Defence or Order) and subtracting the Order Attribute from it.
If this value is negative the settlement has a Crime Attribute of 0.
Wealth Wealth represents the settlement's incomes.
The Wealth Attribute is determined by taking the highest of a settlement's Production, Food and Trade Attributes and subtracting the Crime Attribute from it.
Faith Faith represents how easily the settlement's inhabitants can access places to practice their Faith.
This value is assigned by the GM.
 

4. Location Bonus

Depending on the location where a settlement is built, certain bonuses or penalties will apply.
 
Location Modifier
Arctic +b to all Checks.
-1 Crime.
Cliffs +b to Defence Checks.
Coast +b to all Checks.
+1 Crime.
Desert +b to all Checks.
-1 Crime.
Floodplains +b to Food Checks.
Forest +1 Level to any Production and Trade Developments related to Timber.
Apply this each time a new Development is built.
Grasslands Nothing.
High Mountains +b to Food and Trade checks. +1 Defence.
Hills Nothing.
Islands +b to all Checks.
+1 Crime.
Lake +1 Level to any Food or Trade Developments related to Fish.
Apply this each time a new Development is built.
Mountain +b to Defence Checks.
Plains Nothing.
Plateau +b to Defence Checks.
Rainforest +b to Production Checks.
River +b to Trade Checks.
Savannah Nothing.
Swamp +b to all non-Food Checks.
+1 Food.
Tundra +b to all non-Production Checks.
+1 Production.
Valley +b to all Checks.
-1 Trade.
 

5. Specialisation

Choose one of the settlement's Attributes (not Crime) add b to all Checks for that Attribute.
 

6. Developments

Each Attribute can support up to 5 standard Developments. Some Attributes have Special Developments, they do not count toward this limit.
Developments are rated 1-5 with 1 being Poor and 5 being Noble. This number represents what the highest quality example of that Development type would be in the settlement - the nicest inn to stay in, the fanciest jewellery store, etc.
When creating a Settlement, for each Attribute subtract 1 from its Attribute Score and then multiply by 2. These are the Development Points available for that Attribute. Developments can start up to one Level higher than their governing Attribute. So, for example, a settlement with a Culture Attribute of 4 would begin with 6 Development Points to use for creating Culture Developments - they could choose to build a Level 5 Inn (for 5 Development Points), and a Level 1 Theatre (for 1 Development Point).
1: not to be confused with the Seneschal or Justicar's abilities to create new settlements, which have their own rules detailed on those pages.

Resources

Story Points
Military Units
Useful Lists

 

Player Characters

Lady Ophelia Foxworth-Hayford
Lady Terin Gaunt-Foxworth
ser Mattheo Foxworth
Colrin Blest
King Tyon I Cray
Sigrid Ashwood
ser Allon Stormborn
ser Odric Vortane
Lord Tylan Hewlett
ser Callor Perryn
ser Ashtin Phyrefenn
The War For The Foxworth Secession 454KS
 

Player Settlements

The Settlement Creation System
Settlement Management Sessions
Settlement Conquest
Fairstrand
Southbay
Greater Stallken

 

Player Councils

Anatomy of a Ruling Council
Royal Council
The Duchal Council of House Foxworth
The Council of Southbay
The Duchal Council of House Southbay
The Council of Greater Stallken

 

Maps

The Continent of Greland
The Kingdom of Hillhurst
The Kingdom of Rotheval
The Kingdom of Irogonie
The Lamas Plains
The Swamps of Baycotte
The Kingdom of Somercrag
Bayglen
The Foxworth Duchy
Fairdeep
The Blackbar Duchy
The Skanler Duchy
The Gaunt Duchy
The Southbay Duchy
The City of Southbay
The Hayford Duchy
The Continent of Amoth
Tollingbell

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