Achlys
Home Base
Achlys is the colony village where the campaign is centered.
Reality Shift The effects of the Forge and Life loci in the valley have increased.
No special modifiers. 8000 drachmae and 8 weeks for rank 3.
No special modifiers. (8000 drachmae and 8 weeks to upgrade to rank 3.)
Rank 1 granted by the blessing upon the bay from Teleirous. -50% cost and time to build or improve from Life locus. (2000 drachmae and 2 weeks to upgrade to rank 2.)
A mysterious shrine complex and statuary wall within the cave under the bluff at the heart of the town, that has evolved and expanded seemingly on its own with explorations under the colony. Following the confrontation with the Mud Queen, it has transformed further and expelled the officials who were making office or residence within the cave, becoming a humid swampy underground "Hanging Gardens of Babylon" replete with amphibian and gigantes iconography. A grand platform serves as a home "dock" for the relict ship known as Earthcleaver. Rank 1 provided for free due to starting conditions, and rank 2 was authorized by Thelis and the Weird Sisters following the exploration of the first undercroft and resolving conflict with the giants. Ranks 3 and 4 were achieved exploring the Tomb of Abrogation and the hidden capital of the Mud Queen beneath it. The final upgrade can be achieved either with money (32000 drachmae and 32 weeks of work), or by finding a permanent solution to the issue of the Crawler In The Dark, one way or another.
-50% cost and time to build or improve from Forge locus. (4000 drachmae and 2 weeks for rank 3.)
2 Strength, 2 Dexterity
The settlement gains familiarity with Strength and Dexterity saving throws (half proficiency bonus rounded up), or proficiency if there is also Garrison or Religion development, respectively.
Ecological damage from resource exploitation, increased erosion due to industrial activities, malcontent from individuals who are harmed personally or financially in your settlement, the disfavor of the spirits of the world, and other factors converge due to the consequences of this complex's operation, increasing the frequency of negative events or disasters by +2.
Artificers have 2 additional infused items.
Legendary artisans may now appear in the settlement from time to time if you have the facilities to support them, though like other traveling merchants they only remain in your town temporarily, and may not return if treated rudely.
There will now always be at least one artisan specialist available to recruit during major recruitment opportunities like the settlement gaining a level, even if the rolls wouldn't otherwise give you one. These are NPCs that allow you to add permanent shops or services to the settlement if recruited, such as specialists in armor, alchemy, poison, magic items, or so forth. Note that just because someone is available doesn't guarantee that you'll actually be able to get them, such as if you anger them or if you cannot pay for the facility that they require.
Processed materials produced by the settlement are now good enough to be used in the creation of Uncommon magic items, without having to quest for materials.
If the party isn't present to deal with it, or is present but fails at dealing with it, a construction slowdown in the settlement now resolves itself after one week per tier of the negative event. A total work stoppage similarly resolves to a slowdown after the same amount of time, which can then in turn resolve itself after running out the clock again. Certain extraordinary problems (e.g., divine malediction) are exempt from this automatic resolution.
You can make a settlement Intelligence check at DC 15 to try to find a specific Common magic item of your choice for sale, DC 20 to find a specific Uncommon magic item for sale, or DC 25 to find a specific Rare magic item for sale, provided your settlement currently has an NPC in town who might be relevant to your specific request, such as a relevant merchant, artisan, collector, or so on. You add the settlement's Social rank to this check, and the rank of one other relevant facility, e.g., Garrison for weapons and armor. This check requires a week of legwork as your downtime activity. If the item is consumable rather than permanent, the DC is reduced by 5, e.g., DC 10 for a Common consumable item. You can spread around drachmae equal to 5% of the anticipated price of the item to gain a +5 bonus on the check, as well as the next check if this one fails. If you fail the check by 10 or more, you must wait a season to try again. If you fail by less than 10, you can try again next week. If you fail the check by 1-5, or similar checks for higher rarities of item at higher tiers of mercantile complex, you don't necessarily find what you want, but might find something relatively similar even if it is not exactly what you were after, or you might get a lead on either where to look for what you want, or you might be able to buy a schema to build it yourself if you have the means. In any event, success means you have the opportunity to buy it, but you do have to pay for it, it's not free.
The production complex has an Income trait like certain special facilities, and generates 700 gp (or 10d6 × 20 gp) every month, which goes into the settlement treasury. Half (350 gp) of this is in the form of materials, intentionally unspecified but reflecting what is generally available in the region, which can only be used for upkeep, construction, or upgrade of the settlement's complexes, special facilities, and residential districts.
Religious, rank 1
No special modifiers. 4000 drachmae and 4 weeks for rank 2. Currently anchored by shrines to Embrys, Idaedon, Katabis & Persereka, Nykos, Varva, and Xenoves.
Currently anchored by old man Tassander's taverna, the Saltmaiden, which does not count against the anchor merchants.
The battle ring has become a proper arena, albeit of moderate size. Be it positioned as a training and practice ground, or as a ring of honor for proving oneself, the arena allows for sparring to keep in tip top fighting condition. Individuals may also come here to settle contests between each other, and athletic competitions are held here as well.
Sury has erected the Daneistis, a hybrid wizard tower and bank, that used to loom over the town from atop the bluff; however, you gained his favor and convinced him to move it to the bluff.
This wide wooden bridge is built across the Zafer river. The old giantish monuments in the river serve as pylons to support the span, and guide rails run on either side of the bridge.
Built and run in the colony by agents of the Silver Hand, the enchantry is a specialized magical facility for the investiture and improvement of magical items. This is a difficult discipline requiring not only superlative crafting skills and a good command of magic but also access to a broad knowledge base as well. All of the services below have a monetary cost each time you use them, depending on the nature of what is being done. While a player character can run the Enchantry if they are sufficiently powerful, this would take them out of commission for large chunks of time, so it would probably be preferable to hire a NPC specialist for this purpose. Particular artisans may have more specific talents they can provide in addition.
An expansive, peaceful, and ritualistically prepared place for the preparation and interment of the settlement's dead. It settles the minds of many residents to know there will be a proper place for them when their time is up, and not just some makeshift hole or barrow field. It also helps mitigate some of the more unpleasant side effects of mass death, should such occur, and draws favor from the spirits shown proper honor in their repose.
This basic harbor is built downhill and a mile or so south from the cave bluff in which in the colony was founded, at the mouth of the Zafer where the river meets the bay.
This field clinic is nestled at the head of the trail leading around the bluff down toward the hot springs.
Inquire and find out. Loutro (Baths), Rank 1
Hot springs, as yet unnamed. Tucked in a wooded dell nestled into the base of the colony mount, surrounded by ancient fallen statues and pillars.
A natural equivalent to the Shrine, an omphalos is a naturalistic monument of some sort that marks the mystical "center" of a region's energy flow, be that a primal upwell, the node where ley lines intersect, or some other such phenomena understood to druids, rangers and mystics. This should be appropriate to the nature of the local spirits; developing a spring would not typically be appropriate to Forge spirits, for instance, but the obsidian cradle for an eternal flame would be much more in keeping with such powers. Whenever random encounters or events are checked in the settlement's sphere of influence, a positive encounter or event related to the natural traits or supernatural Locus of the settlement's environment is added to the encounter pool to potentially be pulled. A character who spends a short rest meditating at the omphalos and makes a small offering of appropriate kind, such as a libation of wine for a Unity locus, increases the "guidance" effect benefiting checks related to the settlement's Locus from 1d4 to 1d6 for the rest of the day. If a settlement has two or more Loci, such as is the case at Achlys, then the omphalos can be built and upgraded separately for each one, with their benefits and requirements applying independently. Rank 2 (Nature rank 3, 4000 drachmae, 4 weeks): When any encounter or event is pulled in the settlement's sphere of influence, there is a 25% chance that the local spirits make it better in some way that is relevant to their nature, whether that is improving a positive event, mitigating a negative event, providing more favorable terrain in an encounter, trying to draw your attention to something that shouldn't be overlooked, or otherwise assisting in some manner at the GM's discretion that is in keeping with their character. Additionally, characters affiliated with the settlement who spend an extended rest there, and meditate and offer at the omphalos at some point during that time with a value of at least 100 drachmae, carry the benefits of the associated Locus with them for up to 1 week after they depart. Finally, the town's Wisdom saving throws are increased by +1. Pharos, Rank 1
This basic lighthouse is built upon the north promontory, above the former smuggler cove.
The post office in an ancient setting such as Iroa is not merely a conveyer of scrolls and other missives received from their clients, but also acts as general public officials and criers. Those who work here are responsible for disseminating the laws and decrees handed down from the settlement government, giving notice of upcoming holy days and festivals and other events, spreading important news to as many people as possible as quickly as possible, and other tasks that function as the "grease" that helps facilitate society in general.
A shrine exists alongside but apart from the main "religious infrastructure" of the settlement. It is a more dedicated, more personal place of devotion to a single deity. People come to a shrine to a particular god or goddess to feel closer to them, to thank them for their acts and blessings, or to pray in hope of such blessings.
A smithy gives you a reliable source of weapons, armor, and other such implements of war in your town, which even the agora developed with the town's Social rank cannot unless you anchor it with a specialized merchant. Perhaps more usefully to everyone who is not an adventurer or a soldier, it is also a reliable source of nails and of shoeing for important mounts and livestock. You will probably need a refinery as part of your town's Production developments to operate it full time, unless you somehow luck into an unusually large supply of already processed materials or manage to arrange a reliable trade agreement.
More than mere hitching posts and lean-tos, this stable is a large and properly equipped facility capable of sheltering and caring for a number of Medium or Large size creatures useful as mounts or farm beasts, such as Zebronks, Antelquines or Springjacks. The default stable can care for up to 8 such creatures, but you may pay the price multiple times to create a larger stable complex capable of hosting quite a number of beasts. Such an expanded stable applies the same multiplier to its upkeep cost as well as the cost to improve the premises. Attendants here ensure the mounts stabled within get proper food, water and other care. Additionally, any recovery checks the mounts make while stabled here are made with advantage, including any hit dice spent being rolled twice and taking the better result. A mount who receives an extended rest in these stables has their Speed increased by 10 for the first week once they set out again. A farm beast can do roughly 25% more work. Upkeep. 100 drachmae to pay the attendants and feed the creatures stabled within. Rank 2 (2000 drachmae, 2 weeks): Mounts stabled here receive the maximum healing for any hit dice spent. A mount who receives an extended rest in these luxurious stables receives temporary hit points equal to half its maximum hit points, which last for 1 week or until depleted. However, the upkeep cost is doubled. Theater, rank 2
The town has an amphitheater in the classic Iroan style, where shows can be put on beyond the simple bite sized acts possible in the town agora. Ithean settlements typically gravitate toward tragedies, Khefiri settlements toward comedies, and both enjoy adventures. Having been upgraded, there is now a roof over the stage of the amphitheater, and a structure dug out behind it, allowing for complex sets and staging to be accomplished. Meanwhile, mathematicians have examined the curvature of the complex and made adjustments, improving its acoustics.
This chamber is replete with maps, charts, scouting reports, figurines to represent key actors in events or battles, and other such objects of the art of strategy. It tends to be focused around a large central table and a large central display board behind it. The chamber is also typically well stocked with "allowances" to deal with stress, such as snuff and wine. The party can spend an hour quickly assessing a developing situation and developing a plan to deal with it, or a whole day spending more time discussing and exploring every angle of a more complicated or thornier topic. The group (as in, the actual irl players) must spend at least a little time actually sorting out ideas of what to do, even if it's understood their characters in-world are probably talking about this with greater knowledge and detail pertinent to their skills and experiences. If they do so, they form a plan pertinent to the topic whose benefits last for 1 day (in the case of spending an hour in-game) or 1 week (if they spent a day in-game). As the plan crystallizes, the party receives a pool of Plan points. This pool has a number of points equal to 1 for each party member who has a combined Intelligence and Wisdom modifier of 2+, plus 1 for each party member whose combined modifiers in these scores is 5+, plus 1 for each member with proficiency in a relevant Knowledge skill to the topic at hand, plus 1 for each of those members whose proficiency is actually Expertise, plus 1 for each particularly pertinent (and accurate) piece of evidence presented. This pool has a minimum of 1 and a maximum of 20. If only an hour is spent forming the plan, the number of points received is halved, to a minimum of 0 and maximum of 10. When undertaking rolls related to the plan, someone can choose to spend points from the group pool as a bonus to the roll. These can be any kind of roll, from initiative checks to attack rolls to skill checks to saving throws... as long as they are in the direct service of the plan or preventing the plan from going off the rails. Each +1 costs 1 point spent before the roll, or 2 points spent after the roll. Upkeep. 250 drachmae per month, to keep the local scouting reports up to date, along with records of what merchants and other travelers speak of with regard to major events in other areas. This cost doubles when the settlement is under direct threat or travel is otherwise considerably more dangerous than usual. Rank 2 (Garrison rank 3, cumulative Academy and Social rank 5, 10000 drachmae, 10 weeks): In addition to numerous practical improvements to the war room and to the information network that keeps it relevant, supernatural enhancements are present as well, such as magical charts and other such beneficial tools. The chamber now counts as a properly prepared spellcasting focus that persistently negates up to 1000 drachmae of the price to cast relevant tactical and information gathering spells such as scrying or guards and wards, should the party have access to them, provided that their target is within the reach of the settlement's "sphere of influence." Additionally, someone following the Plan may now choose to set the base d20 die result before modifiers to 10 by paying 2 plan points instead of and before rolling, or 5 plan points after rolling. The upkeep cost is doubled.
See Settlements for general rules in play here! See Available Upgrades for the current options available to upgrade the town!
Level 12 Settlement
These are the base traits of Achlys. As a level 12 settlement it has a Proficiency bonus of +4, or a Familiarity (half proficiency) bonus of +2. See Settlements for general rules in play here!- Str 15 (2)
- Con 13 (1)
- Dex 15 (2)
- Int 11
- Wis 13 (1)
- Cha 14 (2)
- Str +1 -- Forge locus.
- Str +2 -- Level Assignment
- Str +2 -- Garrison rank 2
- Str +1 -- Bridge rank 2
- Str +2 -- Production rank 2
- Str -1 -- Settlement corralled by walls it does not control.
- Con +1 -- Life locus.
- Con +1 -- Cold, clean river.
- Con +1 -- Level Assignment
- Con +2 -- Garrison rank 2
- Con +1 -- Nature rank 1
- Con -1 -- Settlement corralled by walls it does not control.
- Dex +1 -- Navigable river.
- Dex +1 -- Sheltered harbor.
- Dex +1 -- Bridge rank 2
- Dex +2 -- Production rank 2
- Dex +1 -- Religion rank 1
- Int +1 -- Social Rank 1
- Int +2 -- Academic Rank 2
- Wis +1 -- Nature rank 1
- Wis +1 -- Harbor rank 2
- Wis +2 -- Academic rank 2
- Cha +1 -- Level assignment
- Cha +1 -- Occult rank 1 assignment
- Cha +1 -- Social rank 1
- Cha +1 -- Religion rank 1
- Cha +1 -- Ancient artistic wonder.
- Cha +1 -- Harbor rank 2
- Str -1, Dex -1: River cuts off half the plain (negated by bridge).
- Cha -1: Ethnic strife between Krypteian and Senem settlers (negated by resolving situation with the Red Rain smugglers).
Saves
Any saving throws the settlement has modifiers to and so are not a straight ability roll. Any modifier with a * is from a Condition (a circumstantial buff or debuff due to current events or other situational factors), and so goes away if the Condition is removed.- Strength +7 -- Garrison and Production (full proficiency), Strength (+2), Post and Courier (+1)
- Constitution +6 -- Garrison and Nature (full proficiency), Constitution (+1), Post and Courier (+1)
- Dexterity +6 -- Production and Religion (full proficiency), Dexterity (+1), Post and Courier (+1)
- Intelligence +5 -- Academic and Social (full proficiency), Intelligence , Post and Courier (+1)
- Wisdom +6 -- Nature and Academic (full proficiency), Wisdom (+1), Post and Courier (+1)
- Charisma +8 -- Social and Religion (full proficiency), Charisma (+2), Post and Courier (+1), Theater (+1)
- Morale -1 (+0) -- Occult complex (-1), Sury's Daneistis (-1), Social (+1 - PENDING)
- Supernatural +1 -- Occult complex (+1)
Reality Shift The effects of the Forge and Life loci in the valley have increased.
Keystone Complexes
Primary complexes that either come with the settlement or have been developed since its founding. Benefits to leadership from a development do not come online until leadership forges or improves a bond with the settlement by advancing its interests or quelling a threat; this does not have to be repeated when improving an existing development whose benefit has already been earned. See Settlements for general rules in play here! Academic, rank 2No special modifiers. 8000 drachmae and 8 weeks for rank 3.
- 2 Intelligence, 2 Wisdom
- The settlement gains familiarity with Intelligence and Wisdom saving throws (half proficiency bonus rounded up), or proficiency if there is also Social or Natural development, respectively.
- Wizards, Artificers, and arcane subclasses of non-arcane classes, can know and prepare one additional 1st level and 2nd level spell, provided they have access to spells of that level.
- Spellcasters can retrain up to two spells known here on an extended rest without having to level up to retrain. All retraining and research benefits from this compound across all ranks are cumulative, not replacement.
- Arcane spellcasters can research personal variants or "tweaked versions" of existing spells and cantrips here, up to half the highest spell level they can cast, rounded up. Divine (e.g., clerics, paladins) and Primal (e.g., druids, rangers) casters can also do this if the settlement also has a rank 2 Religion or rank 2 Nature development, respectively. This activity takes time and money, and is subject to the DM's approval of the resulting spell.
- Outright misinformation is rarer in this settlement. When doing an investigation in town, or putting ear to the ground for rumors, and rolling to determine what you hear, one false result is removed from the pool and one more accurate result is added in its place. Exaggeration (or downplaying) may still happen at even the highest ranks, though, along with half-truths that have some technical accuracy but omit something. After all, personal biases and opinions still color what people remember and how they interpret things, and the game of telephone is always going to be very real.
- You can do research in town with the benefit of the scrolls, tablets, academians, and other resources that have accumulated in town. As a downtime activity, you may spend 1 week looking into any topic, then depending on the topic can make an Intelligence or Wisdom ability check or an Arcana, History, Nature or Religion check, as determined by the GM, even if you are untrained, and add the colony's Academic rank to the check in addition to your own bonuses, if any. A die result of less than 5 is set to 5. You may accelerate this to 1 day instead of 1 week, taking disadvantage on your check in exchange for this sloppy haste, but the die is still raised to 5 if it is lower. Even if the check fails, you still get a hint about where you might need to go to find more information about what you seek; this hint is either more obtuse or not granted at all if you rushed things. You can't reroll a failed check until circumstances have changed and new information enters the mix, or until the town's Academic rank or your own proficiency bonus is raised.
No special modifiers. (8000 drachmae and 8 weeks to upgrade to rank 3.)
- 2 Strength, 2 Constitution
- The settlement gains familiarity with Strength and Constitution saving throws and ability checks (half proficiency bonus rounded up), or proficiency if there is also Production or Natural development, respectively. (Nature is present, so this is proficiency.)
- Martial characters can retrain up to two exploits known here on an extended rest without having to level up to retrain. This retraining benefit is included in (not replaced by) higher rank benefits.
- Martial characters with access to first tier or higher exploits increase their maximum exploit dice per rest by one die.
- Martial characters have the support to develop an even more personal combat style here, allowing them to create a new or tweaked version of a maneuver up to half the highest level of maneuvers they have access to, rounded up. This activity takes time and money, and is subject to the DM's approval of the resulting maneuver.
- Settlement militia are tougher and more proficient (+3 proficiency bonus up to bonus of player character unit leader, +1 if not directly led by a player character).
Rank 1 granted by the blessing upon the bay from Teleirous. -50% cost and time to build or improve from Life locus. (2000 drachmae and 2 weeks to upgrade to rank 2.)
- 1 Constitution, 1 Wisdom
- The settlement gains familiarity with Constitution and Wisdom saving throws and ability checks (half proficiency bonus rounded up), or proficiency if there is also Garrison or Academic development, respectively. (Garrison is present, so this is proficiency.)
- Thoughtfully planned natural developments help to appease the fey and forces of nature, as well as integrating gracefully into the balance of natural systems in the area. This grants -1 to natural disaster frequency.
- Druids, Rangers, and primal subclasses of non-primal classes, can know and prepare one additional 1st level spell.
- Barring circumstances like a devastating disaster, war, or the like, the settlement as a whole is able to sustain itself off the land and waters, only needing to import food for comforts, luxuries, or special projects.
A mysterious shrine complex and statuary wall within the cave under the bluff at the heart of the town, that has evolved and expanded seemingly on its own with explorations under the colony. Following the confrontation with the Mud Queen, it has transformed further and expelled the officials who were making office or residence within the cave, becoming a humid swampy underground "Hanging Gardens of Babylon" replete with amphibian and gigantes iconography. A grand platform serves as a home "dock" for the relict ship known as Earthcleaver. Rank 1 provided for free due to starting conditions, and rank 2 was authorized by Thelis and the Weird Sisters following the exploration of the first undercroft and resolving conflict with the giants. Ranks 3 and 4 were achieved exploring the Tomb of Abrogation and the hidden capital of the Mud Queen beneath it. The final upgrade can be achieved either with money (32000 drachmae and 32 weeks of work), or by finding a permanent solution to the issue of the Crawler In The Dark, one way or another.
- 4 distributed to any stats (2 remaining to distribute).
- -4 to town Morale.
- Despite negative feelings about the structure, the occult complex helps balance the flow of supernatural energy and defends against the dark arts. This grants -4 to unnatural disaster frequency / severity.
- Sorcerers and Warlocks can know one additional 1st through 4th level spell, if they have access to spells of those spell levels.
- Those responsible for the complex have the attention of otherworldly entities...
- Those responsible for the complex, namely the party and town leaders, each learn two cantrips, even if not a spellcasting class, from the warlock or druid spell lists. This cantrip uses the mental ability score of your choice as its key ability, and can be used at will. If you are a spellcaster, you also add this to your class list.
- Those responsible for the complex have two warlock invocations for free, even if not a warlock. The first must be an invocation you meet the requirements of, that does not require a specific warlock pact (unless you are already a warlock with that pact), and that does not have a prerequisite character level higher than level 3; you can ignore any listed "patron" requirement. The second invocation can have a prerequisite level up to level 9.
-50% cost and time to build or improve from Forge locus. (4000 drachmae and 2 weeks for rank 3.)
No special modifiers. 4000 drachmae and 4 weeks for rank 2. Currently anchored by shrines to Embrys, Idaedon, Katabis & Persereka, Nykos, Varva, and Xenoves.
- 1 Dexterity, 1 Charisma
- The settlement gains familiarity with Dexterity and Charisma saving throws (half proficiency bonus rounded up), or proficiency if there is also Production or Social development, respectively.
- +1 to all settlement saving throws from divine favor.
- Clerics, Paladins, and divine subclasses of non-divine classes can prepare one additional 1st level spell.
- Monks have 1 additional point of ki.
- After spending downtime in town, the party receives a special Inspiration die. When expended, this not only applies the inspiration die but also grants advantage to the chosen roll, or alternately negates disadvantage on a roll instead of granting advantage. This die, unlike other inspiration dice, persists across sessions until it is spent, or until the party takes downtime again, at which point it resets.
Currently anchored by old man Tassander's taverna, the Saltmaiden, which does not count against the anchor merchants.
- 1 Intelligence, 1 Charisma
- The settlement gains familiarity with Intelligence and Charisma saving throws (half proficiency bonus rounded up), or proficiency if there is also Academic or Religious development, respectively.
- +1 to settlement morale.
- Bards can know one additional 1st level spell.
- Rogues can, once per day, produce an effect equivalent to a first level Artificer, Bard or Ranger spell that has a casting time of one action or less and does not require an expensive material component. This can be a different effect each day, but it must correspond at least loosely in justifiable flavor to a skill or tool in which you have Expertise. Despite emulating a spell, what you are doing is not actually magical and is not subject to measures against spells. You must know what you are doing and which spell you are emulating before it is your turn or you must do something else that turn, rather than making the table wait while you look up spells.
- There is some business activity in town, including a basic agora. You can invite up to three named merchants to set up shop in town as "anchors", be that as a stall in the agora, opening a tavern, or the like. Once you invite someone, and they accept, you usually have access to their supplies and services, and don't typically have to worry about them leaving or not being available. You can uninvite someone, but kicking someone out in this way costs 200 drachmae and 1 day to refurbish their "corner" of the market before another named merchant can be invited to set up there, or 1000 drachmae and 1 week to make ready a more permanent building like a taverna or cafe; moreover, the merchant you snub in this way will probably never be back.
- The business and social activity in town provides an Income trait representing net tax profits after the costs to keep things maintained and welcoming, equal to 140 gp (or 2d6 × 20 gp if you choose to roll) every month, which goes into the settlement treasury. Each active anchor merchant increases this by 70 gp (or 1d6 × 20 gp if rolled). This isn't all necessarily tax income from that one business, but also represents a "general uplift" to other less notable businesses around it from the presence of a notable, successful anchor that draws customers to the area generally.
- You can spend 200 drachmae to make a settlement Charisma check to try to gather intel prior to a mission. This requires two people working as a team, but you can reduce it to one person and reduce the price by 50% for disadvantage on the check, or add a third person and increase the price by 50% for advantage on the check. This ordinarily takes 1 day, but you can shorten it to 1 hour by taking a -5 penalty on the check, or increase it to 1 week to gain a +5 bonus on the check; regardless of your choice, you cannot make another check on the same subject again unless time passes and circumstances meaningfully change in the meantime. On a result of 10, and every 5 points above that, you get one "minor" piece of information, such as one kind of monster or trap you are likely to encounter.
Facilities and Improvements
Major facilities with a measurable impact on the settlement. See Available Upgrades for the current options available to upgrade the town! Arena, Rank 2The battle ring has become a proper arena, albeit of moderate size. Be it positioned as a training and practice ground, or as a ring of honor for proving oneself, the arena allows for sparring to keep in tip top fighting condition. Individuals may also come here to settle contests between each other, and athletic competitions are held here as well.
- A character who spends a short rest sparring here gains an edge in the next combat encounter they face before their next long rest. They gain advantage on their initiative roll for that encounter, as well as the first attack roll they make in the encounter.
- A character who spends a whole day sparring here instead gains this benefit on the next N encounters they have within the next week, where N is their proficiency bonus.
- Fights here draw at least a small crowd without fail, and the settlement has hired staff to keep the fights fair and monetize the bystanders. The arena has an income trait, 280 drachmae (or 4d6 × 20 drachmae if you choose to roll) every month toward the settlement coffers.
Sury has erected the Daneistis, a hybrid wizard tower and bank, that used to loom over the town from atop the bluff; however, you gained his favor and convinced him to move it to the bluff.
- Upkeep 200 drachmae per month.
- Can hold almost any amount of treasure, protected behind multiple layers of guards, locks, traps and wards. This does not have to just be the town treasury and can also be personal effects, cursed artifacts that the party does not otherwise know how to dispose of, and so forth.
- Uses connections to merchants and other poleis to make investments based on the amount of treasure set aside in the bank. Roll 1d4 minus 1d3 each month. That number, multiplied by 2.5% of the bank's holdings, is the amount of profit or loss generated by the bank's investments that month. Sury can be asked not to make investments, in which case there is no possibility of loss (short of a relevant Event) but also no profit.
This wide wooden bridge is built across the Zafer river. The old giantish monuments in the river serve as pylons to support the span, and guide rails run on either side of the bridge.
- Removes the -1 penalty to settlement Strength and Dexterity from river cutting off the other half of the valley without a boat.
- Functions like a keystone structure improving the settlement's control of its space and the flow of people and goods, directly increasing the settlement's Strength and Dexterity by 1.
- Crossing the river is no longer hazardous except during an encounter or event, and more "null" or positive encounters are added to the event pool when an encounter is checked near the bridge.
- The more efficient application and flow of resources provides the bridge with an Income trait, bringing in 210 drachmae (or 3d6 × 20 drachmae if you choose to roll) to the settlement treasury.
Built and run in the colony by agents of the Silver Hand, the enchantry is a specialized magical facility for the investiture and improvement of magical items. This is a difficult discipline requiring not only superlative crafting skills and a good command of magic but also access to a broad knowledge base as well. All of the services below have a monetary cost each time you use them, depending on the nature of what is being done. While a player character can run the Enchantry if they are sufficiently powerful, this would take them out of commission for large chunks of time, so it would probably be preferable to hire a NPC specialist for this purpose. Particular artisans may have more specific talents they can provide in addition.
- Magic items of up to Very Rare potency can be created or modified here, or high quality items can be invested with the power of such an item. The costs for this depend on the item and are determined by the GM. The higher the rarity of the item, the more likely you are to have to quest or trade for exotic components.
- An existing magic item of lower rarity can be upgraded into a more powerful item of higher rarity with expanded abilities.
- An existing magic item of up to Very Rare can have its magic transferred to another suitable vessel, depleting the original vessel in the process. For example, if you have a magical sling with powers that you would rather have on a bow or crossbow, or magical splint mail whose powers would serve you better in a suit of leather or plate armor, you can make that happen. You must supply a new vessel of sufficient quality to hold the magic.
An expansive, peaceful, and ritualistically prepared place for the preparation and interment of the settlement's dead. It settles the minds of many residents to know there will be a proper place for them when their time is up, and not just some makeshift hole or barrow field. It also helps mitigate some of the more unpleasant side effects of mass death, should such occur, and draws favor from the spirits shown proper honor in their repose.
- +1 settlement Morale and +1 to settlement Supernatural saves.
- Should a large number of residents die in a short span of time, the settlement has Advantage on any subsequent Constitution saves against resultant disease outbreaks or Wisdom saves against malaise and madness.
This basic harbor is built downhill and a mile or so south from the cave bluff in which in the colony was founded, at the mouth of the Zafer where the river meets the bay.
- A healthy number of ships may lay anchor safely at this expanding and well-constructed waterfront.
- Several randomly determined special merchants or special NPCs are generally always present after the harbor is built, barring special circumstances, and now three can be drawn from the pool. Such visitors remain for several weeks, after which they depart and new visitors arrive, continuing this pattern every several weeks.
- Functions like a keystone structure, improving the cultural power and worldliness of the settlement, directly increasing the settlement's Wisdom and Charisma by 1.
- If you need transport by sea out of the settlement, you only have to wait 2d4 days for a ride to be available, or can probably bribe someone to finish their business in town post haste to get you out sooner.
- Income. At rank 2, this waterfront generates an income of 560 drachmae (or 8d6 × 20 drachmae if you choose to roll) every month, which goes into the settlement treasury and thus can be used to fund further expansion or to pay upkeep costs of other structures. This is the net income after paying upkeep for the hirelings required to administer the site.
This field clinic is nestled at the head of the trail leading around the bluff down toward the hot springs.
- Any individual who rests in the hospital receives advantage on their saving throws to recover from poison, disease, and long term injury.
- Any hit dice spend to recover hit points in the hospital are automatically maximized without rolling.
- Upkeep. The klinik requires a monthly upkeep of 200 drachmae, paid to maintain supplies and employ a skilled hireling proficient with the Medicine skill and either Herbalists tools or Poisoners tools, as well as unskilled helpers.
Inquire and find out. Loutro (Baths), Rank 1
Hot springs, as yet unnamed. Tucked in a wooded dell nestled into the base of the colony mount, surrounded by ancient fallen statues and pillars.
- Any individual who takes a short rest in this structure gains temporary hit points equal to their level + the settlement's Constitution score. These last for 1 day if not expended. While they remain, the beneficiary has advantage on saving throws vs disease.
- Has an unplumbed shaft to unknown watery depths in the back of the hotspring.
A natural equivalent to the Shrine, an omphalos is a naturalistic monument of some sort that marks the mystical "center" of a region's energy flow, be that a primal upwell, the node where ley lines intersect, or some other such phenomena understood to druids, rangers and mystics. This should be appropriate to the nature of the local spirits; developing a spring would not typically be appropriate to Forge spirits, for instance, but the obsidian cradle for an eternal flame would be much more in keeping with such powers. Whenever random encounters or events are checked in the settlement's sphere of influence, a positive encounter or event related to the natural traits or supernatural Locus of the settlement's environment is added to the encounter pool to potentially be pulled. A character who spends a short rest meditating at the omphalos and makes a small offering of appropriate kind, such as a libation of wine for a Unity locus, increases the "guidance" effect benefiting checks related to the settlement's Locus from 1d4 to 1d6 for the rest of the day. If a settlement has two or more Loci, such as is the case at Achlys, then the omphalos can be built and upgraded separately for each one, with their benefits and requirements applying independently. Rank 2 (Nature rank 3, 4000 drachmae, 4 weeks): When any encounter or event is pulled in the settlement's sphere of influence, there is a 25% chance that the local spirits make it better in some way that is relevant to their nature, whether that is improving a positive event, mitigating a negative event, providing more favorable terrain in an encounter, trying to draw your attention to something that shouldn't be overlooked, or otherwise assisting in some manner at the GM's discretion that is in keeping with their character. Additionally, characters affiliated with the settlement who spend an extended rest there, and meditate and offer at the omphalos at some point during that time with a value of at least 100 drachmae, carry the benefits of the associated Locus with them for up to 1 week after they depart. Finally, the town's Wisdom saving throws are increased by +1. Pharos, Rank 1
This basic lighthouse is built upon the north promontory, above the former smuggler cove.
- Friendly ships are able to navigate more accurately on their approach to and departure from the settlement. The confidence of merchants and other travelers is improved, meaning a somewhat better class of NPCs is more likely to appear. This improves the "quality" of merchants and other special NPCs who show up by ship (more good options are shuffled into the pool).
- Upkeep (Optional). If a monthly upkeep of 100 drachmae is paid to maintain supplies and employ a skilled hireling proficient with navigator’s tools or vehicles (water) as a lighthouse keeper, the crews of any friendly ships within 1 day's travel may travel at twice the normal rate when not in combat, and during normal weather they ignore (do not encounter) non-special hazards and non-special random encounters.
The post office in an ancient setting such as Iroa is not merely a conveyer of scrolls and other missives received from their clients, but also acts as general public officials and criers. Those who work here are responsible for disseminating the laws and decrees handed down from the settlement government, giving notice of upcoming holy days and festivals and other events, spreading important news to as many people as possible as quickly as possible, and other tasks that function as the "grease" that helps facilitate society in general.
- The office provides a general +1 bonus to all saving throws and ability checks made by the settlement.
- Upkeep. A staff of several couriers and an organizer must be paid to maintain these services, and the office has an average net upkeep cost of 100 drachmae each month. It would be higher, but some of its costs are borne by individuals paying for private missives and deliveries.
A shrine exists alongside but apart from the main "religious infrastructure" of the settlement. It is a more dedicated, more personal place of devotion to a single deity. People come to a shrine to a particular god or goddess to feel closer to them, to thank them for their acts and blessings, or to pray in hope of such blessings.
- The colony as a whole, and residents who regularly spend time at the shrine in reverent supplication or meditation for at least a short rest every week, receive a +1 bonus to any saving throw or ability check related to the portfolio of the deity enshrined in this space. This blessing fades after a week of inattention.
- If you make a valuable offering while in supplication at the shrine, you may receive a small omen in response to a question that is in some way at least tangentially related to the deity's interests and portfolio, as if asking a question of a more focused version of the augury spell. The horizon of this question can be up to a day for a 25 drachmae offering, a week for a 100 drachmae offering, or a month for a 500 drachmae offering. Actions you take, or indirectly cause others to take, that are in conflict with what you ask or what is expected of you and those relevant to the question, can cause the answer to become indeterminate or incorrect, because even the gods cannot thwart free will.
- While extremely unlikely, there is a 1% chance of divine intervention from the enshrined deity in the event of major need.
A smithy gives you a reliable source of weapons, armor, and other such implements of war in your town, which even the agora developed with the town's Social rank cannot unless you anchor it with a specialized merchant. Perhaps more usefully to everyone who is not an adventurer or a soldier, it is also a reliable source of nails and of shoeing for important mounts and livestock. You will probably need a refinery as part of your town's Production developments to operate it full time, unless you somehow luck into an unusually large supply of already processed materials or manage to arrange a reliable trade agreement.
- The Smithy comes equipped with leatherworker's tools, smith's tools, and woodcarver's tools, enabling it to produce almost any kind of armor, weapon, or animal husbandry gear that may be required.
- You can procure any standard weapons or armor in town without having to order it in or find a special merchant. You can even get such wares at half price.
- Income. Almost as much for its fundamental support of other businesses with the worked metal bits they need to offer their own products and services, the Smithy generates a net income of 280 drachmae (or 4d6 × 20 drachmae if you choose to roll) every month toward the settlement coffers, even after accounting for the pay for the staff and lead artisan who work here.
More than mere hitching posts and lean-tos, this stable is a large and properly equipped facility capable of sheltering and caring for a number of Medium or Large size creatures useful as mounts or farm beasts, such as Zebronks, Antelquines or Springjacks. The default stable can care for up to 8 such creatures, but you may pay the price multiple times to create a larger stable complex capable of hosting quite a number of beasts. Such an expanded stable applies the same multiplier to its upkeep cost as well as the cost to improve the premises. Attendants here ensure the mounts stabled within get proper food, water and other care. Additionally, any recovery checks the mounts make while stabled here are made with advantage, including any hit dice spent being rolled twice and taking the better result. A mount who receives an extended rest in these stables has their Speed increased by 10 for the first week once they set out again. A farm beast can do roughly 25% more work. Upkeep. 100 drachmae to pay the attendants and feed the creatures stabled within. Rank 2 (2000 drachmae, 2 weeks): Mounts stabled here receive the maximum healing for any hit dice spent. A mount who receives an extended rest in these luxurious stables receives temporary hit points equal to half its maximum hit points, which last for 1 week or until depleted. However, the upkeep cost is doubled. Theater, rank 2
The town has an amphitheater in the classic Iroan style, where shows can be put on beyond the simple bite sized acts possible in the town agora. Ithean settlements typically gravitate toward tragedies, Khefiri settlements toward comedies, and both enjoy adventures. Having been upgraded, there is now a roof over the stage of the amphitheater, and a structure dug out behind it, allowing for complex sets and staging to be accomplished. Meanwhile, mathematicians have examined the curvature of the complex and made adjustments, improving its acoustics.
- Each week, the colony rolls a Charisma saving throw with advantage to see if the shows here are fresh (successful save) or rotten (failed save). Anyone who spends an hour watching a successful production here during a good week receives an Inspiration die; this fades after 1 week if unused. Anyone who watches a bad show likewise receives Inspiration from how awful and infuriating it is, but they gain a level of exhaustion after watching the show, and invoking the inspiration die also gives a level of exhaustion as incredibly cringeworthy memories come flooding back. The inspiration die is Special Inspiration, so grants advantage or counters disadvantage when spent. The town as a whole has +1 morale on good weeks and -1 morale on bad weeks.
- Income. Shows can vary wildly in quality at times, and there is more or less traffic to the theater in accordance with the current world of mouth. But on average, between taxes on the shows and on food and merchandise vended in association, as well as townsfolk generally being in a better and more productive mood for a while after seeing a good show, the theater supports the local economy to the combined net effect of 700 drachmae (or 10d6 × 20 drachmae if you choose to roll) every month.
This chamber is replete with maps, charts, scouting reports, figurines to represent key actors in events or battles, and other such objects of the art of strategy. It tends to be focused around a large central table and a large central display board behind it. The chamber is also typically well stocked with "allowances" to deal with stress, such as snuff and wine. The party can spend an hour quickly assessing a developing situation and developing a plan to deal with it, or a whole day spending more time discussing and exploring every angle of a more complicated or thornier topic. The group (as in, the actual irl players) must spend at least a little time actually sorting out ideas of what to do, even if it's understood their characters in-world are probably talking about this with greater knowledge and detail pertinent to their skills and experiences. If they do so, they form a plan pertinent to the topic whose benefits last for 1 day (in the case of spending an hour in-game) or 1 week (if they spent a day in-game). As the plan crystallizes, the party receives a pool of Plan points. This pool has a number of points equal to 1 for each party member who has a combined Intelligence and Wisdom modifier of 2+, plus 1 for each party member whose combined modifiers in these scores is 5+, plus 1 for each member with proficiency in a relevant Knowledge skill to the topic at hand, plus 1 for each of those members whose proficiency is actually Expertise, plus 1 for each particularly pertinent (and accurate) piece of evidence presented. This pool has a minimum of 1 and a maximum of 20. If only an hour is spent forming the plan, the number of points received is halved, to a minimum of 0 and maximum of 10. When undertaking rolls related to the plan, someone can choose to spend points from the group pool as a bonus to the roll. These can be any kind of roll, from initiative checks to attack rolls to skill checks to saving throws... as long as they are in the direct service of the plan or preventing the plan from going off the rails. Each +1 costs 1 point spent before the roll, or 2 points spent after the roll. Upkeep. 250 drachmae per month, to keep the local scouting reports up to date, along with records of what merchants and other travelers speak of with regard to major events in other areas. This cost doubles when the settlement is under direct threat or travel is otherwise considerably more dangerous than usual. Rank 2 (Garrison rank 3, cumulative Academy and Social rank 5, 10000 drachmae, 10 weeks): In addition to numerous practical improvements to the war room and to the information network that keeps it relevant, supernatural enhancements are present as well, such as magical charts and other such beneficial tools. The chamber now counts as a properly prepared spellcasting focus that persistently negates up to 1000 drachmae of the price to cast relevant tactical and information gathering spells such as scrying or guards and wards, should the party have access to them, provided that their target is within the reach of the settlement's "sphere of influence." Additionally, someone following the Plan may now choose to set the base d20 die result before modifiers to 10 by paying 2 plan points instead of and before rolling, or 5 plan points after rolling. The upkeep cost is doubled.
See Settlements for general rules in play here! See Available Upgrades for the current options available to upgrade the town!
Type
Village
Location under

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