Settlement Development
Your settlement - or stronghold, however it ends up developing - is not just a place to sleep, but also an active factor in the world. The accumulation of people and major structures has practical benefits, and starts to change the land around it. More than that, it also creates an imprint in the flow of spiritual energy within the world. Characters who form a strong bond of leadership and connection to the settlement can become tied to it and the land upon which it sits in a meaningful way, due to becoming linked to this flow of energy and spirit. At the highest levels of connection, such individuals may become like unto a "Fisher King," reflecting the land and the land reflecting them.
The settlement has a character sheet, much like a player character. It is based on most of the same terms and features as a character, such as level, ability scores and saving throws. While these traits mean different things when applied to a settlement than for an individual some of the same rules apply, such as ability score modifiers being on the same progression.
All starting ability scores of a young settlement are 6 for a sleepy "level 0" village (a -2 modifier) or 8 for a "level 1" or higher town with a future like Achlys (a -1 modifier), plus any adjustments for location or other circumstances. Just like a player character, the settlement can increase two stats by +1 each when it reaches levels 4, 8, 12, 16, and 19. There are seven classes of major compound or developmental complex, and six of them increase two specific settlement traits by +1 each for each rank, up to +5 at fifth rank, on top of the free increases at certain levels; for example, Military development in the settlement (keep, garrisons, watchtowers, etc) increases both Strength and Constitution by +1 per rank. The seventh class of development, the Occult compound, has a more random impact.
The settlement can make most saving throws or ability checks "untrained", except for those granted by a particular development or specialist. However, it can gain a proficiency bonus according to its settlement level if it has relevant developments. If one of the two relevant structural developments for a given ability score is present in a settlement at rank 1 or higher, such as either an Academic or Cultural development for Intelligence, the settlement gains familiarity on checks and saves associated to that stat - half proficiency bonus, rounded up. If both of the relevant developments are present at rank 1 or higher, such as both Academic and Cultural for Intelligence, then full proficiency is granted. Just like a character, this proficiency bonus is +2 at levels 1-4, +3 at levels 5-8, +4 at levels 9-12, +5 at levels 13-16, and +6 at levels 17+.
Strength
Strength primarily represents a settlement's ability to control its space, clear and develop the land, and harvest and amass resources. It also has a large impact on martial readiness, and thus also the settlement's ability to defend itself and whether it is even capable in any meaningful way of mobilizing forces to act outside of itself when required. A low score indicates the settlement is likely "weak," dependent on low-effort resources, and unable to effectively retaliate when attacked, while a high score increases the settlement's ability to project power around itself and how far its "reach" extends into surrounding lands. Garrison and Production developments increase the settlement's Strength score. Constitution
Constitution primarily represents the health of the settlement, its land and its people, and its ability to resist or facility at recovering from disasters like plagues or earthquakes. It also represents to some extent the settlement's literal defenses against outside aggressors, such as defensive emplacements, and how robust or fragile its systems and supply lines may prove in the face of adversity or attack. A low score means the settlement is "fragile" and might fold up in the face of one bad year without heroic or inspired leadership, while a high score means that it is better able to "roll with the punches" and keep going. Garrison and Natural developments increase the settlement's Constitution score. Dexterity
Dexterity primarily represents the ability of a united populace to act quickly if needed, and thus the overall agility and adaptability of the settlement, and how readily it is actually able to employ the strengths represented by the other "stats." It also represents the settlement's physical infrastructure development, like whether or not it's convenient to literally get around and have access to supplies. A low score means that things get done slowly, whether due to red tape, general laziness, disunity, bad roads, or so on, while a high score indicates a nimble polity with strong leadership and good infrastructure, able to quickly respond to events and rapidly execute plans. Religious and Production developments increase the settlement's Dexterity score. Intelligence
Intelligence primarily represents the general education level or opportunities in the settlement. It also represents the general support for innovation, invention and philosophical musings, as well as the means to actually see such things through. A low score doesn't necessarily mean that people are inherently stupid or actively oppressed here, but does mean people keep their heads down and there isn't much encouragement of new ideas nor of independent thought or action, while a high score indicates a place of creativity, reason and general opportunity. Academic and Social developments increase the settlement's Intelligence score. Wisdom
Wisdom primarily represents the overall level of awareness, "common sense" and "stability" in the settlement, and how "resilient" it is against the spread of rumors and other misinformation. It also represents the settlement's attunement to the natural and supernatural worlds around it. A low score means the people are generally insular and superstitious, and prone to cultic behavior, while a high score means the people are more sensible, less prone to erratic behavior, and are broadly aware to a greater extent than usual of what is happening around them in the world. Academic and Natural developments increase the settlement's Wisdom score. Charisma
Charisma primarily represents cultural development and the strength of identity of a settlement. It also represents the ability of the settlement and its leaders to influence visitors, gather information, and interact socially with other settlements. A low score means the people are generally "just there," in it for themselves and uninspired, and the place is probably either depressing, stressful, or relatively forgettable; meanwhile, a high score indicates a high level of civic pride and "community spirit" as well as creative output and local culture, with a vibrant atmosphere and a lot of public art or other notable features. Social and Religious developments increase the settlement's Charisma score.
Strength primarily represents a settlement's ability to control its space, clear and develop the land, and harvest and amass resources. It also has a large impact on martial readiness, and thus also the settlement's ability to defend itself and whether it is even capable in any meaningful way of mobilizing forces to act outside of itself when required. A low score indicates the settlement is likely "weak," dependent on low-effort resources, and unable to effectively retaliate when attacked, while a high score increases the settlement's ability to project power around itself and how far its "reach" extends into surrounding lands. Garrison and Production developments increase the settlement's Strength score. Constitution
Constitution primarily represents the health of the settlement, its land and its people, and its ability to resist or facility at recovering from disasters like plagues or earthquakes. It also represents to some extent the settlement's literal defenses against outside aggressors, such as defensive emplacements, and how robust or fragile its systems and supply lines may prove in the face of adversity or attack. A low score means the settlement is "fragile" and might fold up in the face of one bad year without heroic or inspired leadership, while a high score means that it is better able to "roll with the punches" and keep going. Garrison and Natural developments increase the settlement's Constitution score. Dexterity
Dexterity primarily represents the ability of a united populace to act quickly if needed, and thus the overall agility and adaptability of the settlement, and how readily it is actually able to employ the strengths represented by the other "stats." It also represents the settlement's physical infrastructure development, like whether or not it's convenient to literally get around and have access to supplies. A low score means that things get done slowly, whether due to red tape, general laziness, disunity, bad roads, or so on, while a high score indicates a nimble polity with strong leadership and good infrastructure, able to quickly respond to events and rapidly execute plans. Religious and Production developments increase the settlement's Dexterity score. Intelligence
Intelligence primarily represents the general education level or opportunities in the settlement. It also represents the general support for innovation, invention and philosophical musings, as well as the means to actually see such things through. A low score doesn't necessarily mean that people are inherently stupid or actively oppressed here, but does mean people keep their heads down and there isn't much encouragement of new ideas nor of independent thought or action, while a high score indicates a place of creativity, reason and general opportunity. Academic and Social developments increase the settlement's Intelligence score. Wisdom
Wisdom primarily represents the overall level of awareness, "common sense" and "stability" in the settlement, and how "resilient" it is against the spread of rumors and other misinformation. It also represents the settlement's attunement to the natural and supernatural worlds around it. A low score means the people are generally insular and superstitious, and prone to cultic behavior, while a high score means the people are more sensible, less prone to erratic behavior, and are broadly aware to a greater extent than usual of what is happening around them in the world. Academic and Natural developments increase the settlement's Wisdom score. Charisma
Charisma primarily represents cultural development and the strength of identity of a settlement. It also represents the ability of the settlement and its leaders to influence visitors, gather information, and interact socially with other settlements. A low score means the people are generally "just there," in it for themselves and uninspired, and the place is probably either depressing, stressful, or relatively forgettable; meanwhile, a high score indicates a high level of civic pride and "community spirit" as well as creative output and local culture, with a vibrant atmosphere and a lot of public art or other notable features. Social and Religious developments increase the settlement's Charisma score.
Structural Development
Major compounds or developmental complexes define the extent and investment in a development, and in turn, contribute to the broad capabilities of the settlement. One key, iconic structure of a given category is established in a somewhat humble form at first rank, and this structure anchors the benefits of that category of compound in the settlement. These "keystone" structures can be quite variable in form. A settlement's academic complex might be founded as an arcane or astrological tower, for instance, but could just as easily be a secluded agora and stoa where students and their teachers are able to debate philosophy and method with each other. As you upgrade a given category to a higher rank, this "keystone" structure is expanded and improved. However, this is accompanied even from only rank two by several smaller structures of that category as they are established across town, and thus project the category's "reach" in the settlement. It is the cumulative specialties of, activities at, and impact from this network of structures that come together to provide the benefits of that category of development.Construction Costs
Most major structural complexes have a consistent cost in money and time to build and upgrade them, unless you're aiming for a luxurious display of wealth. If you salvage a "major ruin" which can qualify as a developmental structure, or have ownership of and expand upon an existing independent facility which can be associated to a development, the cost and time to refurbish and integrate the structure into a development are halved; this is what happened with the catacomb in Achlys, with the cost being borne by the colony's patrons.- Rank 1 keystone structures cost 4000 drachmae and take 4 weeks to build.
- Rank 2 upgrades cost 4000 drachmae and take 4 weeks to build.
- Rank 3 upgrades cost 8000 drachmae and take 8 weeks to build.
- Rank 4 upgrades cost 16000 drachmae and take 16 weeks to build.
- Rank 5 upgrades cost 32000 drachmae and take 32 weeks to build.
Housing Comparison
Homes are generally much cheaper than compounds or facilities, and form the "base assumption" from which other prices are derived. The 20x30 foot, single-story, two-room domatio ("flat" or "apartment") is the standard of lower-class housing in Iroa, and especially in the Ithean and Khefiri spheres of influence. These cost 200 drachmae if built primarily of wattle or mud-brick, rising to 400 drachmae if primarily of wood or 600 drachmae if primarily of stone. Such structures are sometimes rented and sometimes owned, but either way are usually lined up with several in one structure, all opening to the outdoors rather than an inner hallway, typically all covered in a uniform white plaster in Ithean lands that may then have colorful simple designs painted upon it to liven it up. A free-standing kalyva ("hut") of this type, with its own "yard" and a tiny stable or shed, generally costs 50% more and is almost always owned rather than rented. By contrast, a typical middle-class home is a 40x40 foot, two-story oikos ("house"), built around a small enclosed courtyard. These generally have their own well in the courtyard, and accommodate a large multigenerational family, or a moderately sized family with a couple slaves. Whereas the flat is associated to laborers, the house is associated to "experts" such as scribes and scholars, talented and connected artisans, professional elite soldiers, and farmers or ranchers (as opposed to the laborers who work on a farm). Such a dwelling costs 1000 drachmae if built primarily of wattle or mud-brick, rising to 2000 drachmae if primarily of wood or 3000 drachmae if primarily of stone. Elite ktima ("manor") homes go up essentially without limit from there, and are always based on wood or stone. These costs generally hold until such time as free space becomes more scarce, or higher (or more "artistic") standards are imposed on the settlement. However, once structures of particular usefulness to residents are established such as an agora market, the cost would be increased by 100% if adjacent to it, or 50% if nearby on a direct access road; this multiplier is generally not relevant to players who will typically live in a compound, and is provided mostly for reference, for understanding of the "in context" situation lived by NPCs. The largest expense in setting up a new settlement from scratch is providing housing for the settlers, who while expected to partially "pay" for their housing with their labor expect in turn to be suitably accommodated, and will not long tolerate being left unhoused. In the case of a colony like Achlys, this initial cost is borne mostly by the backers. Construction times, where relevant, are generally only 1 day per 200 drachmae of cost, or 1 week per 1000 drachmae given a rest day each week being an expected part of the culture. This is provided that the basic assumption is met of an actual team of people working together with ready supplies, rather than one person trying to erect a residence on their own. Major non-residential structures are priced in multiples of 1000 and always have times measured in weeks.Resource Operations
Construction costs can be defrayed by the establishment of logging or quarry operations that provide "effective drachmae" toward construction. Note that the relationship between populace and government is different in ancient or even medieval times than in the "modern" era, and they are more interdependent than you might be used to from your own lived experience. The population of the settlement will expect 50% of this "material value" from resource operations to be put toward residential structures. Even after everyone is finally housed and the population is relatively stable, 25% will still be expected to account for upkeep and slow "natural" growth over time. The settlement will suffer a sharp drop in morale and loyalty if the leadership cuts into this for the construction of facilities!Construction and Upgrade Times
Building times are default benchmarks. The actual time of construction can be faster if favorable events or conditions are rolled up, or slower if negative events occur and are not dealt with quickly and effectively. Production developments permanently accelerate the pace of construction settlement-wide, and recruiting certain NPC specialists such as a master carpenter or stonemason when available may also be able to quicken the pace of development. You do not have to be present in the settlement and actively overseeing it for construction to be happening. However, you do have to be present to make the key decisions about what will be built or upgraded next, so that construction can begin. So long as no project needs your attention to begin, or needs your aid to recover from a stoppage or slowdown being caused by some event that has occurred, you can focus on missions and spend time outside of town, and the actions you have collectively decided upon will continue in the background. You can choose to upgrade a complex multiple steps at once, but the cost and time are cumulative; you can't save money or construction time this way.Revenue and Upgrade Costs
The settlement generates a net income based on its level and developments from revenues and taxes, after overhead and upkeep, and the impact of any special events; the minuitae are not important to a heroic adventure game and are abstracted into a net gain or net loss. This income is divided between the colony and its sponsors, typically on a roughly 50/50 basis, and the numbers seen in the descriptions of the Mercantile complex and various facilities are what the colony actually gets to keep. If the colony were to somehow become independent of any ruling polis or lord, the income values would be doubled. Those funds which remains in the settlement primarily go into a civic pool, which is intended to be reinvested back into the settlement. This money can be used to fund development projects, or recruiting specialist NPCs and building the facilities that they need, or paying for the use of abilities you have access to due to your rolls and choices which cost money to use. The players can contribute their own money into the pool to gain access to a structure or upgrade faster than they would otherwise, or to secure a specialist who was rolled up as available at this time if there isn't otherwise enough money in the pool to recruit them. Money cannot, however, be taken out of the pool by player characters for their own use under ordinary circumstances. Such a decision would typically be vetoed by both the representatives of the backers, and by the boule, the council of important citizens who advise the PCs on the management of the town and who oversee things while you are away from town on one important adventure or another. Sometimes, though, treasures or boons from NPCs will give the party the option to keep it for themselves, or to apply it toward the settlement pool. Usually this means that it is actually effectively worth more money when applied to the settlement, such as because the treasure is in the form of commodities and trade goods that are of little use to an adventurer, or because a granting NPC has resources at their disposal such as equipment or labor which act as a "force multiplier" when applied toward a project.Keystone Developments
Be on the lookout for useful NPCs, or beneficial events, which can reduce the cost or time to build or evolve a development or other facility...Academic and Arcane
Academic and arcane developments benefit the overall level of education and common sense in the settlement. They can encompass multiple fields, from philosophy and natural sciences to magical research. Even from the first rank there will at least be public discussions in the forum, criers to help get information out, and so forth; from rank two, there will be an actual academy or library. Rank 1:- 1 Intelligence, 1 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 spell.
- 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.
- 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.
- 2 Intelligence, 2 Wisdom
- Wizards, Artificers, and arcane subclasses of non-arcane classes, can know and prepare one additional 2nd level spell, provided they have access to spells of that level
- 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.
- 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.
- 3 Intelligence, 3 Wisdom
- Wizards, Artificers, and arcane subclasses of non-arcane classes, can know and prepare one additional 3rd level spell, provided they have access to spells of that level.
- Arcane spellcasters can research entirely new spells and cantrips here, up to half the highest spell level they can cast, rounded up. Divine and Primal casters can also do this if the settlement also has a rank 3 Religion or rank 3 Nature development, respectively. This is subject to the DM's approval of the product.
- When gathering information, two false results are now removed and have more accurate results put in their place. You also get more out of your information gathering activities, be that an additional roll when doing an investigation or rumor gathering, or a broader scope of information whether you succeed or fail at research.
- 4 Intelligence, 4 Wisdom
- Wizards, Artificers, and arcane subclasses of non-arcane classes, can know and prepare one additional 4th level spell, provided they have access to spells of that level.
- Spellcasters can now research spells up to the highest spell level they can cast.
- When doing research in town, you may now spend only 1 hour to make the check with disadvantage and a minimum die result of 5. Alternately, you can spend more time for better odds and to raise the base die result to 10 if you roll lower, taking 1 day to make the check normally, or 1 week to make the check with advantage.
- 5 Intelligence, 5 Wisdom
- Wizards, Artificers, and arcane subclasses of non-arcane classes, can know and prepare one additional 5th level spell, provided they have access to spells of that level.
- Arcane spellcasters can research personal variants or "tweaked versions" of existing spellcaster class features from their class or subclass here to replace the default version of an ability that they have or are about to gain on their next level up, with the GM's approval.
- When gathering information, all outright false results are now removed and have more accurate results put in their place. You also get two additional rolls instead of one when gathering information. When doing research, you know exactly where to go and how to proceed to find out more if you fail, or understand a special nuance if applicable to the situation when you succeed that others probably don't realize.
Garrison and Military
Defense and military developments benefit the settlement's ability to control its own space, defend itself against attack, and project power outside itself. The keystone structure is usually a watchpost or small garrison fort at rank 1, which later evolves into a fortified hall and then a full keep at higher and higher ranks. This is supported above the first rank by barracks, an armory, defensive emplacements, and so forth. Rank 1:- 1 Strength, 1 Constitution
- The settlement gains familiarity with Strength and Constitution saving throws (half proficiency bonus rounded up), or proficiency if there is also Production or Natural development, respectively.
- 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.
- Settlement militia are tougher and more proficient (+2 proficiency bonus up to bonus of player character unit leader, +1 if not directly led by a player character).
- 2 Strength, 2 Constitution
- Martial characters with access to first tier or higher exploits increase their maximum exploit dice per rest by one die.
- Settlement militia are tougher and more proficient (+3 max bonus with PC leader, +1 if unled).
- 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. This activity takes time and money, and is subject to the DM's approval of the resulting maneuver.
- 3 Strength, 3 Constitution
- Martial characters with access to second tier or higher exploits increase their bonus exploit dice per rest to two dice. Those with only first tier exploits receive only the rank 2 benefit instead.
- Settlement militia are tougher and more proficient (+4 max bonus with PC leader, +2 if unled).
- Martial characters can develop a new or tweaked stance, up to half the highest level of maneuvers they have access to.
- 4 Strength, 4 Constitution
- Martial characters with access to third tier or higher exploits increase their bonus exploit dice per rest to three dice. Those with lower than third tier exploits use the highest lower rank benefit that applies to them.
- Settlement militia are tougher and more proficient (+5 max bonus with PC leader, +2 if unled).
- Martial characters can develop new or tweaked maneuvers and stances of any level of maneuvers they have access to.
- 5 Strength, 5 Constitution
- Martial characters with access to fourth tier exploits increase their bonus exploit dice per rest to four dice. Those with lower than fourth tier exploits use the highest lower rank benefit that applies to them.
- Settlement militia are tougher and more proficient (+6 max bonus with PC leader, +3 if unled).
- Martial characters can research personal variants or "tweaked versions" of existing martial class features from their class or subclass here to replace the default version of an ability that they have or are about to gain on their next level up, with the GM's approval.
Natural and Shamanic
Natural and shamanic developments benefit the settlement's agricultural activities and its relation to primal powers. This isn't just a farm, or a tended grove; it is a whole system of developments that facilitate not only food production but also the maintenance of natural systems and beauty in the area. They are typically centered on an actual natural grove at a ley line node, but involve some level of structural development as well, spreading extensively through the settlement and the lands surrounding it the further the complex is advanced past the first rank. This can range from wells and aqueducts and terraces, to primal shrines and gates and rings of standing stones. Rank 1:- 1 Constitution, 1 Wisdom
- The settlement gains familiarity with Constitution and Wisdom saving throws (half proficiency bonus rounded up), or proficiency if there is also Garrison or Academic development, respectively.
- 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.
- 2 Constitution, 2 Wisdom
- -2 to natural disaster frequency.
- Druids, Rangers, and primal subclasses of non-primal classes, can know and prepare one additional 2nd level spell, provided they have access to spells of that level.
- If given due respect, and occasional service which may sometimes take the form of quests, the spirits of nature may provide for those responsible for the complex, namely the party, with occasional access to Uncommon "consumable" magic items like potions, in the form of primal marvels...
- The settlement's agricultural activities are able to generate a surplus, which can be shipped out and sold, with some of the proceeds returning as tax revenue. The nature complex has an Income trait like certain special facilities, and generates 210 gp (or 3d6 × 20 gp) during Spring, Summer and Autumn, which goes into the settlement treasury and thus can be used to fund further expansion or to pay upkeep costs of other structures.
- 3 Constitution, 3 Wisdom
- -3 to natural disaster frequency.
- Druids, Rangers, and primal subclasses of non-primal classes, can know and prepare one additional 3rd level spell, provided they have access to spells of that level.
- Primal gifts may be in the form of Rare consumables, or Uncommon gifts may be available more often...
- Tax income from the complex increases to 420 gp (or 6d6 × 20 gp) during Spring, Summer and Autumn.
- 4 Constitution, 4 Wisdom
- -4 to natural disaster frequency.
- Druids, Rangers, and primal subclasses of non-primal classes, can know and prepare one additional 4th level spell, provided they have access to spells of that level.
- Primal gifts may be in the form of Very Rare consumables, or Rare and lesser gifts may be available more often...
- Tax income from the complex increases to 840 gp (or 12d6 × 20 gp) during Spring, Summer and Autumn.
- 5 Constitution, 5 Wisdom
- -5 to natural disaster frequency.
- Druids, Rangers, and primal subclasses of non-primal classes, can know and prepare one additional 5th level spell, provided they have access to spells of that level.
- Primal gifts may be in the form of Legendary consumables, or Very Rare and lesser gifts may be available more often...
- Tax income from the complex increases to 1680 gp (or 24d6 × 20 gp) during Spring, Summer and Autumn.
Occult and Mystery
Occult structures benefit the the courting of and defense against dark powers. They usually represent some sort of funerary complex, cultic compound, or a labyrinth meant to channel and misdirect spiritual energy, and are usually built underground, away from the light of the sun. No one ever builds an occult complex just anywhere; there is always some special calling to a particular spot, even if those involved in the construction are not at first consciously aware of this subtle influence. Rank 1:- 1 to any stat.
- -1 to town Morale.
- Despite negative feelings about the structure, an occult complex helps balance the flow of supernatural energy and defends against the dark arts. This grants -1 to unnatural disaster frequency.
- Sorcerers and Warlocks can know one additional 1st level spell.
- Those responsible for the complex have the attention of otherworldly entities...
- A mystery surrounds the complex, which must be solved before the complex can be upgraded to rank 2.
- Another 1 to any stat.
- -2 to unnatural disaster frequency.
- Sorcerers and Warlocks can know one additional 2nd level spell, provided they have access to spells of that level.
- Those responsible for the complex, namely the party, each learn one cantrip, even if not a spellcasting class, from the warlock or cleric 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.
- The complex breaks through into or otherwise opens into a dungeon. This dungeon must be explored before the complex can be upgraded to rank 3. Completing the dungeon can also earn a favor that can be called in later from a powerful entity, for a price...
- Another 1 to any stat.
- -2 to town Morale.
- -3 to unnatural disaster frequency.
- Sorcerers and Warlocks can know one additional 3rd level spell, provided they have access to spells of that level.
- Those responsible for the complex each receive one warlock Invocation for which they meet any prerequisites, regardless of class.
- Those responsible for the complex might potentially avert a terrible fate, for a cost...
- More of the attached dungeon is available, and must be explored before the complex can be upgraded to rank 4. Another favor can be earned...
- Another 1 to any stat.
- -4 to unnatural disaster frequency.
- Sorcerers and Warlocks can know one additional 4th level spell, provided they have access to spells of that level.
- Party members can attune to two additional magic items above their normal limit.
- Those responsible for the complex learn a 1st level warlock or cleric spell. This spell uses the mental ability score of your choice as its key ability, and is recovered after a short rest, the same as a warlock's pact magic. If you are a spellcaster, you also add this to your class list and spells known and it is always prepared, allowing you to cast it with your normal spell slots.
- Party members can attune to one additional magic item above their normal limit.
- More of the attached dungeon is available, and must be explored before the complex can be upgraded to rank 5. Another favor can be earned...
- Another 1 to any stat.
- -3 to town Morale.
- -5 to unnatural disaster frequency.
- Sorcerers and Warlocks can know one additional 5th level spell, provided they have access to spells of that level.
- Those responsible for the complex each receive a second warlock Invocation, regardless of class. You may treat your total character level as your "warlock level" for this purpose, but must otherwise meet any prerequisites.
- Those responsible for the complex might be able to increase their capabilities, for a cost...
- The mysteries beneath the settlement are unbound, and extend beyond the bounds of the world. Many favors can be earned...
Production and Industrial
Production and industrial complexes benefit commerce and resource utilization in the settlement, as well as works of artifice, magical and mundane. A bit part of it is the development of basic infrastructure like roads and supply depots within the settlement, but it also includes things like mills, lumbermills, kilns, tanneries, smelters, foundries, and so forth. Rank 1:- 1 Strength, 1 Dexterity
- The settlement gains familiarity with Strength and Dexterity saving throws (half proficiency bonus rounded up), or proficiency if there is also Garrison or Social 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 +1.
- Artificers have 1 additional infused item.
- 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.
- The production complex has an Income trait like certain special facilities, and generates 350 gp (or 5d6 × 20 gp) every month, which goes into the settlement treasury. Half (175 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.
- 2 Strength, 2 Dexterity
- +2 negative event frequency.
- 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. One will appear immediately when this upgrade is completed, and again when each subsequent upgrade is completed.
- 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 items.
- You can make a settlement Intelligence check at DC 20 to try to find a specific Common magic item for sale, or DC 25 to find a specific Uncommon 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. 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 15 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. Success means you have the opportunity to buy it, but you do have to pay for it, it's not free.
- Net income from the complex increases to 700 gp (or 10d6 × 20 gp) every month, half of which is materials.
- 3 Strength, 3 Dexterity
- +3 to negative event frequency.
- Artificers have 3 additional infused items.
- You can choose for the guaranteed artisan in your recruitment pool to be of a specific specialty that you need in the settlement, without relying on chance. You must make this decision before you are told which NPCs are actually available for recruitment. However, if you do this it increases the cost of retaining that specialist by 100%.
- It is now possible to recruit extra help by paying extra to speed up the construction or upgrade of a settlement complex or special facility, with enough resources now being in place to at least somewhat mitigate the diminishing returns of the increased number of workers and leads getting in their own way. You can pay 50% more to reduce the construction time by 25%, 100% more to reduce the construction time by 50%, or 200% more to reduce the construction time by 75%. For example, if building a structure that normally costs 8000 drachmae and takes 8 weeks to build, you could, if it was that important to you, spend 24000 drachmae instead to build it in 2 weeks.
- Processed materials produced by the settlement are now good enough to be used in the creation of Rare items.
- You can make a settlement Intelligence check once per week to try find a specific magic item for sale at DC 15 for Common, DC 20 for Uncommon, or DC 25 for Rare, provided you have relevant NPCs available to you.
- Net income from the complex increases to 1400 gp (or 20d6 × 20 gp) every month, half of which is materials.
- 4 Strength, 4 Dexterity
- +4 to negative event frequency.
- Artificers have 4 additional infused items.
- There will now always be at least two artisan specialists available to recruit during major recruitment opportunities. As before, this doesn't necessarily guarantee that you'll actually be able to get them.
- Processed materials produced by the settlement are now good enough to be used in the creation of Very Rare items.
- You can make a settlement Intelligence check once per week to try find a specific magic item for sale at DC 10 for Common, DC 15 for Uncommon, DC 20 for Rare, or DC 25 for Very Rare, provided you have relevant NPCs available to you.
- Net income from the complex increases to 2800 gp (or 40d6 × 20 gp) every month, half of which is materials.
- 5 Strength, 5 Dexterity
- +5 to negative event frequency.
- Artificers have 5 additional infused items.
- Your settlement now represents enough of an opportunity that even artisans and merchants which you have offended or otherwise messed up with are added back to the pool, and from this point go on "cooldown" instead of permanently shunning you when such offenses occur. They can still remain or become irrevocably lost to you due to Unforgiveable Acts like murder or other horrific crimes directed against them and their staff, or your settlement going to war with a polis to which they are loyal, or so on.
- Processed materials produced by the settlement are now good enough to be used in the creation of Legendary items.
- You can make a settlement Intelligence check once per week to try find a specific magic item for sale at DC 10 for Uncommon, DC 15 for Rare, DC 20 for Very Rare, or DC 25 for Legendary, provided you have relevant NPCs available to you. You can always find a given Common item to buy with only one day of legwork, no check required, again provided you have a relevant NPC in town.
- Net income from the complex increases to 5600 gp (or 80d6 × 20 gp) every month, half of which is materials.
Religious and Monastic
Religious developments like temples, monuments, and the like benefit the connection to and inspiration from the divine. A temple can be erected to one deity, to a subset of gods usually linked by their shared connections or patronage of a polis such as Xyria's faith of the Trithea, or to the pantheon as a whole, with the former two being more common. Minor temples are little more than large enclosed shrines with consideration to the focus of the deity and needs of a few acolytes, but major, well-developed temples can be like unto small palaces dedicated to the god or gods that they honor. Well developed religious complexes are also more likely to draw the direct attention of the gods. Every time the Religious level of the settlement is increased, everyone in the party gains a point of Piety. Rank 1:- 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.
- 2 Dexterity, 2 Charisma
- +2 to settlement saving throws.
- Clerics, Paladins, and divine subclasses of non-divine classes, can know and prepare one additional 2nd level spell, provided they have access to spells of that level.
- Monks have 2 additional points of ki.
- For up to one week after leaving town after spending an extended rest here, it takes four failed death saves to die instead of three. An effect that would normally kill outright upon reduction to 0 hit points by bypassing the death save system now allows a death saving throw at disadvantage to remain alive at 0 hp.
- When spending downtime in town, one question can be asked of the gods and their servants with regard to a specific topic. If this question is relevant to the gods worshipped by the party and the community, it will be answered by an omen, as per the spell divination, except that unlike divination it doesn't have to be about the near future and can be about the present or past as well, and doesn't just have to concern a goal or event but can also be about a person, place or thing.
- 3 Dexterity, 3 Charisma
- +3 to settlement saving throws.
- Clerics, Paladins, and divine subclasses of non-divine classes, can know and prepare one additional 3rd level spell, provided they have access to spells of that level.
- Monks have 3 additional points of ki.
- The next time each person is resurrected does not count against the maximum number of times they can be raised from the dead before being gone forever.
- Each party member receives their own special inspiration die after an extended rest in town, instead of the group having to share the one "holdout" die.
- 4 Dexterity, 4 Charisma
- +4 to settlement saving throws.
- Clerics, Paladins, and divine subclasses of non-divine classes, can know and prepare one additional 4th level spell, provided they have access to spells of that level.
- Monks have 4 additional points of ki.
- For up to one month after leaving town after spending an extended rest here, it takes five failed death saves to die instead of three. An effect that would normally kill outright upon reduction to 0 hit points by bypassing the death save system now allows a death saving throw to remain alive at 0 hp.
- The special divination from the rank 2 upgrade does not have to be used while in town. The party that takes downtime in town can "hold on to it" and pray for guidance one time when it is needed.
- 5 Dexterity, 5 Charisma
- +5 to settlement saving throws.
- Clerics, Paladins, and divine subclasses of non-divine classes, can know and prepare one additional 5th level spell, provided they have access to spells of that level.
- Monks have 5 additional points of ki.
- Someone can be raised from the dead here once per year without it counting against the maximum number of times they can be resurrected.
- All of the party's per-session inspiration dice are also of the special variety. This does not apply to inspiration dice gained in other ways, such as through Bardic Inspiration.
Social and Mercantile
Social and mercantile establishments benefit settlement morale, the connection of the leaders to their people, and the ability for information to circulate. They encompass things like public spaces, major taverns, agoras filled with merchants, and the like, usually a network of such facilities, the kinds of places where not only do large numbers of people come through them but they tend to be loose of both purse and lip. Rank 1:- 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 250 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.
- 2 Intelligence, 2 Charisma
- +2 to settlement morale.
- Bards can know one additional 2nd level spell, provided they have access to spells of that level.
- Rogues can emulate a spell twice per day.
- You can invite up to three additional "anchor" merchants to set up shop, for a total of up to six.
- The base Income increases to 280 gp (or 4d6 × 20 gp if you choose to roll) every month. Moreover, the uplift effect becomes stronger, and there are several smaller shops you don't need to worry about for each named anchor merchant. As such, each anchor merchant adds 140 gp (or 2d6 × 20 gp if rolled), including your first three anchors.
- When gathering intel, you can spend 500 drachmae instead to potentially be able to suss out more information about your target or objective. On a result of 15, and every 10 points above that, you get one "major" piece of information, such as a guard schedule or a hint about a secret entrance. Moreover, you now get a minimum (0 major / 1 minor) result regardless of the roll, even if you roll a 1. At this and each higher rank, you can also pay the reduced cost of any lower rank, but you only gain the benefits of the rank you paid for, including check bonus and minimum results.
- 3 Intelligence, 3 Charisma
- +3 to settlement morale.
- Bards can know one additional 3rd level spell, provided they have access to spells of that level.
- Rogues can emulate an Artificer, Bard or Ranger spell up to 2nd level.
- You can invite up to three additional "anchor" merchants to set up shop, for a total of up to nine.
- The Income from this economic activity increases to 560 gp (or 8d6 × 20 gp if you choose to roll) every month, plus 210 gp (3d6 × 20 gp) for every anchor merchant.
- When gathering intel, you can spend 1000 drachmae for a +2 bonus to the check and a minimum (1/2) result.
- 4 Intelligence, 4 Charisma
- +4 to settlement morale.
- Bards can know one additional 4th level spell, provided they have access to spells of that level.
- Rogues can emulate a spell three times per day.
- You can invite up to three additional "anchor" merchants to set up shop, for a total of up to twelve.
- The Income from this economic activity increases to 1120 gp (or 16d6 × 20 gp if you choose to roll) every month, plus 280 gp (4d6 × 20 gp) for every anchor merchant.
- When gathering intel, you can spend 2000 drachmae for a +4 bonus to the check and a minimum (1/3) result.
- 5 Intelligence, 5 Charisma
- +5 to settlement morale.
- Bards can know one additional 5th level spell, provided they have access to spells of that level.
- Rogues can emulate an Artificer, Bard or Ranger spell up to 3rd level.
- You can invite up to three additional "anchor" merchants to set up shop, for a total of up to fifteen.
- The Income from this economic activity increases to 2240 gp (or 8d6 × 20 gp if you choose to roll) every month, plus 350 gp (5d6 × 20 gp) for every anchor merchant.
- When gathering intel, you can spend 5000 drachmae for a +6 bonus to the check and a minimum (2/4) result.


Comments