The Settlement Creation System
When a player gains a new existing settlement, the following process is followed to determine that settlement's starting characteristics1.
Developments are rated 1-5 with 1 being Poor and 5 being Noble. This number represents what the highest quality example of that Development type would be in the settlement - the nicest inn to stay in, the fanciest jewellery store, etc.
When creating a Settlement, for each Attribute subtract 1 from its Attribute Score and then multiply by 2. These are the Development Points available for that Attribute. Developments can start up to one Level higher than their governing Attribute. So, for example, a settlement with a Culture Attribute of 4 would begin with 6 Development Points to use for creating Culture Developments - they could choose to build a Level 5 Inn (for 5 Development Points), and a Level 1 Theatre (for 1 Development Point).
1. Determine Settlement Size
The scores available to a settlement are determined by the size of the settlement.Size | Scores Available |
---|---|
Hamlet Less than 100 |
A hamlet begins with all of its attributes at 1. Up to two of those attributes can be increased to a maximum of 2. |
Village Between 101 and 1,000 |
A village begins with all of its attributes at 1. Up to two of those attributes can be increased to a maximum of 4; two other attributes to a maximum of 3; three other attributes to a maximum of 2. |
Town Between 1,001 and 25,000 |
A town begins with all of its attributes at 2. Up to two of those attributes can be increased to a maximum of 5; one other attribute can be increased to a maximum of 4; four other attributes can be increased to a maximum of 3. |
City Between 25,001 and 100,000 |
A city begins with all of its attributes at 3. Up to three of those attributes can be increased to a maximum of 6; two other attributes can be increased to a maximum of 5; four other attributes can be increased to a maximum of 4. |
Capital Upwards of 100,001 |
A capital begins with all of its attributes at 6. |
2. Assign Attribute Scores
Assign the Attribute Scores from step 1 to the Attributes listed below.Culture* | Represents how easily the settlement's inhabitants can access Developments dedicated to socialisation and entertainment, such as Inns, Taverns, Fairs, Theatres, etc. |
Recreation | Represents how much land is given over to recreation areas such as Parks, Arenas, Fountains, etc. |
Health* | Represents anything that might improve the health of the settlement's inhabitants, such as Herbalists, Apothecaries, Sewer Networks, etc. |
Education* | Represents how easily the settlement's inhabitants can access education, such as Libraries, Schools, Academies, etc. |
Production* | Represents anything that produces resources for the settlement to consume or trade. |
Food* | Represents the settlement's supporting food network of Farms, Fisheries, Granaries, Mills, etc. |
Defence* | Represents the settlement's defences such as Walls, Towers, Moats, etc. |
Order | Represents anything in the settlement which might contribute to keeping the peace, such as Town Guards, Jails, Stocks, etc. |
Trade* | Represents the settlement's Trade Networks, Transportation, Warehouses, etc. |
3. Derived and Optional Attributes
Some of a settlement's Attributes are derived from the Attribute Scores distributed in the previous step, while others are determined by the GM.Crime | Crime represents the unsavoury forces at work in any settlement. The Crime Attribute is determined by taking the highest of a settlement's Attributes (other than Defence or Order) and subtracting the Order Attribute from it. If this value is negative the settlement has a Crime Attribute of 0. |
Wealth | Wealth represents the settlement's incomes. The Wealth Attribute is determined by taking the highest of a settlement's Production, Food and Trade Attributes and subtracting the Crime Attribute from it. |
Faith | Faith represents how easily the settlement's inhabitants can access places to practice their Faith. This value is assigned by the GM. |
4. Location Bonus
Depending on the location where a settlement is built, certain bonuses or penalties will apply.Location | Modifier |
---|---|
Arctic | +b to all Checks. -1 Crime. |
Cliffs | +b to Defence Checks. |
Coast | +b to all Checks. +1 Crime. |
Desert | +b to all Checks. -1 Crime. |
Floodplains | +b to Food Checks. |
Forest | +1 Level to any Production and Trade Developments related to Timber. Apply this each time a new Development is built. |
Grasslands | Nothing. |
High Mountains | +b to Food and Trade checks. +1 Defence. |
Hills | Nothing. |
Islands | +b to all Checks. +1 Crime. |
Lake | +1 Level to any Food or Trade Developments related to Fish. Apply this each time a new Development is built. |
Mountain | +b to Defence Checks. |
Plains | Nothing. |
Plateau | +b to Defence Checks. |
Rainforest | +b to Production Checks. |
River | +b to Trade Checks. |
Savannah | Nothing. |
Swamp | +b to all non-Food Checks. +1 Food. |
Tundra | +b to all non-Production Checks. +1 Production. |
Valley | +b to all Checks. -1 Trade. |
5. Specialisation
Choose one of the settlement's Attributes (not Crime) add b to all Checks for that Attribute.6. Developments
Each Attribute can support up to 5 standard Developments. Some Attributes have Special Developments, they do not count toward this limit.Developments are rated 1-5 with 1 being Poor and 5 being Noble. This number represents what the highest quality example of that Development type would be in the settlement - the nicest inn to stay in, the fanciest jewellery store, etc.
When creating a Settlement, for each Attribute subtract 1 from its Attribute Score and then multiply by 2. These are the Development Points available for that Attribute. Developments can start up to one Level higher than their governing Attribute. So, for example, a settlement with a Culture Attribute of 4 would begin with 6 Development Points to use for creating Culture Developments - they could choose to build a Level 5 Inn (for 5 Development Points), and a Level 1 Theatre (for 1 Development Point).
Council Positions
StewardProxy
Justicar
Chancellor
Marshal
Advisor
Spymaster
Seneschal
Settlements
The Settlement Creation SystemSettlement Progression
Settlement Attribute
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