1. Notes

Settlements and Populations

Table: Settlement Size and Base Value

Settlement Size

Population

Modifiers

Qualities

Danger

Base Limit

Purchase Limit

Spells

Magic Items

Hamlet/Manor

20-60

-2

1

-5

100

500

1st

Common (Minor)

Village

61-1,000

-1

2

-2

500

2,500

3rd

Common

Town

1,001-6,000

0

2-3

0

5,000

25,000

6th

Uncommon

City

6,001-25,000

+1

4

+2

50,000

250,000

8th

Rare

Large City

25,001-100,000

+2

5

+4

500,000

1,250,000

9th

Vary Rare

Metropolis

100,001 +

+4

6

+5

N/A

9th

Legendary



Settlement Size

Base Limit

Common

Uncommon

Rare

Very Rare

Legendary

Hamlet/Manor

100

1d4

Village

500

2d4

Town

5,000

3d4

1d4

City

50,000

4d4

2d4

1d4

Large City

500,000

4d4

3d4

2d4

1d4

Metropolis

N/A

-

4d4

3d4

2d4

1d4

Settlement Modifiers

Life in a settlement is represented by six modifiers, each of which adjusts the use of specific skills within the city.

Corruption Corruption measures how open a settlement’s officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement’s corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

Crime Crime is a measure of a settlement’s lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have A powerful thieves’ guild and a significant problem with violence. The atmosphere generated by a settlement’s crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

Economy A settlement’s economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn’t automatically mean the town is beset with poverty—it could merely indicate A town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement’s economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

Law Law measures how strict a settlement’s laws and edicts are. A settlement with a low law modifier isn’t necessarily crime-ridden—in fact, A low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement’s guards are particularly alert, vigilant, and well-organized. The more lawful A town is, the more timidly its citizens tend to respond to shows of force. A settlement’s law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).

Lore A settlement’s lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources. A settlement’s lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city’s resources to do research when using a library.

Society Society measures how open-minded and civilized A settlement’s citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement’s society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

Settlement Alignment

A settlement’s alignment not only describes the community’s general personality and attitude, but also influences its modifiers. A lawful component to a settlement’s alignment increases its law modifier by 1. A good component increases its society modifier by 1. A chaotic component increases its crime modifier by 1. An evil component increases its corruption modifier by 1. A neutral component increases its lore modifier by 1 (a truly neutral city gains an increase of 2 to its lore modifier). Alignment never modifies a settlement’s economy modifier.

Settlement Government

Just like nations, towns and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers.

Choose one of the following as the settlement’s government. Several options have been added from various 3rd Party Publisher sources, marked as “3pp”. Disregard if you prefer purely Paizo options.

Autocracy

A single individual chosen by the people rules the community. This leader’s actual title can vary—mayor, burgomaster, lord, or even royal titles like duke or prince are common. (No modifiers)

Colonial (3pp)

The settlement’s ruler is a figure-head for a distant colonial power: a magistrate, governor, or minor landed noble. He or she may have limited autonomy in running the colony, but ultimately answers to the colony’s founding power. Colonies are typically seen as resources for their founding government, not having much political power or influence.

The colony’s government is more concerned with making sure trade with and taxes paid to the homeland flow efficiently then the welfare of the colony’s inhabitants.

Increase Corruption +2, Economy +1, Law +1.

Council

A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement.

Increase Society +4; Decrease Law and Lore –2.

Dynasty (3pp)

Power is concentrated in the hands of a single family or a small group of closely related, inter-married families. These elites have ruled the settlement since its inception, and manipulated the power structure to ensure they remain in power.

Increase Corruption +1, Law +1. Decrease Society -2.

Magical

An individual or group with potent magical power, such as A high priest, an archwizard, or even a magical monster, leads the community.

Increase Lore +2; Decrease Corruption and Society –2; increase spellcasting by 1 level.

Military (3pp)

The settlement is an armed garrison that exists solely to serve the military forces deployed there. It may be a massive military base and training complex, a wilderness fortress or a keep that patrols a major trade route, depending on its size. The settlement may even be an ordinary town or city that recently fell under military rule after a coup or uprising that led to the declaration of martial law.

Increase Law +3. Decrease Corruption -1, Society -1.

Overlord

The community’s ruler is a single individual who either seized control or inherited command of the settlement.

Increase Corruption and Law +2; Decrease Crime and Society –2.

Secret Syndicate

An unofficial or illegal group like a thieves’ guild rules the settlement—they may use a puppet leader to maintain secrecy, but the group members pull the strings in town.

Increase Corruption, Economy, and Crime +2; Decrease Law –6.

Theocracy (3pp)

The settlement is ruled by its patron faith: secular and theological power are one and the same here. Priests, clerics and oracles decide every facet of life in the settlement.

Double the modifiers for the settlement’s alignment. The settlement gains any one of the following qualities as a ‘bonus’ quality: desecrate/hallow, Holy Site, Pious, Racial Enclave, Racially Intolerant, Unholy Site.

Plutocracy (3pp)

The wealthiest and most influential merchants rule this settlement. Wealth is seen as a sign of good character, ethics and even divine favor. The poor have few, if any rights that the wealthy are bound to respect.

Increase Corruption +2, Crime +2, Economy +3. Decrease Society -2.

Utopian Experiment (3pp)

This idealistic settlement was founded upon lofty ideals. In theory at least, all members of the community have a voice in its government, and a settlement council meets to ensure the ideals of the community are followed.

Increase Society +2, Lore +1. Decrease Corruption -2, Crime -1.

Guards! Guards!

It’s inevitable—sooner or later, the PCs will want to call upon the town guard or cause a situation where citizens do so instead. Calling for the guard requires a Diplomacy check modified by the settlement’s law modifier. It’s only a DC 5 check to call for the guard—with a success, the guards generally arrive on the scene in 1d6 minutes. Every 5 points by which the Diplomacy check exceeds DC 5 (rounding down) reduces the arrival time by 1 minute—if this reduces their arrival time below 1 minute, the increments of reduction instead change to 1 round. For example, the party wizard is being mugged and calls for the guard. The result of his Diplomacy check is a 23, and the GM rolls a 2 on 1d6 to determine how long it’ll be before the guards arrive. Since the wizard rolled three times the amount he needed, the 2-minute wait time is reduced to 8 rounds.

The following table shows example offenses and bribes which, if paid, can sometimes get one out of more severe punishment in a religious lawful evil city.