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GameMastery Guide / Adventures / Urban / The Shape of Civilization / Settlements in Play

Settlement Qualities

Source GameMastery Guide pg. 207
Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community’s statistics. A settlement’s type determines how many qualities it can have—once a quality is chosen, it cannot be changed.

Note that many of the following qualities adjust a town’s base value or purchase limit by a percentage of the town’s standard values. If a town has multiple qualities of this sort, add together the percentages from modifiers and then increase the base value by that aggregated total—do not apply the increases one at a time.

Academic: The settlement possesses a school, training facility, or university of great renown. (Lore +1, increase spellcasting by 1 level)

Holy Site: The settlement hosts a shrine, temple, or landmark with great significance to one or more religions. The settlement has a higher percentage of divine spellcasters in its population. (Corruption –2; increase spellcasting by 2 levels)

Insular: The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another. (Law +1; Crime –1)

Magically Attuned: The settlement is a haven for spellcasters due to its location; for example, it may lie at the convergence of multiple ley lines or near a well-known magical site. (Increase base value by 20%; increase purchase limit by 20%; increase spellcasting by 2 levels)

Notorious: The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, rogues, and cutthroats are much more common here. (Crime +1; Law –1; Danger +10; increase base value by 30%; increase purchase limit by 50%)

Pious: The settlement is known for its inhabitants’ good manners, friendly spirit, and deep devotion to a deity (this deity must be of the same alignment as the community). (Increase spellcasting by 1 level; any faith more than one alignment step different than the community’s official religion is at best unwelcome and at worst outlawed—obvious worshipers of an outlawed deity must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)

Prosperous: The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well. (Economy +1; increase base value by 30%; increase purchase limit by 50%)

Racially Intolerant: The community is prejudiced against one or more races, which are listed in parentheses. (Members of the unwelcome race or races must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)

Rumormongering Citizens: The settlement’s citizens are nosy and gossipy to a fault—very little happens in the settlement that no one knows about. (Lore +1; Society –1)

Strategic Location: The settlement sits at an important crossroads or alongside a deepwater port, or it serves as a barrier to a pass or bridge. (Economy +1; increase base value by 10%)

Superstitious: The community has a deep and abiding fear of magic and the unexplained, but this fear has caused its citizens to become more supportive and loyal to each other and their settlement. (Crime –4; Law and Society +2; reduce spellcasting by 2 levels)

Tourist Attraction: The settlement possesses some sort of landmark or event that draws visitors from far and wide. (Economy +1; increase base value by 20%)