Anatomy of a Settlement Edit

The following is a list of the various components that go into creating a settlement, and each is recorded in the appropriate part of the Settlement Sheet.

1. Location Edit

Before you create the settlement, you need to determine where it is. You may find yourself simply selecting a pre-existing village.

If you are founding the city yourselves, you will need to select where it is located. The location may affect what projects your settlement can eventually undertake. You need to discuss what your eventual goals are with this settlement.

2. Population Edit

A settlement without people is a ghost town. The population of your settlement is what gives it life and allows it to grow and thrive. If you are taking over an existing settlement, you have little control over the population. The people who live there are what you get. But when founding a city, it is up to you who you wish to bring along. Recruiting the right types of people may make the difference when it comes to surviving in your new home.

Because tracking each individual citizen may prove burdensome, particularly in the case of large settlements, you may find it easier to divide populations into groups (or “teams”) of NPCs with the same CR, proficiencies, and alignment. For example, your settlement may contain a handful of Acolytes, a dozen Scouts, and numerous Commoners. On your Settlement Sheet you would give each group a unique name (such as “Followers of Melora”, “Glade Hunters”, and “Farmers”, “Builders”, etc), then record the number of each type, as well as their skill proficiencies and Challenge Rating. You may assign members of teams to different projects, though it is typically easiest to assign them all to the same project. 

Alternatively, in the case of small settlements, you may find it more fun and immersive to track each of your settlers individually. Named NPCs or those with unique assortments of skills should be tracked individually. This also creates fun roleplaying opportunities, and a ready assortment of interesting NPCs that your player characters can interact with. As much as possible, the citizens of your communities should be treated as characters, rather than simply numbers on a page.

Not all commoners are equal. Some may be farmers or laborers, while others may be builders, traders, merchants, or students. Any time you are given the option to add a commoner to your settlement, he should receive one skill proficiency OR two tool proficiencies. When tracking your settlers by teams rather than individually, it may be useful to give them names that help differentiate their skills. For example, you may list Commoners trained in Mason’s tools and Carpenter’s tools as “Commoner (Builder)” while those trained in Survival might be “Commoner (Hunter)”. If you change a Commoner’s type (such as by training at the Abbey or Barracks), they retain their previous proficiencies.

Some important citizens in your settlement may have unique stat blocks provided by your DM. These should be noted individually, with their skill proficiencies and Challenge Rating as normal. Simply keep the NPC’s stat block with the rest of your settlement paperwork for reference if needed.

3. Resources Edit

Settlers need resources to survive: food, herbs to treat disease, iron for weapons, wood and stone for building, even precious gems and minerals for trade for things they might not be able to acquire otherwise. Resources are acquired through projects, and may be stored until needed.

Starting Resources

 The specific amount of resources that an adventuring party has to start their settlement is entirely up to the DM. We recommend that they begin with an amount of Food equal to their population, but the amount of Wood, Stone, Iron, and Treasure is up to the DM’s generosity. In the case of the Expedition to Chult adventure path, the amount of Food, Lumber, Stone, Iron, and Treasure the settlement has available is determined by the character’s actions in the first several missions.

Resource Description
Food One unit of food is enough for one person to survive comfortably for a tenday. Food is spent at the end of each tenday. If there is not enough food to supply all of the settlers in your settlement, divide the number of settlers exceeding the food supply by two (round down). That number of settlers die.
Herbs One unit of herbs is enough to treat one injury or disease until recovery. An injury or disease left untreated for a tenday results in the death of a settler.
Iron Iron is required for many projects, including arming a militia or town watch.
Wood Wood is required for constructing houses, shops, and many other buildings, as well as bridges and palisade walls.
Stone Stone is used in the construction of walls and fortifications. It can also be used to build sturdier homes and other buildings.
Treasure Gems and precious minerals (such as gold or silver) can be traded to acquire other types of resources. When such wealth is in circulation within a settlement, it also attracts additional settlers. Characters may donate 100 gp to increase the settlement’s Treasure rating by 1.

4. Civilization Ratings Edit

Civilization ratings measure your settlement’s advancement in culture, technology, religion, and magic. They determine what types of projects you may undertake, as well as the types of settlers that are attracted to your civilization.

 Your Civilization Rating can be easily converted to a Civilization Level by dropping the ones digit (dividing by 10 and rounding down).

Type Description
Culture Culture helps the settlement conduct trade, record histories, and uncover the secrets of the surrounding territories. Each settler trained in History or Persuasion adds 1 to your Culture rating.
Magic Magic helps to identify and even construct magic items, and provides access to arcane spellcasting services. Each settler trained in Arcana adds 1 to your Magic rating.
Religion Religion helps to attract the favor of the gods and allows access to divine spellcasting services. Each settler trained in Religion adds 1 to your Religion rating.
Technology Technology helps to construct more impressive buildings, as well as unlocking access to better nonmagical healing and weapons.

5. Alignment Edit

Settlements tend towards neutrality, with each settler minding his own business and allowing his neighbors to do the same. However, as cities grow they often begin taking on the characteristics of their inhabitants. A settlement’s alignment is characterized on two scales: Order and Virtue. In both cases, these may be either positive or negative (unlike Civilization ratings) and may be converted into an Alignment Level by dropping the ones digit (dividing by 10 and rounding down).

Type Description
Order Order is related to the rule of law and respect for institutions in your town. A positive Order level represents a Lawful society, while a negative Order level represents a Chaotic one. Each settler with a lawful alignment increases the settlement’s Order rating by one, while each settler with a chaotic alignment decreases its Order rating by one.
Virtue Virtue is related to caring for those around you and helping those in need. A positive Virtue level represents a Good society, while a negative Virtue level represents an Evil one. Each settler with a good alignment increases the settlement’s Virtue rating by one, while each settler with an evil alignment decreases its Virtue rating by one.

Because a town’s alignment ratings can shift as new settlers move in and new buildings are constructed, the alignment prerequisites for buildings must only be met at the time they are constructed. An abbey in a town that has turned away from it’s former virtue still functions, a light in an otherwise darkened town.

6. Lifestyle Rating Edit

A settlement's Lifestyle Rating relates to the general comfort enjoyed by people within your settlement. It is equal to the lowest of your Civilization Levels.

It also determines the maximum comfort level that can be enjoyed by adventurers, as well as the maximum gold pieces available for the sale of art objects, gems, and other treasures each tenday.

Lifestyle Average Comfort Max Comfort GP Limit
0 Wretched Squalid 10
1 Squalid Poor 100
2 Poor Modest 500
3 Modest Comfortable 5,000
4 Comfortable Wealthy 50,000
5 Wealthy Aristocratic 100,000

7. Housing Edit

Settlers need a place to call home. Building houses, farms, and other buildings provide shelter overhead that can ensure your settlers avoid disease and the worst of the elements. In addition to the total amount of housing available, housing is broken into several categories: lovely, average, and shabby.

8. Militia Rating Edit

Settlements often find themselves in conflict with marauding tribes, wild beasts, and even other settlements. Your settlement’s Militia Rating is the sum of all of the Challenge Ratings of your population. Some buildings and projects may increase your town’s Militia Rating. Like Civilization Ratings, you can find your settlement’s Militia Level by dropping the ones digit (dividing by 10 and rounding down).

Projects Edit

During the course of the game, you can develop your settlement by having the population undertake projects. Projects are noted on the population sheet, next to the group who will be undertaking them. A single project may involve multiple groups, and a single group may participate in multiple projects (though obviously an individual may only be involved in one project at a time). To denote the number of people in a given group undertaking a particular project, simply put the number in parenthesis after the project name.

Project Time Description
Cutting Lumber 1 Tenday The settlers head out into the wilds to collect wood from forests. Over the course of a tenday, each lumberjack gathers 1d4 Wood. A settler trained in woodcarver’s tools or carpenter’s tools gathers twice that amount.
Gathering 1 Tenday The settlers gather food and herbs from the wilderness. Over the course of a tenday, each gatherers 1d4 Food (roll once and multiply by the number of gatherers). A settler trained in Nature also acquires 1d4 Herbs.
Hunting 1 Tenday The settlers organize a hunting party. Over the course of a tenday, each hunter acquires an amount of Food equal to 1 + their CR or Level (round down). A settler trained in Survival acquires twice that amount.
Mining 1 Tenday The settlers head into caverns and mountains to collect stone and iron. Over the course of a tenday, each miner gathers 1d4 Stone. A settler trained in mason’s tools gathers twice that amount, while one trained in smith’s tools also gathers 1 iron and one trained in jeweler’s tools also gathers 1 treasure (in jewels or rare metals).
Scouting 1 Tenday The settlers head deeper into the wilderness to find leads on monstrous beasts or natives. At the end of a tenday, roll a d10 and add the total CR of the settlers in the scouting party. Double the effective CR for each scout that is trained in Stealth or Survival.

Types of Buildings Edit

The following is a list of buildings that you can construct.

Building Construction Time Resources Requires
Abbey 400 Tendays 300 Stone, 200 Wood Culture 1, Religion 1, Good Settlement
Alchemist’s Shop 10 Tendays 100 Stone, 200 Wood
Arcane Conclave 100 Tendays 200 Stone
Armory 20 Tendays 200 Stone, 10 Iron Blacksmith, Lawful Settlement
Assassin's Guild 30 Tendays 60 Stone, 20 Wood Poisoner's Hall, Evil Settlement
Bardic College 200 Tendays 100 Stone, 100 Wood Culture 3, Tavern, Inn, Library
Barracks 100 Tendays 100 Stone, 50 Wood, 5 Iron Blacksmith
Bath House 10 Tendays 100 Stone Culture 1, Tech 1, Church
Belltower 10 Tendays 50 Wood, 5 Iron Culture 1, Tech 1, Church
Blacksmith 20 Tendays 50 Stone, 10 Wood, 5 Iron
Bowyer 20 Tendays 50 Wood, 5 Iron
Brewery 20 Tendays 100 Wood Tavern
Butcher's Shop 10 Tendays 40 Wood Smokehouse, Civilization 1
Church 50 Tendays 50 Wood
Cottage 5 Tendays 20 Wood
Crypt 5 Tendays 30 Stone Church
Dock 2 Tendays 20 Wood
Druid Circle 10 Tendays 10 Stone
Farm 10 Tendays 20 Wood
Fighting Pit 10 Tendays 10 Stone, 30 Wood
Flophouse 5 Tendays 30 Wood
General Store 20 Tendays 10 Stone, 30 Wood
Graveyard 1 Tenday 10 Stone, 2 Iron
Harbor 50 Tendays 40 Wood Dock
Herbalist's Shop 10 Tendays 100 Stone, 200 Wood
Hidden Shrine 20 Tendays 100 Wood Evil Settlement
Hospital 20 Tendays 50 Stone, 40 Wood Alchemy Shop, Culture 1, Tech 1, Lawful
Hunter's Lodge 10 Tendays 60 Wood
Hut 1 Tenday 10 Wood
Inn 20 Tendays 100 Wood
Iron Mine 5 Tendays 20 Wood Culture 2
Jails 5 Tendays 20 Stone, 2 Iron
Keep 400 Tendays 500 Stone, 100 Wood Tech 1, Militia 2, Barracks, Blacksmith
Library 20 Tendays 50 Wood, 2 Treasure
Lumber Mill 20 Tendays 60 Wood
Mage's Tower 100 Tendays 100 Stone, 50 Wood Magic 2
Magical Bazaar 20 Tendays 200 Wood, 5 Treasure Culture 4, Magic 2
Manor 50 Tendays 200 Stone, 50 Wood Culture 3, Tech 2
Marketplace 100 Tendays 50 Stone, 100 Wood Culture 1
Mill 20 Tendays 20 Stone, 100 Wood Tech 1
Monastery 10 Tendays 40 Stone, 120 Wood Lawful Settlement
Oracle 5 Tendays 20 Stone Religion 1
Palisade Walls 10 Tendays 150 Wood
Poisoner's Hall 30 Tendays 60 Wood Alchemist Shop
Quarry 5 Tendays 30 Wood
Ranch 10 Tendays 40 Wood
Reliquary 2 Tendays 40 Stone Religion 2, Church
School 10 Tendays 100 Wood Culture 1
Shooting Range 20 Tendays 100 Stone, 100 Wood Bowyer
Smokehouse 1 Tenday 20 Wood
Smuggler's Port 10 Tendays 30 Wood Harbor
Stables 30 Tendays 60 Wood Ranch
Stone House 5 Tendays 20 Stone, 10 Wood
Stone Walls 50 Tendays 150 Stone Palisade Walls
Tannery 20 Tendays 50 Wood, 5 Iron
Tavern 20 Tendays 100 Wood
Temple 400 Tendays 400 Stone, 100 Wood Church, Religion 2
Theater 20 Tendays 100 Wood Culture 3
Thieves' Guild 100 Wood 100 Wood Chaotic Settlement
Tower 10 Tendays 100 Stone, 40 Wood, 10 Iron Tech 1
Workshop 50 Wood 50 Wood Tech 1