Some Example Cities

A settlement stat block is organized as follows…

Name The settlement’s name is presented first.

Alignment and Type A settlement’s alignment is the general alignment of its citizens and government—individuals who dwell therein can still be of any alignment, but the majority of its citizens should be within one step of the settlement’s overall alignment. Alignment influences a city’s modifiers. The type is the size category the settlement falls into, be it thorpe, hamlet, village, town (small or large), city (small or large), or metropolis. In most cases, rules play off of a settlement’s type rather than its exact population total. A settlement’s type determines many of its statistics.

Population This number represents the settlement’s population. Note that the exact number is flexible; a settlement’s actual population can swell on market days or dwindle during winter—this number lists the average population of the settlement. Note that this number is generally used for little more than flavor—since actual population totals fluctuate, it’s pointless to tether rules to this number. After the settlement’s total population, a breakdown of its racial mix is listed in parentheses.

Government This entry lists how the settlement is governed and ruled. The type of government a settlement follows affects its statistics.

Danger A settlement’s danger value is a number that gives a general idea of how dangerous it is to live in the settlement. If you use wandering monster chart that uses percentile dice and ranks its encounters from lowest Cr to highest CR, use the modifier associated with the settlement’s danger value to adjust rolls on the encounter chart. A settlement’s base danger value depends on its type.

Modifiers Settlements possess six modifiers that apply to specific skill checks made in the settlement. A settlement’s starting modifier values are determined by its type. This value is further adjusted by the settlement’s alignment, government, qualities, and disadvantages.

Qualities All settlements have a certain number of qualities that further adjust their statistics—think of qualities as feats for settlements. A settlement’s type determines how many qualities it can have.

Disadvantages Any disadvantages a settlement might be suffering from are listed on this line. A settlement can have any number of disadvantages you wish to inflict on it, although most settlements have no disadvantages.

Base Value and Purchase Limit In most pathfinder games this would be the amount of Gold Pieces a person could spend in the local ‘Magic Shoppe’ to buy generic magic items. However, in this campaign setting there are no magic shops and magical items are defiantly not generic.

Minor Items/Medium Items/Major Items This line would usually list the number of magic items above a settlement’s base value that are available for purchase, but because in this campaign gaining magical items will be a little tougher then just looking one up on a table, this line will be blank.

Spellcasting This usually lists the availability of spell-casters for hire in town. In this campaign, most spell-casters (if you could find one) are not for hire.

Some Example Cities can be found here.

Info about Settlements can be found on the Pathfinder SRD site:


The Un-Made Crown Hammerfe77