Rules Index | GM Screen | Player's Guide


GM Core / Chapter 3: Age of Lost Omens / Settlements / Settlement Stat Block

Sample Settlement Abilities

Source GM Core pg. 170 2.0
Here are some common settlement abilities you can use to customize a settlement of your own creation.

Artists' Haven: Residents of this city have a deep appreciation for fine art. It's easier to find higher-level tasks to Earn Income involving Performance or art as well as buyers willing to pay more for art objects.

City of Artisans: The settlement is famous for a particular good, such as armor and weapons. Items of up to four levels higher than the settlement level are available from that particular category.

Magical Academy: The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell. In addition, at the GM's discretion, spells and rituals with the uncommon trait might be available in this settlement.

Religious Bias: This settlement has a strong affiliation with a particular religion. Anyone who's visibly a worshipper of that specific deity gains a +1 circumstance bonus to Diplomacy checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity's foes take a –1 circumstance penalty to the same actions.

Scholarly: An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (Player Core 290) before attempting to Recall Knowledge.