Settlement
Every settlement is represented by a Settlement Sheet. Follow these steps to create your settlement.
1. Name
Choose a name for your settlement. Be sure to check the Tools page for name generation tools for your region.
2. Class
Choose a class for your settlement. The table below summarizes the classes.
| Class | Likes | Historical grounding |
|---|---|---|
| Defense | Battle | Roman coloniae, bastides, Ming weisuo, ribāṭ, Cossack stanitsas |
| Provision | Producing raw materials | Monastic granges, free mining towns: Kutná Hora, Freiberg, the Stannaries |
| Production | Creates goods | Swedish bruk, Flemish cloth towns: Ypres, Ghent, Douai |
| Trade | Generating income | Chartered market towns, the Wool Staple at Calais, Lübeck, Novgorod |
Ability Scores
Your settlement has six abilities. Three measure physical characteristics and three measure social characteristics, as shown on the table below. These abilities have a modifier, can reach a maximum of 30, and generally function just like Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma for a character.
| Ability | Score Measures … |
|---|---|
| Armament | Force, vigilance, and readiness |
| Coffers | Wealth, credit, and reach |
| Land | Ground, water, and yield |
| Industry | Skill, invention, and making |
| Mercy | Health, welcome, and relief |
| Spirit | Faith, loyalty, and resolve |
1- One-Liner
As you build your settlement, you will create a single sentence that describes it. Your settlements one-liner provides an immediate description of the place. You can fill in only part of your one-liner right now.
The pattern is:
{name} is a {adjective} {origin} {class} who {something_interesting} and {something_good_at} but {something_hindering}.
- Name: The name of your settlement.
- Adjective: One word that best describes your settlement.
- Origin: Why your settlement exists. Why was a town build here?
- Class: Your settlement type (choose from __, __, __, and __)
- Something Interesting: An interesting fact about your settlement.
- Something Good At: Something your settlement excels at. Look at your highest abilities and your skills for inspiration.
- Something Hindering: Something that holds your settlement back. Look at your lowest abilities and skills for inspiration.
Examples:
Drelmoot is a stubborn farming garrison that guards the eastern front and held against the Ashen Host but everything in it has been repaired at least twice.
Elmhollow is an artisan lumber foundry that survived the Unraveling and forges the finest axes in the land but cannot feed itself.