
Goth Guru |
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This is for anyone to use or add to.
As is, 1d34 (or 1d100/3 rounded up)
You roll up the basics for the settlement, then roll on the table an appropriate number of times.
1 = Academic
2 = Holy Site
3 = Insular
4 = Magically Attuned
5 = Notorious
6 = Pious (pick a religion with the same alignment as the community)
7 = Prosperous
8 = Racially Intolerant (pick a race)
9 = Rumor Mongering Citizens
10 = Strategic Location
11 = Superstitious
12 = Tourist Attraction
13 = Mythic Sanctum
14 = Darkvision
15 = Militarized
16 = Resource Surplus (pick a commodity)
17 = Wealth Disparity
18 = Restrictive
19 = Supportive
20 = Adventuring Site
21 = Rule of Might
22 = Artifact Gatherer (pick one: magical, technological, psychic)
23 = Timid Citizens
24 = Broad Minded
25 = Cultured
26 = Defiant
27 = No Questions Asked
28 = Deep Traditions
29 = Subterranean (Usually between the surface and underdark)
30 = Planar intersection (Merchants and and diplomats will protect their gates from being closed)
31 = Hyperspace off Ramp (There's a place in the sky over it that makes it easy for spaceships to arrive and depart)
32 = Refuge (Escaped slaves, undead, and cursed monsters are welcome, if they behave)
33 = Resident God or Gods (like Canterlot)
34 = Built on top of a prison(Don't wake the Terask!)
Restrictive could be expanded. 01-Restricted spellcasting.
2-No churches, shrines, or outsiders allowed.
3-No Tech(Sorry androids)
4-Strange rules(Leash laws, no signing, dancing, joking, or rhyming, ect.)
5-Preservation district. Old buildings can be restored, but not remodeled. New buildings are not allowed. Ancient costumes are encouraged.
6-Proper manners vigorously enforced.
Subterranean would have more monster attacks and less normal crime.

Goth Guru |

Here's the list of settlement qualities from here.
https://docs.google.com/document/d/1wBoPWCLn1LV-ekWszh5WwekmXvAHzOESR08-wXU zeMk/edit#heading=h.r7ue1dwp4vb1
Settlement Qualities
There are currently no resources that list all of the Paizo-published settlement qualities in one place. As a result, they are being listed here. We are still researching these, and will add more as we find them.
Governments
Autocracy
A single individual chosen by the people rules the community. This leader’s actual title can vary - mayor, burgomaster, lord, or even royal titles like duke or prince are common. (no modifiers)
Source: GameMastery Guide
Council
A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement. (Society +4; LawSettlement Qualities
There are currently no resources that list all of the Paizo-published settlement qualities in one place. As a result, they are being listed here. We are still researching these, and will add more as we find them.
Governments
Autocracy
A single indi and Lore -2)
Source: GameMastery Guide
Magical
An individual or group with potent magical power, such as a high priest, an archwizard, or even a magical monster, leads the community. (Lore +2; Corruption and Society -2; increase spellcasting by 1 level)
Source: GameMastery Guide
Overlord
The community’s ruler is a single individual who either seized control or inherited command of the settlement. (Corruption and Law +2; Crime and Society -2)
Source: GameMastery Guide
Secret Syndicate
An unofficial or illegal group like a thieves’ guild rules the settlement -- they may use a puppet leader to maintain secrecy, but the group members pull the strings in town. (Corruption, Economy, and Crime +2; Law -6)
Source: GameMastery Guide
Qualities
Academic
The settlement possess a school, training facility, or university of great renown. (Lore +1, increase spellcasting level by 1)
Source: GameMastery Guide
Adventure Site
Proximity to a famous adventuring location has long drawn curious adventurers from across the land. (Society +2, increase purchase limit by 50%)
source: Iron Gods Palace of Fallen Stars
Artifact Gatherer
The sale of a certain kind of rare item is heavily restricted. This may be items of a magical, technological, or psychic origin. (Economy +2, reduce base value by 50%, purchase of such items is limited to black markets)
source: Iron Gods Palace of Fallen Stars
Broad-Minded
The citizens are open, friendly, and tolerant, and react positively towards visitors. (Lore +1; Society +1)
Source: Reign of Winter Snows of Summer
Cultured
The settlement is well known for its culture of artistry, particularly among actors and musicians. (Law -1, Society +1; always counts as a prosperous city for the purpose of perform checks)
Source: Hell’s Rebels In Hell’s Bright Shadow
Darkvision
Most of the citizens have darkvision, and thus nights provide no cover for thieves and other criminals. Merchants lose little inventory to dishonesty. (Crime -1, Economy +1)
source: Distant Shores
Deep Traditions
The settlement is bolstered by its strong traditions, but its citizens have difficulty interacting with visitors (Crime -2, Law +2, Society -2)
Source: Hell’s Rebels Dance of the Damned
Defiant
The citizens of this settlement have a natural predilection for free thinking that borders on rebellious action. (Law -1, Society +1)
Source: Hell’s Rebels In Hell’s Bright Shadow
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)
Source: GameMastery Guide
Insular
The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another. (Law +1; Crime -1)
Source: GameMastery Guide
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)
Source: GameMastery Guide
Militarized
The populace is devoted to the armed forces. Civil and military law is intertwined, punishments are harsh, and loyalty to the state is expected. (Law +4, Society -4)
source: Distant Shores
Mythic Sanctum
The settlement is a seat of power for one or more living mythic characters, granting each of the mythic characters additional influence so long as they reside here. (Corruption -2, each increase resident mythic character's effective mythic tier for the purpose of granting spells to followers)
source: Distant Shores
No Questions Asked
The citizens mind their own business and respect a visitor’s privacy (Lore -1, Society +1)
Source: Hell’s Rebels Dance of the Damned
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%)
Source: GameMastery Guide
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 from the community’s official religion is at best unwelcome and at worst outlawed -- obvious worshipers of an outlawed deity must pay 150% the normal price for goods and services and may face mockery, insult, or even violence).
Source: GameMastery Guide
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%)
Source: GameMastery Guide
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)
Source: GameMastery Guide
Resource Surplus
A surplus of a certain community has made for very competitive markets in those kinds of goods. This commodity and items primarily made from it can be purchased for as little as half the normal cost. The additional cost of making an item with alchemical compounds related to that resource (for instance, alchemical silver for silver or cold iron for iron) is halved in this settlement’s marketplaces.
source: Distant Shores
Restrictive
Foreigners who settle in this settlement are prohibited from owning property in certain districts and sometimes pay a higher price for goods. This disdain rarely involves violence towards foreigners, though the city guard monitors strangers to ensure they don't cross the boundaries of the city without appropriate paperwork (Corruption -1, Lore -1)
source: Distant Shores
Rule of Might
The settlement has a tradition of rule by the strongest individual (Law +2, society -2)
source: Iron Gods Palace of Fallen Stars
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)
Source: GameMastery Guide
Strategic Location
The settlement sits at an important crossroads or along a deepwater port, or it serves as a barrier to a pass or bridge. (Economy +1; increase base value by 10%)
Source: GameMastery Guide
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)
Source: GameMastery Guide
Supportive
The settlement provides aid to its citizens. A number of programs provide food and shelter to the less fortunate. Everyone in the settlement is guaranteed at least two meals a day and a place to sleep with a roof over their head. (Society +2)
source: Distant Shores
Timid Citizens
Citizens are quiet and keep to themselves; Crimes often go unreported. (Crime +2, Lore -2)
source: Iron Gods Palace of Fallen Stars
Tourist Attraction
The settlement possess some sort of landmark or event that draws visits from far and wide. (Economy +1; increase base value by 20%)
Source: GameMastery Guide
Wealth Disparity
The wealthy and poor of this settlement are segregated. High wealth districts gain +2 lore but -2 society. Low wealth areas gain +2 society but -2 lore. Some areas may be unchanged. The entire settlement gains +2 corruption.
source: Distant Shores
Disadvantages
Anarchy
The settlement has no leaders -- this type of community is often short-lived and dangerous. (Replaces the settlement’s government and removes government adjustments to modifiers; Corruption and Crime +4; Economy and Society -4; Law -6; Danger +20)
Source: GameMastery Guide
Cursed
Some form of curse afflicts the settlement. Its citizens might be prone to violence or suffer ill luck, or they could be plagued by an infestation of pests. (Choose one modifier and reduce its value by 4)
Source: GameMastery Guide
Heavily Taxed
The settlement is very heavily taxed and has fewer resources available than settlement of its size normally has. (Economy -2, base value decreased 10%, purchase limit decreased 50%, spellcasting -2, available magic items as per settlement 1 category smaller)
source: Iron Gods Fires of Creation
Hunted
A powerful group or monster uses the city as a hunting ground. Citizens live in fear and avoid going out on the streets unless necessary. (Economy, Law, and Society -4; Danger +20; reduce base value by 20%)
Source: GameMastery Guide
Impoverished
Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant. (Corruption and Crime +1; decrease base value and purchase limit by 50%; halve magic item availability).
Source: GameMastery Guide
Martial Law
As long as the settlement remains under martial law, a 9:00 PM to 6:00 AM curfew is in effect. Additionally, as long as the citizens must follow the edicts and proclamations, he city stifles and suffers (Corruption -4, Crime -2, Economy -4, Law +2, Lore -4, Society -4, Danger +10; halve all values for marketplace entries).
Source: Hell’s Rebels In Hell’s Bright Shadow
Oppressed
The leadership of this settlement retains oppressive control. (Lore -6, Society -6)
Source: Iron Gods Palace of Fallen Stars
Plagued
The community is suffering from a protracted contagion or malady. (-2 to all modifiers; reduce base value by 20%; select a communicable disease -- there is a 5% chance each day that a PC is exposed to the disease and must make a fortitude save to avoid contracting the illness).
Source: GameMastery Guide
Polluted
The air and water of the settlement are tainted. (Visitors must make a DC 12 fortitude save upon arrival to resist being sickened for 24 hours; this is a poison effect. In addition, each day for the first 7 days of a visit, a visitor has a 20% chance of being exposed to a disease like bluespit or the shakes)
Source: Iron Gods Palace of Fallen Stars