Over the Sea and Far Away
Settlement Rules draft
Settlement Basics
Settlement Scores
Each settlement has ability scores comparable to — and associated with — the normal character ability scores.
Settlement Score | Ability Score | Description |
Military | Strength | How well the settlement can deal with military and other active threats. |
Trade | Dexterity | How much commerce is done and how well-connected the settlement is to other entities. |
Infrastructure | Constitution | How resilient and enduring the settlement is in physical terms; includes actual infrastructure such as roads and aqueducts, and availability of important resources such as food and healing. |
Craft | Intelligence | How much artifice, creation, and innovation are available in the settlement. |
Stability | Wisdom | How well-regulated the settlement is, especially in the face of disruption. |
Social | Charisma | How active and sophisticated social elements of the settlement are. |
Generate these through the normal means: point buy, random roll, whatever. I favor adapting ‘27-25-23′, making it instead ’23-21-19′:
- Roll 3d6, subtract from 23. These are two scores.
- Roll 3d6, subtract from 21. These are two more scores.
- Roll 3d6, subtract from 19. These are two more scores.
- (reroll anything that would result in a score outside 3..18)
- Assign to taste.
I like that all settlements start with some difficulties. These will be overcome as they get larger (see below) and generally aren’t crippling anyway.
Settlement Levels
Level | Qualities | Population | GMG size | Low Pop | High Pop |
1 | 1 | 18 | thorp | 15 | 21 |
2 | 1 | 25 | thorp | 21 | 30 |
3 | 1 | 35 | hamlet | 30 | 42 |
4 | 1 | 50 | hamlet | 42 | 59 |
5 | 2 | 71 | village | 59 | 84 |
6 | 2 | 100 | village | 84 | 119 |
7 | 2 | 141 | village | 119 | 168 |
8 | 2 | 200 | village | 168 | 238 |
9 | 3 | 283 | small town | 238 | 336 |
10 | 3 | 400 | small town | 336 | 476 |
11 | 3 | 566 | small town | 476 | 673 |
12 | 3 | 800 | small town | 673 | 951 |
13 | 4 | 1,131 | small town | 951 | 1,345 |
14 | 4 | 1,600 | small town | 1,345 | 1,903 |
15 | 4 | 2,263 | large town | 1,903 | 2,691 |
16 | 4 | 3,200 | large town | 2,691 | 3,805 |
17 | 5 | 4,525 | large town | 3,805 | 5,382 |
18 | 5 | 6,400 | small city | 5,382 | 7,611 |
19 | 5 | 9,051 | small city | 7,611 | 10,763 |
20 | 5 | 12,800 | large city | 10,763 | 15,222 |
21 | 6 | 18,102 | large city | 15,222 | 21,527 |
22 | 6 | 25,600 | metropolis | 21,527 | 30,444 |
23 | 6 | 36,204 | metropolis | 30,444 | 43,054 |
24 | 6 | 51,200 | metropolis | 43,054 | 60,887 |
25 | 7 | 72,408 | metropolis | 60,887 | 86,108 |
Like characters, settlements have levels. Small, minor settlements (thorps and hamlets and whatnot) are very low-level, major settlements such as large cities and metropolises are high-level. This affects how good a settlement is at something, and the population.
At levels 4, 8, and every fourth level after that, add 1 point to all six settlement scores.
I’m going to say that a level 2 settlement has a population of about 25 people, and that every two levels the population doubles. Increasing or decreasing by one level multiplies the nominal population by the square root of 2 (about 1.4).
The exact populations aren’t particularly important, so I’m looking at ‘nominal population’ to provide an estimate.
Population and Experience Points
Population of a settlement grows on an exponential scale. Every two levels the population nominally (it’s not likely to be exact) doubles.
Settlement Qualities
A settlement has ‘qualities’ that modify the nature of the settlement. In some cases a quality might provide a modifier to a settlement score (‘defensible’ indicates that the settlement is easier to defend from attack than most, providing a bonus to the Military score). In other cases a quality might indicate a specific resource or other benefit to the settlement.