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【PF2】【GMG】 聚居地 SETTLEMENTS
« 于: 2021-11-23, 周二 09:55:32 »
冒险总有个开始的地方,每个人都需要有个被认为是家的地方。玩家可以在相对平静的环境中休息、休整、重训,并投入到其他休整期活动中。但是聚居地也有自己的阴谋和危险,提供了其独有的冒险机会。

对一些玩家来说,聚居地可能只是一个方便购买装备和出售战利品的场所。但对于另一些人来说,聚居地可能是他们愿意冒一切风险保护的心爱家园。甚至有时候整个战役都没有超出城市城墙的范围。




游戏中的聚居地 SETTLEMENTS IN A GAME
GM应该清楚聚居地在冒险中扮演的各种角色,考虑它们在游戏中是如何运作的,以及如何最好地使用它们。几乎每个聚居地都使用了从《核心规则书》第514页开始的城市环境规则。但这些规则主要是针对遭遇战模式的,而以下指南可以帮助你充分利用聚居地,更广泛的描绘你的游戏。

聚居地的冒险 SETTLEMENT ADVENTURES
在聚居地中设计冒险通常会遵循第40页冒险设计(Adventure Design )中的指引。当然,更大的人口密度也允许一些在城外并不常见的冒险风格和元素。
社交遭遇是聚居地中最常见的互动之一,从城门守卫开始,一直到觐见女王。影响和声望系统(分别在151页和164页)可以以更结构化的方式促进这些互动。使用追逐场景(使用第156页开始的规则)是一个聚居地冒险标志性的组成部分,在大型城市尤为如此,那里密集的建筑和各种各样的结构共同形成了一系列令人兴奋的障碍。聚居地也是一个团队进行渗透(第160页)的理想场所。由于大多数图书馆、档案馆和类似的信息库都位于聚居地内,你也可以用上研究规则(第154页)。雄心勃勃角色可能想要利用领导子系统建立自己的组织(第168页)。

游戏模式 Modes of Play
和其他冒险地点一样,聚居地内也可以用上所有的3种游戏模式。由于聚居地比其他环境提供了更多非战斗活动的机会,所以角色可能会把大部分时间花在探索模式上。而休整模式几乎只发生在聚居地内。

市场 MARKETPLACES
有人的地方就有江湖商业。在第24页的买卖(BUYING AND SELLING)部分提供了一些在你的游戏中处理商业的指南,但它也有助于了解一个特定的聚居地其自身的价值和经济实力。
在特定的聚居地中,角色通常可以购买与聚居地等级相同或更低的任何常见物品(包括公式、炼金术物品和魔法物品)。通常最高等级的可用物品很少——您可以使用《核心规则书》第509页的表10–9:团队财富等级表,作为有多少最高等级物品数量的指引,永久物品和消耗品的等级比聚居地实际等级低一级。聚居地的居民通常可以从PC那购买物品,只要这些物品与聚居地的物品等级相同或更低,但限制销售高等级的物品。如果一个聚居地的人口明显少于它的水平,那么它提供和购买物品的能力可能会更加有限。
如果一个角色等级高于聚居地,角色通常可以使用自己的影响力和力量优势购买更高等级的物品,例如他们说服商店专业订购或工匠手工定制商品,尽管这可能需要一点时间完成订单。
大部分聚居地都提供施法服务。但除非城市中有一个强大的施法NPC,玩家可以和他协商服务,否则玩家可以找到一个不超过聚居地等级的NPC来施放常见法术。例如,角色在9级城市中通常可以找到并花钱让某人施展5级普通法术——9级施法者可以使用的最高等级的法术。
一些聚居地许可(Access)拥有罕见物品、公式和法术。如果聚居地可以合理地被认为拥有许可物品或法术的条件,那么该物品或法术就能像普通物品一样可用。例如,矮人聚居地Kraggodan有大量的矮人武器可用很合理。

权力结构 POWER STRUCTURES
在城市之外,冒险者花了大量时间按照自己的方式行事,只对自己的道德准则负责。但在聚居地中,英雄们也只是一个更大系统的一部分,这里有自己的法律、程序和执行条例。聚居地中的权力结构细节决定了玩家团队在聚居地中的如何与之互动。

政府 government
政府通常反映该聚居地的性质。一个合法的、军国主义的城市可能会有一个等级森严的政府,一人独裁;一个十字路口的集镇可能会由最富有的商人家族控制;一个农业社区可能只会在必要时把领导权交给最年长的居民。
也就是说,合法且被公众认可的聚居地主持者并不总是发号施令的人。他们可能只是某个秘密力量在暗中操纵的傀儡。一些聚居地被隐藏的阴谋集团统治,从奇怪的宗教派别到盗贼公会。一个聚居地可能会受到有政治权势的居民的影响,比如神秘的大臣或政治上精明的高等祭司。在某些情况下,似乎是合法权威在统治,但实际上已经被一个无面潜伏者、一个伪装的魔鬼或一个强大的变形者所取代。

法典 Legal Codes
大多数文明都认为法律是确保社会正常运转的必要条件。具体法律的管辖范围在各个聚居地之间可能都有不同,它们可能是简单的禁止谋杀和盗窃,或者异常复杂的监管计划,规定从服装细节到被允许的零食点心。这些法律的知名度可以进一步影响当事人与聚居地的互动,因为在一个文件完备的系统中行动,可能比在一个仅通过经验和口口相传来学习规则的体系中更容易。
就像政府一样,法典反映了聚居地的阵营和整体性质。一般来说,一个更守序的聚居地可能有更复杂的法律,一个更宽松的地区有更少和更简单的法律。

执法 Law enforcement
绝大多数聚居地都有执行法律的制度。在一个小村庄里,居民们可能只是自我监督,让彼此为他们共同的价值观负责。城镇和较大的聚居地通常有一些警卫系统,无论是由志愿者轮流担任的职位,还是由城市政府支付费用的专业人员组成的城市警卫以维持秩序。大多数聚居地都有某种方式来处理罪犯,从罚款、游街示众到监狱牢房,以及负责执行这些判决的人。

组织、教会和势力 organizations, churches, and factions
政府并不是唯一对聚居地有影响力的势力。有声望的组织,著名教会和特定势力也都有些权利,并且经常与官方政府或者彼此冲突。宗教集会通常在信仰强大的社区行使重大权力。一个巫师、男巫或吟游诗人,即使只有普通的魔法才能,在一个小聚居地里也会是一个少有的、有影响力的社会成员。一个组织可以对其所在的社区施加明显的影响,也可以进行微妙的控制,就像探索者协会在艾巴萨罗姆所做的那样。其他著名的派系可能包括贵族家族、富商、旅店老板、退役士兵和冒险家。

腐败 corruption
在任何聚居地中,官员都有可能将自身利益置于公众利益之上。腐败可能从简单的职员愿意接受贿赂以加快一些文书工作,到罪恶的到把平民作为奴隶贩卖。

引用
常见NPC
有几种NPC就算不会只出现在聚居地里,也是在聚居地里很常见的。本书的以下章节为运行聚居地提供了统计数据和额外的有用信息。
本书的以下章节为运行聚居地提供了统计数据和额外的有用信息。

•侍臣 Courtiers (page 206)上层社会在较大的聚居地中最常见。
•官员 Magistrates (page 224)这些政府官员制定并执行法律。
•法务人员 Officers (page 232)法务人员负责在聚居地中执行法律。
•艺人 Performers (page 236)艺人在居民区最常见,那里有大量的观众。
•服务员 Publicans (page 238)几乎每个聚居地都至少有一个聚会场所和它的常客。
•学者 Scholars (page 240) 大多数知识宝库都位于聚居地内。
•商贾 Tradespeople (page 244)商贾提供熟练工人,维持城镇供应和运行。

剧透 -  原文:
SETTLEMENTS
Adventures have to start somewhere, and everyone needs some semblance of a home. Settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities, all in relative peace. But settlements can also hold their own intrigues and dangers, providing adventure opportunities of their own.


For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot. For others, a settlement might be a beloved home they’re willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city.


SETTLEMENTS IN A GAME
Given the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the Pathfinder Core Rulebook. Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game.

——
SETTLEMENT ADVENTURES
Designing adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40. However, a settlement’s greater population density also allows for a number of adventure styles and elements that aren’t as common beyond the city walls.
Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160). Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168).

Modes of Play
Just like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement.

MARKETPLACES
Where there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be helpful to have a sense of what items and economic power a given settlement has on its own merits.
In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlement’s. Usually, fewer of the highest‑level items are available—you can use Table 10–9: Party Treasure by Level on page 509 of the Core Rulebook as a guideline for how many of the highest‑level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlement’s actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher‑level items similar to those available for sale. If a settlement’s population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited.
If a character’s level is higher than the settlement’s, that character can usually use their own influence and leverage to acquire higher‑level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled.
Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlement’s level. For example, a character in a 9th‑level city can typically find and pay someone to cast a 5th‑level common spell—the highest spell available to a 9th‑level spellcaster.
Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item. For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available.


POWER STRUCTURES
Outside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlement’s power structures shape the party’s interactions within that settlement.

government
The government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary.
That said, the lawful and publicly recognized ruler of a settlement isn’t always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by hidden cabals, from strange religious sects to thieves’ guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger.

Legal Codes
Most civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a party’s interactions with that settlement, as it’s likely easier to navigate a well‑documented system than one in which the rules are learned only through experience and word of mouth.
Much like a government, the legal codes reflect the settlement’s alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws.

Law enforcement
Most settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether that’s a post filled by a rotation of volunteers or a city guard of professionals paid by the city’s government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences.

organizations, Churches, and factions
The government isn’t the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another. Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement. An organization can wield overt influence over the community where they’re based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers.

Corruption
In any settlement, it’s possible for officials to put their own interests before those of the people they serve. Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery.

COMMON NPCS
Several categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements.
• Courtiers (page 206) The upper crust of society is most common in larger settlements.
• Magistrates (page 224) These public officials create and implement the law.
• Officers (page 232) Officers are responsible for enforcing the law in a settlement.
• Performers (page 236) Performers are most common in settlements, where there are large audiences.
• Publicans (page 238) Nearly every settlement has at least one gathering place and its regulars.
• Scholars (page 240) Most repositories of lore are located within settlements.
• Tradespeople (page 244) Tradespeople provide the skilled labor that keeps a town supplied and running.

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聚居地统计数据 SETTLEMENT STATBLOCK
« 回帖 #1 于: 2021-11-23, 周二 10:18:51 »
聚居地统计数据 SETTLEMENT STATBLOCK
聚居地的统计数据部分将聚居地的所有基本数据汇聚成一个集中的格式。

聚居地名称 聚居地(等级)
[阵营] [类型] [其他特征]
聚居地统计数据的第一个元素是其名称和等级。聚居地的等级代表其相对规模和经济实力,以及大致对应于可在此地找到的NPC的最高水平,不包括下面列出的重要NPC。一般来说,任何等级不高于聚居地等级的普通物品都可以购买(尽管级别较高的角色通常可以搜索或定制更高级别的物品)。此外,聚居地等级用于帮助确定可用于赚取收入的最大可用任务等级(核心规则手册504)。然而,这两个都只是指导建议,GM应该自行决定是否有例外。
聚居地的标题后面是它的特征。一地个特征是聚居地的阵营。这一特征代表了聚居地政府和整个社会的阵营,虽然它可能表明一种趋势,但它并不指示每个公民个人的阵营。排列之后的特征是聚居地类型的特征:村庄、城镇、城市或大都市。这个特征通常反映了聚居地的大小,但它也倾向于与聚居地的水平相关。一个村庄通常是0-1级,一个城镇是2-4级,一个城市是5-7级,一个大都市是8级或以上,尽管许多更高级别或富裕的居民的存在很容易使村庄、城镇或城市的水平向上调整。
一个聚居地除了它的阵营和类型特征之外,可能还有其他特征。例如,克拉格丹(Kraggodan)的矮人天空城堡就有矮人特征,因为它是由矮人建造的。乌斯塔拉夫的勒比斯塔德(Lepidstadt)市有学术特色,因为它围绕着著名的勒比斯塔德(Lepidstadt)大学。在聚居地的特征后面是一个简单的句子,它提供了一个简短的描述以及聚居地在故事或区域里的角色。

政府:这个条目描述了聚居地的管理实体,如市长、城老者、选举产生的委员会等等。
人口:这里列出了聚居地的总人口数,括号里是按族裔划分的人口分类。
语言:这里列出了聚居地常用的语言,按字母顺序排列。

宗教:这个条目列出了在聚居地普遍信奉的宗教和哲学。如果聚居地有官方宗教,在括号中说明。如果聚居地禁止任何宗教或哲学,则在宗教条目后的禁止条目中列出这些宗教或哲学。
威胁:这个条目列出了聚居地面临的主要威胁,如持续的干旱或饥荒、政治起义、犯罪活动等。
其他特征:一个聚居地可能有影响其居民或进入城市的游客的独特特征,例如特定的贸易使某些物品更容易获得。

标志NPC:聚居统计数据的最后一个部分展示该聚居地中最重要的npc。如果只有一个人,那通常是聚居地的官方领导人。它还可能包括其他有影响力的人,当地的名人,和对冒险家特别感兴趣的人。

聚居地能力模板 SAMPLE SETTLEMENT ABILITIES
这里是一些常见的聚居地能力,你可以用于自定义你自己的聚居地。

艺术天堂(Artists’ Haven ):这座城市的居民对美术有着深厚的鉴赏力。更容易找到涉及表演或艺术的更高层次的任务,也更容易找到愿意为艺术品支付更高价格的买家。

工匠之城(City of Artisans):该城市有一个类别的物品非常出名,例如盔甲和武器,你可以在这里买到比聚居地等级高4级的物品。

魔法学院(Magical Academy):这个聚居地以教授魔法而自豪,这里的居民也擅长教授别人魔法。选择一个或多个适合聚居地的传统法术。当一个PC付钱给一个NPC让他在聚居地教他们一个新的传统法术时,这个NPC会协助这个过程,并为学习法术的检定提供一个额外的+2环境加值。

宗教偏见(Religious Bias):这个聚居地与一个特定的宗教有很强的联系。任何明显崇拜该神的人在建立印象、提出请求和搜集信息的交涉检定中获得+1环境加值。明显崇拜该神的敌人之一的角色将在相同动作中受到-1环境罚值。

学术(Scholarly):在这个地区有大量的公共图书馆或其他学习场所,这意味着在1d4小时内,角色可以在尝试回忆知识之前查阅相关公共主题的学术期刊(核心规则291)。

改变聚居地 CHANGING A SETTLEMENT
角色有时候会长期停留在一个聚居地里。
也许这是他们的基地,他们在这里度过探险之间的休息时间;又或许整个故事都发生在那里。在这些情况下,你可能会发现随着时间的推移,您需要更新聚居地的统计数据。
有几个统计数据的要素是非常容易更新的,你可以按照人口的增加如实的改变这个数据;并且可以根据不同人物定位的改变,而更改统计数据上的领导者。你也可以根据PC们冒险的结果做出改变。如果英雄们消除了聚居地中面临的主要威胁,你应该从属性格块中移除该威胁——但如果他们这么做会招致新敌人的愤怒,你可以添加新的威胁!如果pc的行动对城市有很大的影响,你也可以更新聚居地能力。例如,如果玩家们(使用第168页的领导力子系统)建立了一个专注于制造魔法物品的法师学校,你可以在聚居地的统计数据中添加一种增加聚居地市场中魔法物品的可用级的能力。

预言破灭之年的聚居地 SETTLEMENTS OF LOST OMENS
亡命港 PORT PERIL   聚居地 11
[混乱中立] [大都市]
海盗城和镣铐群岛的黑市之都
政府:飓风女王(霸主)
人口:43,270(65%人类,10%半精灵,8%半兽人,5%地精,5%半身人,7%其他)
语言:通用语,柯莱仕语,奥斯利昂语

宗教:贝斯马拉(Besmara),凯登·凯连(Cayden Cailean),哥兹莱(Gozreh)
威胁:来自内海地区的反海盗巡查,敌视海盗的力量,来自阿本迪德哥之眼的超自然风暴
海盗港:亡命港充斥着黑市和赃物。由于合法性可能难以在其他聚居地获得或处置的物品,在亡命港可以更容易地购买和出售。NPC对公开展示执法机构徽章、合法神灵的宗教肖像或与合法国家的关系的角色的态度比平时差一级。

费里亚斯·贾卡尔 Pherias Jakar (混乱中立 女性 精灵 吟游诗人)商人船长兼亡命港联合监督
萨巴斯·奥达比奥 Sabas Odabio(守序中立 男性 人类 管理员)会计兼亡命港联合监督
特蕾莎·微风 Tessa Fairwind(混乱中立 女性 半精灵 海盗领主)镣铐群岛飓风女王
桑名 奎托尔斯 Tsojmin Kreidoros(守序邪恶 男性 侏儒 法师)港口负责人兼亡命港联合监督

奥塔里 OTARI 聚居地 4
[绝对中立] [城镇]
繁荣的、多样化的伐木业为主的城镇和贸易港口,拥有众所周知的传奇历史和一些不为人知的阴暗秘密
政府:镇长(选举制)
人口:1,240(60%人类, 8%半身人, 7%半精灵, 6%精灵, 5%矮人, 5%侏儒, 3%半兽人, 2%地精, 4%其他)
语言:通用语, 矮人语, 精灵语, 半身人语

宗教:凯登·凯连(Cayden Cailean), 埃拉斯蒂尔(Erastil), 哥兹莱(Gozreh),内希斯(Nethys) 莎伦莱(Sarenrae)
威胁:怪异的恐怖事件, 可怕的作祟, 狗头人, 走私者
宝物买卖:奥塔里拥有悠久的冒险传统,在商店中可以买到最高为10级的消耗性物品。

拉杜斯·长鞍 Lardus Longsaddle(混乱中立 男性 人类 士兵)口吐芬芳,脾气暴躁,是奥塔里镇的卫队长。
奥瑟夫·曼尼姆斯 Oseph Menhemes(绝对中立 男性 人类 镇长)现任镇长,也是当地三家木材公司之一的创始人。
万蒂·班德黛西 Vandy Banderdash(中立善良 女性 半身人 莎伦莱牧师) 健谈的莎伦莱女祭司,知识渊博的小镇历史学家。
瓦琳·希温尼斯 Wrin Sivinxi(混乱善良 女性 魔裔精灵 商人)古怪的神秘物品商人、工匠、以及故事和谣言的收集者。

剧透 -  原文:

SETTLEMENT STATBLOCK
A settlement’s stat block consolidates the basic information about a settlement into a centralized format.

SETTLEMENT NAME   SETTLEMENT (LEVEL)
ALIGNMENT TYPE OTHER TRAITS
The first elements of a settlement stat block are its name and level. A settlement’s level represents its relative size and economic capacity, as well as roughly corresponding to the maximum level of NPC that can be found there, not counting significant NPCs listed below. In general, any common items with a level no higher than the settlement’s level are available for purchase (though a character of a higher level can usually ferret out or custom order higher-level items). In addition, the settlement’s level is used to help determine the maximum possible task level that could become available there to Earn Income (Core Rulebook 504). Both these are simply guidelines, however, and a GM should make exceptions at their discretion.
Following the settlement’s heading are its traits. The first of these is the trait representing the settlement’s alignment. This trait represents the alignment of the settlement’s government and overall society, and while it may indicate a trend, it doesn’t dictate the alignment of every individual citizen. After the alignment trait is the trait for the type of settlement: village, town, city, or metropolis. This trait generally reflects the size of the settlement, but it also tends to correlate to a settlement’s level. A village is usually level 0–1, a town level 2–4, a city level 5–7, and a metropolis 8 or above, though the presence of many higher-level or wealthy residents could easily skew the level of a village, town, or city upwards.
A settlement might have other traits in addition to its alignment and type traits. For example, the dwarven sky citadel of Kraggodan has the dwarf trait, since it was built and is predominantly occupied by dwarves. The city of Lepidstadt in Ustalav has the academic trait, due to its focus around the prestigious University of Lepidstadt.
Following the settlement’s traits is a simple sentence that provides a short description of the settlement and its role in the story or region.
  Government This entry describes the settlement’s governing entity, such as a mayor, the town elder, an elected council, and so on.
  Population The settlement’s total population is listed here, followed by a breakdown of the population by ancestry in parentheses.
  Languages The languages commonly spoken in the settlement are listed here, ordered alphabetically.
____________________________________________________________________
  Religions This entry lists the religions and philosophies commonly practiced in the settlement. If the settlement has an official religion, that is indicated in parenthesis. If the settlement has prohibited any religions or philosophies, those are listed in a Prohibited entry following the Religions entry.
  Threats This entry lists the major threats facing the settlement, such as ongoing drought or famine, political uprisings, criminal activity, and the like.
  Other Characteristics A settlement might have distinctive features that affect its residents or visitors entering the city, such as a particular trade that makes certain items more available.
____________________________________________________________________
Significant NPCs The final section of the settlement stat block presents the most significant NPCs of that settlement. This usually includes the settlement’s official leader, if it’s a single person. It also includes other movers and shakers, local celebrities, and persons of particular interest to adventurers.


SAMPLE SETTLEMENT ABILITIES
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 involving Performance or art, as well as buyers willing to pay more for art objects.

City of Artisans: Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons.

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.

Religious Bias: This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that 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 (Core Rulebook291) before attempting to Recall Knowledge.


CHANGING A SETTLEMENT
Sometimes the characters spend a long period of time in a single settlement.
Perhaps it’s their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time.
Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs’ adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block—but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the
stat block’s abilities, should the PCs’ actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlement’s markets.


SETTLEMENTS OF LOST OMENS

PORT PERIL SETTLEMENT 11
CN METROPOLIS
Pirate city and black-market capital of the Shackles.
Government Hurricane Queen (overlord)
Population 43,270 (65% humans, 10% half-elves, 8% half-orcs,
5% gnomes, 5% halflings, 7% other)
Languages Common, Kelish, Osiriani
Religions Besmara, Cayden Cailean, Gozreh
Threats anti-pirate policing from the Inner Sea region, opposing pirate forces, supernatural storms from the Eye of Abendego
Pirate Town Port Peril thrives on black-market and stolen goods. Items that might be difficult to acquire or dispose of in other settlements due to legality can be purchased and sold more easily in Port Peril. NPCs begin with an attitude one step worse than usual toward characters openly displaying insignia of law-enforcement agencies, religious iconography of lawful deities, or affiliation with a lawful nation.
Pherias Jakar (CN female elf troubadour) merchant master and joint overseer of Port Peril
Sabas Odabio (LN male human administrator) accountant and joint overseer of Port Peril
Tessa Fairwind (CN female half-elf pirate lord) Hurricane Queen of the Shackles
Tsojmin Kreidoros (LE male dwarf wizard) harbormaster and joint overseer of Port Peril

OTARI SETTLEMENT 4
N TOWN
Diverse lumber town and trade port with a storied past and a fair share of sinister secrets.
Government Mayor (elected leader)
Population 1,240 (60% humans, 8% halflings, 7% half-elves, 6% elves, 5% dwarves, 5% gnomes, 3% half-orcs, 2% goblins, 4% other)
Languages Common, Dwarven, Elven, Gnomish, Halfling
Religions Cayden Cailean, Erastil, Gozreh, Nethys, Sarenrae
Threats aberrant horrors, eerie hauntings, kobolds, smugglers
Trinket Trade Otari has a long tradition of catering to adventurers, and consumable items of up to level 10 can be purchased in its markets ands shops.
Lardus Longsaddle (CN male human soldier) foul-mouthed and short-tempered captain of the town guard
Oseph Menhemes (N male human mayor) current mayor of Otari, patriarch of one of three local lumber companies
Vandy Banderdash (NG female halfling cleric) chatty priestess of Sarenrae and unusually knowledgeable town historian
Wrin Sivinxi (CG female tiefling merchant) eccentric occult items dealer, artisan, and collector of stories and rumors
« 上次编辑: 2021-11-23, 周二 10:31:39 由 丞相 »
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