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。
劇透 - 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.
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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.
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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