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  Cityscapes
  New Settlement Options for the Pathfinder Roleplaying Game
  Written by Chris A. Field
  Cover Illustration By: Anthony Cournoyer
  Interior Illustrations By: Anthony Cournoyer of Shaman’s Stockart.
   All images are copyright their respective creators and are used with permission.
  Otherverse Games
  www.otherversegames.blogspot.com
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
  information on the compatibility license.
  
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  Men build cities, and then their cities build
  them. Wilderness trading posts, stinking of tanned
  leather and boiling whale fat…..quietly terrifying
  collegiate towns home to asylums full of star-
  touched madmen…free cities that host merchants
  from across the planes, legendary and decadent sin
  cities where gambling, prostitution and the slave
  trade are the prime industries, bucolic Halfling
  farming communes, hidden Elven refuges….
  There’s an infinite diversity of cities, towns and
  villages in fantasy gaming, and the settlement
  construction rules in the Pathfinder Game Mastery
  Guide allows you to build most of them. The new
  options presented in this PDF allow you to create
  even more interesting and diverse towns and cities.
  This sourcebook began as a chapter in my
  upcoming “Endara” science-fantasy campaign
  setting. A few settlement qualities in, I realized that
  with just a bit more work, Cityscapes could
  become an excellent stand-alone work. The new
  settlement rules presented here will be a part of
  every Otherverse Games fantasy release through
  2012 and beyond. These new rules will have a
  major impact the upcoming Black Tokyo Legends
  and World of Endara campaign settings, as well as
  standalone Pathfinder Roleplaying Game
  sourcebooks published throughout 2012.
  
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  New Government Types
  These new ways to run a settlement join the
  basic options presented in the Pathfinder Game
  Mastery Guide.
  Colonial
  The settlement’s ruler is a figure-head for a
  distant colonial power: a magistrate, governor, or
  minor landed noble. He or she may have limited
  autonomy in running the colony, but ultimately
  answers to the colony’s founding power. Colonies
  are typically seen as resources for their founding
  government, not having much political power or
  influence. The colony’s government is more
  concerned with making sure trade with and taxes
  paid to the homeland flow efficiently then the
  welfare of the colony’s inhabitants.
  Increase Corruption +2, Economy +1, Law
  +1.
  Dynasty
  Power is concentrated in the hands of a
  single family or a small group of closely related,
  inter-married families. These elites have ruled the
  settlement since its inception, and manipulated the
  power structure to ensure they remain in power.
  Increase Corruption +1, Law +1. Decrease
  Society -2.
  Military
  The settlement is an armed garrison that
  exists solely to serve the military forces deployed
  there. It may be a massive military base and
  training complex, a wilderness fortress or a keep
  that patrols a major trade route, depending on its
  size. The settlement may even be an ordinary town
  or city that recently fell under military rule after a
  coup or uprising that led to the declaration of
  martial law.
  Decrease Corruption -1, Society -1.
  Increase Law +3.
  Theocracy
  The settlement is ruled by its patron faith:
  secular and theological power are one and the
  same here. Priests, clerics and oracles decide every
  facet of life in the settlement.
  Double the modifiers for the settlement’s
  alignment. The settlement gains any one of the
  following qualities as a ‘bonus’ quality: Desecrate/
  Hallow, Holy Site, Pious, Racial Encalve, Racially
  Intolerant, Unholy Site.
  Plutocracy
  The wealthiest and most influential
  merchants rule this settlement. Wealth is seen as a
  sign of good character, ethics and even divine
  favor. The poor have few, if any rights that the
  wealthy are bound to respect.
  Increase Corruption +2, Crime +2,
  Economy +3. Decrease Society -2.
  Utopian Experiment
  This idealistic settlement was founded upon
  lofty ideals. In theory at least, all members of the
  community have a voice in its government, and a
  settlement council meets to ensure the ideals of the
  community are followed.
  Increase Society +2, Lore +1. Decrease
  Corruption -2, Crime -1.
  New Settlement Qualities
  From the mundane to the magical, these
  new settlement qualities join those found in the
  Pathfinder Game Mastery Guide.
  Abundant
  The settlement has access to extraordinary
  natural resources: rich farmland, a deep lake,
  excellent hunting grounds nearby or even a
  convenient source of magical sustenance. The local
  food surplus makes the settlement a major
  exporting hub, and increases the standard of living
  for its inhabitants.
  Increase Economy +1. Reduce the purchase
  price of most forms of locally-grown food and
  
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  livestock by 25% or more.
  Abstinent
  Special Restriction: Lawful communities only
  The settlement religious or moral
  convictions force it to deny some of the world’s
  more common vices. The settlement prohibits a
  common vice: usually alcohol is prohibited, but
  other abstinent settlements might ban stronger
  drugs, tobacco, prostitution, or even ‘indulgent’
  foods like fine pastries, meat, or similar.
  Increase Corruption +2, Law +1, Decrease
  Society -2.
  Animal Polyglot
  Similar to the Magical Polyglot effect
  (described later in this PDF), a magical aura hangs
  over the settlement. All creatures of the Animal
  type gain the ability to speak and think while within
  the settlement’s borders. Animals act as if their
  INT scores were 6, and gain ability to speak
  Common; they lose these benefits as soon as they
  pass the settlement’s borders. There are likely to be
  few butcher shops within the settlement’s
  borders….
  Decrease Economy -1, Increase Lore +1.
  Increase spellcasting by 1 level.
  Add the settlement’s Lore modifier to
  Handle Animal checks made within the settlement.
  Anthropomorphizing
  Requires the use of Fursona: The Complete Guide
  to Creating Anthropomorphic Characters
  (Otherverse Games, 2011)
  Special Requirement: Racial Enclave (creatures
  with the Anthro subtype)
  This settlement is a haven for those with fur
  and feathers. Fascinatingly inhuman Anthros walk
  the streets; the settlements are powerful boar-men
  or lion anthros; its prostitutes are glamourous bird
  or cat-women, its wizards a hybrid between ferret
  and man, and so on….
  Decrease Society -1. Increase Lore +1.
  Increase spellcasting by +1 levels when
  casting Transmutation spells only.
  Non-anthro characters can become both
  Anthros and citizens by undergoing a day-long
  religious ritual led by the settlements druids or
  clerics. The ritual requires the donation of goods
  or treasure to the community worth at least 5,000
  GP. At the end of the ritual, the supplicant loses his
  or her original racial traits and becomes an Anthro.
  Select an Order and spend build points as normal
  to build an Anthro character.
  Artist’s Colony
  The settlement is renowned for the
  excellence of its local artists, performers and
  craftsfolk.
  Increase Economy +1, Society +1.
  Add the settlement’s Economy modifier on
  all Craft checks, not just those made to earn a
  living.
  Asylum
  The settlement is host to an infamous
  madhouse or asylum (or perhaps a prison, gaol or
  notorious workhouse). The presence of these
  dangerous, mad souls has hardened the townsfolk,
  making them suspicious of strangers and paranoid
  about the possibility of an escape or other tragedy.
  Increase Lore +1, Decrease Society -2.
  City of the Dead
  The settlement abuts a massive, historically
  significant graveyard, massive tomb or mausoleum
  complex. Its monuments are well maintained, and a
  powerful ancestor cult exists within the city, either
  in replacement or addition to traditional religions.
  Decrease Economy -2, Increase Lore +2,
  Law +1.
  Add the settlement’s Lore modifier to
  Knowledge (history) and Knowledge (nobility)
  checks.
  
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  Cruel Watch
  Special Restriction: Lawful communities only
  The settlement’s civic watch or police force
  is infamous for its brutality, effectiveness, cruelty
  and corruption.
  Increase Corruption +1, Law +2. Decrease
  Crime -3, Society -2.
  Decadent
  Special Restriction: Evil communities only
  The settlement’s vast wealth and proud,
  ancient heritage has made it a haven for corruption
  and sin.
  Increase Corruption +1, Crime +1,
  Economy +1, Society +1, Danger +10. Increase
  Base Purchase Limit by +25%.
  Defensible
  The settlement is strategically situated to
  make it easier to defend, giving its inhabitants
  confidence and making the settlement a major local
  trade hub.
  Increase Corruption +1, Crime +1,
  Economy +2.Decrease Society -1.
  Desecrate/Hallow
  Special Restriction: Good or Evil communities
  only
  The entire settlement is under the effects of
  a permanent Desecrate or Hallow effect (choose
  only one) of incredible power. This effect can be
  suppressed in small areas within the settlement.
  The caster level for the effect is equal to 20 + the
  settlement’s size modifier, for the purpose of
  dispelling.
  Eldritch
  The town has a strange and unnatural air,
  and is a haunt for sorcerers and oracles.
  Increase Lore +2, danger +13. Increase
  spellcasting by +2 levels when casting Divination
  or Necromancy spells only.
  Optional Rule: Maximum Danger
  Several qualities presented in the PDF can raise a
  Settlement’s danger rating dramatically, especially
  when combined. The Eldritch and Under-City
  qualities alone can raise a settlement’s Danger
  +33%, making encounters in that unfortunate city
  unfairly lethal. Therefore, the gamemaster might
  decide to cap a settlement’s Danger rating at
  +20%, +30% or some other modifier he or she
  feels comfortable with. That way, a band of 2nd
  level adventurers walking down the street don’t
  end up fighting rakasha and elder dragons every
  time they roll on the local random encounter chart.
  Famed Breeders
  The settlement is known for the excellent
  quality of the animals bred there, from the
  mundane (horses, mules, cattle, pigs) to the exotic
  (talking tigers, Pegasai, griffons). People come
  from far and wide to purchase livestock, draft
  animals, mounts and animal companions.
  Increase Economy +1. Increase Base Value
  and Base Purchase Limit by +20% when dealing
  with mounts and associated gear. Characters can
  purchase mounts or live stock in the settlement at a
  +10% discount.
  Financial Center
  Special Restriction: Non-chaotic communities only
  This settlement is home to powerful banks,
  mints, trading houses, currency exchanges and
  other powerful financial and mercantile
  organizations.
  Increase Economy +2, Law +1. Increase Base
  Value and Purchase Limit by +40%.
  Free City
  Special Restriction: Chaotic communities only
  The city’s libertarian laws make it a haven
  for fugitives and outcasts of all kinds, from
  runaway children, serfs who escaped their lord’s
  lands, criminals and escaped slaves alike. Foreign
  
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  adventurers and bounty hunters cannot arrest or
  capture fugitives within the settlement’s borders.
  Increase Crime +2, Danger +5. Decrease
  Law -2.
  Gambling
  The settlement caters to vice and greed.
  Casinos, gaming houses, opium dens and bordellos
  are all common here, and serve as the town’s major
  industry.
  Increase Crime +2, Corruption +2,
  Economy +2, Law -1.
  Add +10% to the settlement’s Purchase
  Limit.
  God Ruled
  Special Requirement: Theocracy or Utopian
  Experiment governments only
  The settlement has no real government;
  instead it is ruled by religious codes and omens.
  Gods or other powerful spiritual beings or
  outsiders intervene directly in the settlement’s
  politics and daily life. Ordinary citizens are
  possessed by spirits to speak decrees, unmistakable
  oracles appear as flaming messages written on
  walls or in the sky, or perhaps each and every
  citizen has prophetic dreams that tell them what
  they must do in the coming day for the settlement
  to thrive.
  Decrease Corruption -2, Society -2.
  Add one dice to the number of medium
  magic items for sale in the settlement.
  Good Roads
  The settlement has an extensive road
  network. These roads are well-maintained and
  allow for quick movement of troops and
  merchandise.
  Increase Economy +2.
  Guilds
  A variety of trade and mercantile guilds
  control the town’s industry and trade. These guilds
  are highly specialized (a printer’s guild, an eggler’s
  guild, a swordsmith’s guild, a diamond cutter’s
  guild,ect), and usually semi-hereditary, with
  children following their parents into the guild.
  Increase Corruption +1, Economy +1.
  Decrease Lore -1.
  
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  Legendary Marketplace
  The settlement is justly famed for its
  markets: almost anything may be for sale here! The
  settlement’s Base Value and Purchase Limits are
  treated as if the settlement was one size category
  larger. In the case of a Metropolis with the
  Legendary Marketplace quality, double the
  settlement’s Base Value and Purchase Limit.
  Increase Economy +2, Crime +2.
  Living Forest
  This settlement is a magical place, carved
  from the living heart of an ancient forest. The trees
  form themselves into homes, and branches bend to
  provide the settlement’s inhabitants with food, in
  the form of magical, druid-tended fruits and
  berries.
  Increase Lore +1, Society +2, Decrease
  Crime -2, Economy -4. Increase Spellcasting by 4
  levels (druidic spells only).
  Magical Polyglot
  The settlement is blessed with a magical
  aura that allows all sentient creatures within its
  borders to understand one another as if they shared
  a common language. This permanent magical effect
  is similar to the tongues spell, and has no effect on
  written language, only the words spoken by the
  settlement’s inhabitants.
  Increase Economy +1, Lore +1, Society
  +1.
  Majestic
  The settlement is known for its dramatic,
  sweeping architecture, monumental statuary and is
  built to a scale alien to most medium size
  
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  humanoids. Perhaps the settlement was once a
  domain of giants, or simply a human metropolis
  hewn to an epic scale for the sake of grandeur.
  Increase spellcasting by +1 level. Add +1d8
  to the number of the most expensive category of
  magic items the settlement offers for sale, as
  determined by its size.
  Mobile: Frontlines
  The entire settlement can move, albeit
  slowly, not much faster than an average man could
  walk. Perhaps it floats on a cushion of magical air,
  hundreds of feet above the landscape, is a fortress-
  castle growing from the back of some impossibly
  large creature, or is some kind of enormous
  steampunk or magi-tech tank.
  This city is designed to patrol its kingdom
  or territory, responding to threats and offering the
  city’s defenses to those in need.
  Reduce Corruption -1, Economy -1,
  Society -1.
  Increase the Base Value and Purchase Limit
  of the settlement by 25% when trading weapons
  and armor.
  Mobile: Sanctuary
  This mobile settlement is designed to
  retreat from danger, moving to a safer location
  when threatened by natural disasters, invasion or
  famine threatens.
  Increase Economy +1, Decrease Society -1.
  Morally Permissive
  Divine indulgence or perhaps just a corrupt
  church selling indulgences has made this settlement
  famous (or infamous) for its lax morals. Select
  1d4+1 acts that would normally be considered
  sinful or immoral; these acts are not crimes or sins
  within the settlement, and committing these acts
  does not violate a paladin or cleric’s moral code, so
  long as the offense is limited to within the
  settlement’s borders.
  Increase Corruption +1, Economy +1.
  Decrease divine spellcasting by -1 level.
  Peacebonding
  By local law, any weapon larger than a
  dagger and all wands and rods must either be
  peacebound or stored at the local sherrif’s office or
  jail (at the settlement’s option) for the duration of
  the visit. Peacebonding a weapon involves winding
  a colored cord tightly around the weapon and its
  scabbard, and then impressing the local seal in wax.
  Removing the peacebond requires a full round
  action before the item can be drawn. (Disable
  Device DC 12 to untangle the bond as a move
  equivalent action; bond HP 5, no hardness)
  Increase Law +1, Decrease Crime -1.
  Phantasmal
  The settlement simply isn’t always there!
  This magical settlement might only appear in the
  moonlight, appear out of the mist on particularly
  holy or infamous dates, or only appear in this plane
  during thunderstorms or on particularly hot days.
  At other times, the settlement simply doesn’t exist
  on this plane; powerful, plane-crossing magic is
  required to access the settlement outside of the
  ‘proper’ time. The highly magical settlement is
  insular and clannish as a result of its isolation from
  the outside world.
  Decrease Economy -2, Society -2. Increase
  spellcasting by two levels when dealing with planar
  magic or Conjuration (summoning or
  teleportation) spells only.
  Planar Crossroads
  Natural or artificial planar gates near the
  settlement make it a cross-roads for planar travel.
  Creatures from across the multiverse, both
  malevolent and benign, can be found here, as can
  their artifacts.
  Increase Crime +3, Economy +2, Danger
  +20.
  Increase spellcasting by two levels, and the
  Base Purchase Limit by +25%. In addition, the
  Planar Crossroads settlement is the point of origin
  for many breed of monstrous player characters.
  Reduce the ECL of any monstrous player race if
  that race has its origin in this settlement, making
  
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  heroic versions of these creatures more common in
  the region.
  Planned Community
  Special Restriction: Lawful communities only
  The community’s design was determined in
  advance, every detail planned out before the first
  keystone was laid. Streets are wide, straight and
  laid out on an orderly grid, neighborhoods and
  districts are segregated by purpose, as are the
  living quarters of the city’s inhabitants.
  Decrease Crime -1, Society -1. Increase
  Economy +1.
  Pocket Universe
  Thanks to a magical fold in space and time,
  the settlement exists in a place far too small to
  sustain it. A sleepy hamlet might be found in an old
  mansion’s disused pantry, a huge fortress might
  hide the space between two old oaks, or a planar
  metropolis might be contained within a single
  cramped alley of a much less important city-state.
  Decrease Economy -2. Increase
  spellcasting by +2 levels.
  Depending on the nature of the settlement
  and its relationship with the outside world, the
  settlement might be impossible to find. It may skill
  checks to even find the entrance to the settlement:
  usually a DC 20 Knowledge (local) or Knowledge
  (the planes) check. The settlement’s size modifier
  is applied to this check, albeit inverted. After all,
  it’s easier to find a Metropolis (DC 16) than a
  Thorp (DC 24).
  Population Surge
  This settlement is home to a greater than
  usual percentage of children, making it energetic
  and lively.
  Increase Crime +1, Society +2.
  Racial Enclave
  The settlement is dominated by a single
  race: a pleasant Halfling farming community, an
  Elven capitol, a collection of Half-Orc yurts on the
  open plains, ect.
  Decrease Society -1.
  Members of one or more races, chosen
  when the settlement is founded, is especially
  welcome in the tightknit and homogenous
  settlement. Members of this race can purchase
  goods and services in the settlement at a 25%
  discount.
  Resettled Ruins
  The settlement is built amid the ruins of a
  more ancient structure. The settlement might be
  little more than a collection of tents and yurts
  erected in ruined plazas, or a thriving metropolis
  whose stones were recycled from long-forgotten
  temples and fortresses. While ruins provide a ready
  source of building materials, near-by dungeons to
  plunder and ancient artifacts to explore, they might
  also provide a hiding place for modern dangers or
  old curses.
  Increase Economy +1, Lore +1.
  Add +1d3 to the amount of magic items in
  any category the settlement’s size would allow it to
  normally offer. If the settlement’s size would not
  normally allow it to have magic items of a
  particular category, it always has at least one
  randomly chosen item of that category for sale.
  However, if a buyer rolls a natural one on any
  Appraise or Diplomacy check made to examine or
  purchase a locally bought magic item, that item is
  always cursed.
  Religious Tolerance
  The settlement is known for its widespread
  religious tolerance, and many faiths have temples,
  cathedrals or monasteries here. Religious debates
  in the public square are common.
  Increase Lore +1, Society +1. Increase
  divine spellcasting by +2 levels.
  Romantic
  The settlement’s inhabitants are renowned
  for their stunning beauty and charm, and the
  location has been made famous in dozens of
  romantic songs, poems and bawdy limericks.
  Affairs of the heart are common here, among the
  town’s hotblooded, lusty inhabitants.
  Increase Society +1. Double the amount of
  minor magic items available for sale in the
  
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  marketplace. Such trinkets are a popular, if
  expensive, token of affection here.
  Royal Accommodations
  One or more members of a royal dynasty
  call the settlement home. As such, security is
  extremely tight, and the local economy has taken
  flight, as merchants catering to the nobility have
  sprung up.
  Increase Economy +1, Law +2. Decrease
  Society -1.
  Increase the purchase price of high quality
  or luxury items, such as jewelry, fine clothes or
  food, entertainment, weapons and all magical items
  purchased in the settlement by +10% due to
  widespread inflation.
  Rural
  The settlement, no matter its size, has never
  lost its sleepy, small-town atmosphere. The
  settlement sprawls across a wide, mostly open
  area, and despite the distances between homes and
  buildings, neighbors look out for one another.
  Decrease Economy -1, Crime -1, Danger -5.
  Sacred Animals
  In this settlement there is a great taboo
  (punishable by death, exile or other severe
  penance) about killing a particular breed of beast.
  Depending on the settlement, the sacred animal
  might be innocuous (house cats, ravens), irritating
  and mischievous (monkeys) or a stubborn hazard
  on the roads (horses, cattle). The animals have free
  run of the settlement.
  Decrease Corruption -1, Economy -1.
  Increase Lore +1.
  Sexist
  The settlement’s laws have completely
  disenfranchised one gender or the other: the
  oppressed sex has no more legal rights than a pet
  or a slave, and cannot buy property. While within
  the settlement, members of the oppressed gender
  cannot legally make purchases of items worth more
  than 5 GP, and are usually ignored by the
  settlement’s inhabitants, and may suffer mockery,
  violence or legal persecution.
  Decrease Society -2.
  Slumbering Monster
  The settlement is home to some form of
  powerful and ancient monster- a slumbering
  behemoth, a dark god imprisoned by magical
  means, an ancient war-robot kept in stasis, or some
  other, currently inert threat. The inhabitants of the
  settlement expend vast effort keeping their
  monstrous prisoner contained, and by doing so,
  they have developed an impressive mastery of
  arcana.
  Increase Lore +2, Society +1, Increase
  Spellcasting by 2 levels.
  At the gamemasters option, the slumbering
  monster might be awakened. Doing so removes
  this quality, and afflicts the settlement with the
  Hunted disadvantage instead. The slumbering
  monster must either be destroyed or re-imprisoned
  by PC actions to restore this quality to the
  settlement.
  Small-Folk Settlement
  This settlement is designed for the comfort
  of a mostly Gnome or Halfling population. Its
  doors and ceilings are built for the comfort of the
  smaller races, and can be absolute murder on the
  foreheads of taller humanoids. Everything in the
  settlement, from furniture to forks, is sized for
  small creatures.
  Increase Law +1, Lore +1.
  Medium-sized and larger creatures treat the
  Settlement’s Crime and Society statistics as a
  penalty due to their difficulty in maneuvering or
  sneaking around in the miniature Settlement. Small
  or smaller creatures treat the Settlement’s Crime
  and Society statistics normally.
  Therapeutic
  The settlement is known for its minor
  healing properties- medicinal hot springs, clean,
  invigorating mountain air, a plethora of locally
  grown healing herbs and fruits, or perhaps some
  
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  divine blessing. Whatever the reason, hospitals,
  nurseries, retreats and sanitariums are common
  within the settlement.
  Increase Economy +1, Lore +1.
  Heal checks made within the settlement’s
  borders also receive the settlement’s Lore modifier
  if positive.
  Trading Post
  The settlement’s primary purpose is trade.
  Merchants and buyers from all over the world can
  be found within the settlement.
  Double the Purchase Limit for the
  settlement.
  Unaging
  The settlement’s magical aura prevents
  those within its borders from aging. They do not
  suffer the ravages of time, and do not physically
  age. Usually, several kibbutz or schools near the
  settlement, but not within its borders are
  established, to allow the community’s children to
  age to adulthood before they take their unchanging
  place in the settlement’s immortal society.
  Increase Lore +4, Decrease Society -3.
  Increase spellcasting by +1 level, when
  casting spells of the Necromancy school only.
  Under-City
  The settlement is built atop a dangerous
  subterranean structure, filled with monsters and a
  haven for criminals and outcasts. This under-city
  might be a massive sewer system, disused railway
  or subway tunnels, ruined and forgotten basements
  or dungeons, or a nearby mine or natural cavern
  system, perhaps even one that descends miles
  beneath the earth.
  Increase Lore +1, Danger +20.
  Unholy Site
  The settlement serves as an unholy site for
  an evil god or philosophy. Worshippers of the evil
  deity flock to this settlement.
  Increase Corruption +2. Increase
  spellcasting by +2 levels.
  Untamed
  The area around the settlement is still
  mostly untainted, unclaimed wilderness. This
  settlement may be a remote logging village, a
  trading post sprung up around a desert oasis or a
  small mountain keep, for instance.
  When rolling for random encounters within
  the settlement, instead of using an urban random
  encounter chart solely, alternate between the urban
  encounter chart and the wilderness encounter chart
  (or chart) most appropriate to the surrounding
  terrain. The settlement’s Danger rating applies to
  both encounter charts.
  Well Educated
  The settlement’s inhabitants are incredibly
  well educated and known for their sharp wits.
  Increase Lore +1, Society +1.
  New Settlement Disadvantages
  These new disadvantages make your newly
  created settlement a worse place to live and work.
  Atheistic
  The gods have abandoned the settlement.
  This effect is identical to Magical Dead Zone
  (below), but only affects divine magic. Outsiders
  cannot be summoned anywhere within the borders
  of the settlement, by any means.
  Bureaucratic Nightmare
  Special Restriction: Lawful communities only
  The settlement is a nightmarish, confusing
  and frustrating maze of red tape, official
  paperwork and petty tyrants in positions of minor
  power, who relish enforcing all the useless little
  rules.
  Decrease Economy -2. Increase Crime +2,
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  All financial transactions in the settlement
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  Fascistic
  Special Restriction: Lawful communities only
  The settlement is governed by a totalitarian
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  Increase Law +4, Decrease Society -4. If
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  Ignorant
  The people of this town are uneducated,
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  Decrease Economy -3, Lore -6, Society -3.
  Magically Deadened
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  Decrease Lore -1, Economy -1. Decrease
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  all magical items sold in the marketplace by -2 per
  category. If this reduces the randomly determined
  amount of magical artifacts for sale to 0 or below,
  items of that category cannot be found in the
  settlement.
  
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  Mutagenic
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  Decrease Economy -4, Increase Corruption
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  In addition, before making any purchase,
  no matter how small, roll 1d6 and consult the
  following chart.
  6
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  15
  Soul Crushing
  The settlement has an oppressive,
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  seems somehow wrong or corrupt. The people are
  strange and furtive.
  Anyone who spends at least 24 hours
  within the settlement suffers a -2 penalty on WILL
  Saves for as long as they remain in the area and for
  24 hours after leaving the area.
  Polluted
  The settlement’s magical or high-tech
  industry has stained the sky with sickly grey smog,
  poisoned the waters with dark slime and made the
  ground less fertile. Sickness and misery abound.
  Increase Corruption +2, Economy +4.
  Anyone who spends at least 24 hours
  within the settlement suffers a -4 penalty on FORT
  Saves made to resist disease for as long as they
  remain within 5 miles of the settlement and for
  1d4+1 days after leaving the area (or until they
  receive any amount of magical healing while out of
  the polluted region).
  Wild Magic Zone
  The settlement is built over an area of wild
  and unpredictable magic. The entire settlement is
  considered a wild magic area, as described in the
  planar traits chapter of the Pathfinder Game
  Mastery Guide. Magical beings and spellcasters
  tend to avoid this dangerous township.
  Decrease spellcasting by -2 levels.
  Seven Sample Settlements
  These seven settlements are examples of
  the exotic and unique cities you can build using
  these new additions to the Pathfinder Roleplaying
  Game’s existing settlement construction rules.
  Creepy Witch-Hunter Village
  LE Village
  This joyless and puritanical village is ruled
  by cruel zealots and likes nothing better than
  burning women, outsiders or free thinkers at the
  stake.
  Corruption +3; Crime -5; Economy -1; Law +4;
  Lore -1; Society -1
  Qualities Pious, Superstitious, Abstinent
  Danger +0
  Demographics
  Government Theocracy
  Population 205 joyless, black-garbed souls (90%
  human, 6% Halfling, 4% other- mostly Half Elves
  and Half Orcs)
  Notable NPCs
  Witchfinder General Constantine
  Matterly (LE male human Inquistor 5)
  Reverend Tayne Comstock (LE male
  human Cleric 3, Aristocrat 1)
  Imprisoned Wise Woman Hannalore (CN female
  human Druid 1)
  Marketplace
  Base Value 500 gp; Purchase Limit 2,500 gp;
  Spellcasting 2nd
  Minor Items 2d4; Medium Items 1d4; Major
  Items none
  Dwarven Capitol City
  LG Metropolis
  This fantastical steam-punk utopia is one of
  the greatest Dwarven cities in the world.
  Constructed in equal parts by technological and
  magical means, it is a soaring, majestic center for
  trade, invention and the arts. This city is equally at
  home in a high mountain crag or deep beneath the
  living earth.
  Corruption +4; Crime +4; Economy +5; Law
  +5; Lore +5; Society +4
  Qualities Academic, Prosperous, Strategic
  Location, Racial Enclave (Dwarves), Majestic,
  Financial Center
  Danger +10
  Demographics
  Government Autocracy
  Population 50,250 hardworking citizens (82%
  Dwarven, 8% Gnome, 4% Halfling, 6% other-
  
  16
  mostly humans)
  Notable NPCs
  King Burrnoc Battlehelm (LG male
  Dwarven Paladin 4, Cleric 1, Aristocrat 10)
  Queen Lacatha Battlehelm (NG female
  Dwarven Sorcerer 5, Aristocrat 9)
  Forgemistress Athena Silveraxe (LG
  female Dwarven Cleric 5, Fighter 8)
  Golemlord Makkari Rubymug (LN male
  Dwarven Wizard 13)
  Marketplace
  Base Value 31,360 gp; Purchase Limit 210,000
  gp; Spellcasting 10th
  Minor Items any; Medium Items 4d4; Major
  Items 3d4
  Elven Refuge
  NG Small Town
  This settlement is the quintessential Elven
  forest village, inspired heavily by JRR Tolkien’s
  Rivendell. It is a quiet place of healing and magic,
  where the player characters might rest and recover
  between adventures. However, it isn’t necessarily
  as welcoming to adventurers tainted with Orc
  blood.
  Corruption +0; Crime -2; Economy -4; Law +0;
  Lore +2; Society +3
  Qualities Living Forest, Racially Intolerant (Orc-
  kin)
  Danger +0
  Demographics
  Government Autocracy
  Population 1,750 (87% Elven, 8% Half Elven, 3%
  
  17
  Halfling, 2% other- mostly humans or Gnomes)
  Notable NPCs
  Duchess Balathne Nathadryl (LN female
  Elven Aristocrat 8)
  Captain of Archers Nimul Tarran (NG
  male Elven Ranger 5)
  High Druid Cathal Dunnalsai (NG male
  Elven Druid 3)
  Initiate Druid Lyllal Dunnalsai (NG
  female Half Elven Druid 1)
  Marketplace
  Base Value 1,000 gp; Purchase Limit 5,000 gp;
  Spellcasting 4th (8th level Druidic spells)
  Minor Items 3d4; Medium Items 1d6; Major
  Items none
  Exotic City of a Thousand Gods
  CG Small City
  This crowded, and noisy city is based
  heavily on ancient India; home to an assortment of
  faiths. This ornately decorated city stands at the
  cross roads of the world, and stinks of scared
  incense and animal dung in equal measure. All
  faiths and creeds are welcome here, and
  adventurers commonly visit the settlement to
  consult with sages, local spellcasters and artisans,
  or to enjoy the settlement’s bustling magical trade.
  Corruption -2; Crime +2; Economy +1; Law -1;
  Lore +1; Society +7
  Qualities Holy Site, Tourist Attraction, Religious
  Tolerance, Sacred Animals
  Danger +5
  Demographics
  Government Council
  Population 9,420 (55% human, 20% Elven or
  Half Elven, 15% Halfling, 8% Gnome, 2% Other-
  Mostly Half Orcs)
  Notable NPCs
  Princess Asura Dasar (NG female Half
  Elven Cleric 7, Aristocrat 3)
  Imam Kassik Marraq (LG male human
  Cleric 4, Fighter 3)
  Soothsayer Buraq Twan (NG male
  Gnome Oracle 5, Rogue 1)
  Marketplace
  Base Value 4,800 gp; Purchase Limit 25,000 gp;
  Spellcasting 8th (10th for Divine spellcasting)
  Minor Items 4d4; Medium Items 3d4; Major
  Items 1d6
  Free City Where Everything’s For Sale
  CN Large City
  This dingy city is the archtypical “Arab
  Market”, everything for sale in its sprawling,
  mazelike souk, from singing swords to slaves, from
  magic potions to the vilest drugs beloved by
  decadent nobility. Thieves and fences are common;
  while visiting this chaotic free city, adventurers
  should keep one hand on their coin purse and the
  other on their sword hilts.
  Corruption +5; Crime +11; Economy +8; Law -
  1; Lore +3; Society +1
  Qualities Notorious, Strategic Location,
  Decadent, Free City, Legendary Market Place
  Danger +25
  Demographics
  Government Plutocracy
  Population around 20,000 dishonest souls (60%
  human, 20% orc or goblinoid, 10% Dwarven, 10%
  other (mostly Gnomes and Halflings, few Elves)
  Notable NPCs
  First Emir Tarok Lakshini (N male human
  Wizard 6, Expert 5)
  Perfumed Guildmistress Kylla Tarik (NE
  female human Bard 7)
  Trademaster Kurd Burrou (LE male
  dwarf Rogue 2, Warrior 4, Aristocrat 2)
  Marketplace
  Base Value 22,400 gp; Purchase Limit 187,500
  gp; Spellcasting 7th
  Minor Items 4d4; Medium Items 3d4; Major
  Items 2d4
  
  18
  Kibbutz
  LG Hamlet
  This town is a fantasy version of an Israeli
  kibbutz- a children’s village where a community’s
  young are educated communally. Effectively a
  gigantic school or military academy, this
  settlement’s young inhabitants only see their birth
  families during holidays and visits; for the rest of
  the year, their tutors and fellow inhabitants of the
  settlement are their family.
  Corruption -4; Crime -1; Economy -2; Law -1;
  Lore +0; Society -1
  Qualities Population Surge
  Danger -5
  Hamlet–2 1 – 5 200 gp1,000 gp2nd
  Demographics
  Government Magical
  Population 72 (99% human)
  Notable NPCs
  Elder Levi Skarros (LG male human
  Cleric 2, Aristocrat 1)
  Watchcommander Sharon Kirkos (LN
  female human Fighter 1)
  The Torram Brothers, Daniel and Jacob
  (CG male human Warriors 1)
  Apprentice Wizard
  Salome Jazat (LN female
  human Adept 1)
  Marketplace
  Base Value 200 gp; Purchase
  Limit 1,000 gp; Spellcasting
  3rd
  Minor Items 1d6; Medium
  Items none; Major Items none
  Lovecraftian College Town
  LE Small City
  This small city is a fantasy
  version of HP Lovecraft’s
  fictional Arkham. Transported
  out of the Massachusetts
  wilderness, this town has lost
  none of its eerie feel, and is
  known for both scholarly
  excellence and insanity.
  Corruption +4; Crime +1; Economy +3; Law
  +3; Lore +4; Society -1
  Qualities Academic, Asylum, Eldritch, Therapeutic
  Danger +23
  Demographics
  Government Colonial
  Population 6,800 (75% human, 12% Elf or Half
  Elf, 5% Halfling, 3% Gnome, 5% Other- mostly
  Half Orcs)
  Notable NPCs
  Royal Governor Maurice Talbot (LE
  male human Fighter 1, Aristocrat 8)
  Dean of Students Joseph Martin Griffin
  (LE male human Expert 8)
  Dr. Beloc Cullen (LE male human Cleric 3,
  Wizard 2, Expert 5)
  Priestess Lokita Alucard (LN female
  human Cleric 7)
  Marketplace
  Base Value 4,000 gp; Purchase Limit 25,000 gp;
  Spellcasting 7th (9th for Divination and
  Necromancy)
  Minor Items 4d4; Medium Items 3d4; Major
  Items 1d6
  
  19
  The following text is the property of Wizards of the Coast, Inc. and is
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  other form in which an existing work may be recast, transformed or adapted;
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,
  publicly display, transmit or otherwise distribute; (d)”Open Game Content”
  means the game mechanic and includes the methods, proce-dures, processes
  and routines to the extent such content does not embody the Product Identity
  and is an enhancement over the prior art and any additional content clearly
  identified as Open Game Content by the Contributor, and means any work
  covered by this License, including translations and derivative works under
  copyright law, but specifically excludes Product Identity. (e) “Product
  Identity” means product and product line names, logos and identifying marks
  including trade dress; arti-facts; creatures characters; stories, storylines,
  plots, thematic elements, dialogue, incidents, language, artwork, symbols,
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
  photographic and other visual or audio representations; names and
  descriptions of characters, spells, enchantments, personalities, teams,
  personas, likenesses and special abilities; places, locations, environments,
  creatures, equipment, magical or supernatural abilities or effects, logos,
  symbols, or graphic designs; and any other trademark or registered
  trademark clearly identified as Product identity by the owner of the Product
  Identity, and which specifically excludes the Open Game Content; (f)
  “Trademark” means the logos, names, mark, sign, motto, designs that are
  used by a Contributor to identify itself or its products or the associ-ated
  products contributed to the Open Game License by the Contributor (g)
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that
  contains a notice indicating that the Open Game Content may only be Used
  under and in terms of this License. You must affix such a notice to any Open
  Game Content that you Use. No terms may be added to or subtracted from
  this License except as described by the License itself. No other terms or
  conditions may be applied to any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License,
  the Contributors grant You a perpetual, world-wide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game
  Content.
  5.Representation of Authority to Contribute: If You are contrib-uting original
  material as Open Game Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient rights to grant the rights
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT
  NOTICE portion of this License to include the exact text of the
  COPYRIGHT NOTICE of any Open Game Content You are copying,
  modifying or distributing, and You must add the title, the copyright date, and
  the copyright hold-er’s name to the COPYRIGHT NOTICE of any original
  Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity,
  including as an indication as to compatibility, except as expressly licensed in
  another, independent Agreement with the owner of each element of that
  Product Identity. You agree not to indicate compatibility or co-adaptability
  with any Trademark or Registered Trademark in conjunction with a work
  containing Open Game Content except as expressly licensed in another,
  independent Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content does not
  constitute a challenge to the ownership of that Product Identity. The owner of
  any Product Identity used in Open Game Content shall retain all rights, title
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly
  indicate which portions of the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated Agents may publish
  updated versions of this License. You may use any authorized version of this
  License to copy, modify and distribute any Open Game Content originally
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or adver-tise the Open
  Game Content using the name of any Contributor unless You have written
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the
  terms of this License with respect to some or all of the Open Game Content
  due to statute, judicial order, or governmental regulation then You may not
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to
  comply with all terms herein and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall survive the termination
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable,
  such provision shall be reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
  rights reserved.
  Neo-Exodus Campaign Setting. Copyright 2011, LPJ Designs. Author: JP
  Chapleau, Louis Porter Jr.
  Cityscapes: New Settlement Options for the Pathfinder RPG. Copyright
  2012, Otherverse Games. Author Chris A. Field
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Otherverse Games/Otherverse Games - Cityscapes.pdf