Pathfinder Settlement Qualities (d100)

d100 Name Description Modifiers

1

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.

Economy +1. Reduce the purchase price of most forms of locally-grown food and livestock by 25% or more.

2

Abstinent

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.

Corruption +2, Law +1, Society -2.

3

Academic

The settlement possesses a school, training facility, or university of great renown.

Lore +1, Spellcasting Level +1.

4

Adventure Site

Proximity to a famous adventuring location has long drawn curious adventures from across the land.

Society +2, Purchase Limit +50%.

5

Animal Polyglot

Similar to the Magical Polyglot effect, 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 .

Economy -1, Lore +1, Spellcasting Level +1. Add the settlement’s Lore modifier to handle animal checks made within the settlement.

6

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. Purchase of such items is limited to black markets.

Economy +2. Base Value -50%.

7

Artist's Colony

The settlement is renowned for the excellence of its local artists, performers and craftsfolk.

Economy +1, Society +1. Add the settlement’s economy modifier to all craft checks, not just those made to earn a living.

8

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.

Lore +1, Society -2.

9

Broad-Minded

The citizens are open, friendly, and tolerant, and react positively towards visitors.

Lore +1, Society +1.

10

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.

Economy -2, Lore +2, Law +1. Add the settlement’s lore modifier to knowledge (history) and knowledge (nobility) checks.

11

Cruel Watch

The settlement’s civic watch or police force is infamous for its brutality, effectiveness, cruelty and corruption.

Corruption +1, Law +2, Crime -3, Society -2.

12

Cultured

The settlement is well known for its culture of artistry, particularly among actors and musicians.

Society +1, Law -1. Always counts as a prosperous city for the purpose of perform checks.

13

Darkvision

Most of the citizens have darkvision, and thus nights provide no cover for thieves and other criminals. Merchants lose little inventory to dishonesty.

Economy +1, Crime -1.

14

Decadent

The settlement’s vast wealth and proud, ancient heritage has made it a haven for corruption and sin.

Corruption +1, Crime +1, Economy +1, Society +1, Danger +10, Base Purchase Limit +25%.

15

Deep Traditions

The settlement is bolstered by its strong traditions, but its citizens have difficulty interacting with visitors.

Law +2, Crime -2, Society -2.

16

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.

Corruption +1, Crime +1, Economy +2, Society -1.

17

Defiant

The citizens of this settlement have a natural predilection for free thinking that borders on rebellious action.

Society +1, Law -1.

18

Desecrate/Hallow

The entire settlement is under the effects of a permanent desecrate or hallow effect 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.

None.

19

Eldritch

The town has a strange and unnatural air, and is a popular place for sorcerers and oracles.

Lore +2, Danger +13. Spellcasting is increased by 2 levels when casting divination or necromancy spells only.

20

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, pegasi, griffons). People come from far and wide to purchase livestock, draft animals, mounts, and/or animal companions.

Economy +1. Increase Base Value and Base Purchase Limit by 20% when dealing with mounts and associated gear. Characters can purchase mounts or livestock in the settlement at a 10% discount.

21

Financial Center

This settlement is home to powerful banks, mints, trading houses, currency exchanges and other powerful financial and mercantile organizations.

Economy +2, Law +1, Base Value and Purchase Limit +40%.

22

Free City

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 adventurers and bounty hunters cannot arrest or capture fugitives within the settlement’s borders.

Crime +2, Danger +5, Law -2.

23

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.

Crime +2, Corruption +2, Economy +2, Law -1, Purchase Limit +10%.

24

God Ruled

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.

Corruption -2, Society -2. Add one die to the number of medium magic items for sale in the settlement.

25

Good Roads

The settlement has an extensive road network. These roads are well-maintained and allow for quick movement of troops and merchandise.

Economy +2.

26

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, etc), and usually semi-hereditary, with children following their parents into the guild.

Corruption +1, Economy +1, Lore -1.

27

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, Spellcasting Level +2.

28

Insular

The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another.

Law +1, Crime -1.

29

Legendary Marketplace

The settlement is justly famed for its markets: almost anything may be for sale here!

Economy +2, Crime +2. The settlement’s Base Value and Purchase Limit are treated as if the settlement was one size category larger. In the case of a metropolis, double the settlement’s Base Value and Purchase Limit.

30

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.

Lore +1, Society +2, Crime -2, Economy -4. Increase Spellcasting Level by 4 for druidic spells only.

31

Long Memory

The people of this settlement have a deep-seated hatred for a specific group or faction. Any such individual who makes their presence known in town is attacked within 1d4 hours, and either violently out of the settlement or executed. Similarly, residents look upon those who deal with this enemy faction with suspicion, and they must pay 200% the normal price for goods and services and may face mockery, insult, or even violence.

None.

32

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.

Base Value and Purchase Limit +20%, Spellcasting Level +2.

33

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.

Economy +1, Lore +1, Society +1.

34

Majestic

The settlement is known for its dramatic, sweeping architecture and monumental statuary built to a scale alien to most medium-sized 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.

Spellcasting Level +1. Add 1d8 to the number of the most expensive category of magic items the settlement offers for sale, as determined by its size.

35

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.

36

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.

Corruption -1, Economy -1, Society -1. Increase the Base Value and Purchase Limit of the settlement by 25% when trading weapons and armor.

37

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.

Economy +1, Society -1.

38

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.

Corruption +1, Economy +1. Decrease Spellcasting Level by 1 for divine spells only.

39

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. Increase each resident mythic character’s effective mythic tier for the purpose of granting spells to followers.

40

No Questions Asked

The citizens mind their own business and respect a visitor’s privacy.

Society +1, Lore -1.

41

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, Danger +10, Law -1, Base Value +30%, Purchase Limit +50%.

42

Peacebonding

By local law, any weapon larger than a dagger and all wands and rods must either be peacebound or stored at the local sheriff’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.

Law +1, Crime -1.

43

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.

Economy -2, Society -2. Increase Spellcasting Level by 2 when dealing with planar magic or conjuration (summoning or teleportation) spells only.

44

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). Any faith more than one alignment step different than the community’s official religion is at best unwelcome and at worst outlawed—obvious worshipers of an outlawed deity must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence

Spellcasting Level +1.

45

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.

Crime +3, Economy +2, Danger +20, Spellcasting Level +2, Purchase Limit +25%. Reduce the ECL of any monstrous player race if that race has its origin in this settlement, making heroic versions of these creatures more common in the region.

46

Planned Community

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.

Economy +1, Crime -1, Society -1.

47

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. Depending on the nature of the settlement and its relationship with the outside world, the settlement might be impossible to find.

Economy -2, Spellcasting Level +2. It may require a skill check to 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.

48

Population Surge

This settlement is home to a greater than usual percentage of children, making it energetic and lively.

Crime +1, Society +2.

49

Prosperous

The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well.

Economy +1, Base Value +30%, Purchase Limit +50%.

50

Racially Intolerant

The community is prejudiced against one or more races. 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.

None.

51

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, etc. Members of one or more races, chosen when the settlement is founded, are especially welcome in the tight-knit and homogeneous settlement. Members of this race can purchase goods and services in the settlement at a 25% discount.

Society -1.

52

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. 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.

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.

53

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.

Lore +1, Society +1. Divine Spellcasting Level +2.

54

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.

None.

55

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.

56

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. Magic trinkets are a popular, if expensive, token of affection here.

Society +1. Double the amount of minor magic items available for sale in the marketplace.

57

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.

Economy +1, Law +2, 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.

58

Rule of Might

The settlement has a tradition of rule by the strongest individual.

Law +2, Society -2.

59

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.

60

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.

Economy -1, Crime -1, Danger -5.

61

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.

Lore +1, Corruption -1, Economy -1.

62

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.

Society -2.

63

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. At the Gamemasters discretion, 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.

Lore +2, Society +1, Spellcasting Level +2.

64

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.

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.

65

Strategic Location

The settlement sits at an important crossroads or alongside a deepwater port, or it serves as a barrier to a pass or bridge.

Economy +1, Base Value +10%.

66

Subterranean

The settlement is primarily built underground, sheltering it from enemies but also isolating it culturally.

Law +1, Lore -1, Danger -5.

67

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.

Law and Society +2, Crime -4, Spellcasting Level -2.

68

Supportive

The settlement provides aid to its citizens. A number of programs provide food and shelter to he 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.

69

Timid Citizens

Citizens are quiet and keep to themselves. Crimes often go unreported.

Crime +2, Lore -2.

70

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 divine blessing. Whatever the reason, hospitals, nurseries, retreats and sanitariums are common within the settlement.

Economy and Lore +1. Heal checks made within the settlement’s borders also receive the settlement’s lore modifier if positive.

71

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.

72

Tourist Attraction

The settlement possesses some sort of landmark or event that draws visitors from far and wide.

Economy +1, Base Value +20%.

73

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 are established near the settlement (but not within its borders), to allow the community’s children to age to adulthood before they take their unchanging place in the settlement’s immortal society.

Lore +4, Society -3. Increase Spellcasting Level by 1 when casting spells of the necromancy school only.

74

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.

Lore +1, Danger +20.

75

Unholy Site

The settlement serves as an unholy site for an evil god or philosophy. Worshipers of the evil deity flock to this settlement.

Corruption +2, Spellcasting Level +2.

76

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 charts) most appropriate to the surrounding terrain.

None.

77

Well-Educated

The settlement’s inhabitants are incredibly well-educated and known for their sharp wits.

Lore +1, Society +1.

78

Wealth Display

The wealthy and poor of this settlement are segregated.

Corruption +2. High-wealth districts gain +2 lore but -2 society. Low-wealth areas gain +2 society but -2 lore. Some areas may be unchanged.

79

Anarchy

The settlement has no leaders— this type of community is often short-lived and dangerous.

(Replaces settlement’s Government and removes Government adjustments to modifiers.) Corruption and Crime +4, Economy and Society -4, Law -6, Danger +20.

80

Atheistic

The gods have abandoned the settlement. This effect is identical to Magical Dead Zone, but only affects divine magic. Outsiders cannot be summoned anywhere within the borders of the settlement, by any means.

None.

81

Bureaucratic Nightmare

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. All financial transactions in the settlement require a successful DC 10 diplomacy check. If the check is unsuccessful, the character has broken some settlement law, and must pay a fine. If the result is a natural 1, the offense is "particularly heinous" and the character faces an additional punishment.

Economy -2, Crime +2, Corruption +2.

82

Cursed

Some form of curse afflicts the city. 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.

83

Fascistic

The settlement is governed by a totalitarian regime. Sadistic and legally all-powerful soldiers walk the streets, enforcing the settlement’s brutal laws. Outsiders are mistrusted and undesirables often simply disappear. If the settlement has either the Pious or Racially Intolerant qualities, the town’s military or police forces will usually kill, imprison or enslave undesirables.

Law +4, Society -4.

84

Heavily Taxed

The settlement is very heavily taxed and has fewer resources available than a settlement of its size normally has.

Society -2, Base Value -10%, Purchase Limit -50%, Spellcasting Level -2. Available magic items as per a settlement one category smaller.

85

Hunted

A powerful group or monster uses the city as its hunting ground. Citizens live in fear and avoid going out on the streets unless necessary.

Economy, Law, and Society -4, Danger +20, Base Value -20%.

86

Ignorant

The people of this town are uneducated, dull-witted and worse, they consider their ignorance to be an admirable quality.

Economy -3, Lore -6, Society -3.

87

Impoverished

Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant.

Corruption and Crime +1, Base Value and Purchase Limit -50%. Halve magic item availability.

88

Magically Deadened

For some reason, the magic in this region is weak. Local leylines are warped and the magical eco-system is fragile.

Lore -1, Economy -1, Spellcasting Level -4. Reduce the amount of all magical items sold in the marketplace by 2 per category.

89

Magical Dead Zone

There is no magic here. Spells do not function, and the entire settlement is a dead magic area, as described in planar traits.

None.

90

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, the city stifles and suffers.

Law +2, Corruption -4, Crime -2, Economy -4, Danger +10. Halve all values for marketplace entries.

91

Oppressed

The leadership of this settlement retains oppressive control.

Lore -6, Society -6.

92

Plagued

The community is suffering from a protracted contagion or malady. Select a communicable disease—there’s a 5% chance each day that a PC is exposed to the disease and must make a fortitude save to avoid contracting the illness.

-2 to all modifiers, Base Value -20%.

93

Rampant Inflation

Common to boom towns sprung up around a rich mining camp or profitable dungeon, and settlements undergoing a revolution or military junta alike, this settlement’s economy is out of control.

Economy -4, Corruption +2, Crime +4.

94

Soul-Crushing

The settlement has an oppressive, frightening atmosphere. Its architecture is eerie and 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.

None.

95

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. 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).

Corruption +2, Economy +4.

96

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 planar traits. Magical beings and spellcasters tend to avoid this dangerous township.

Spellcasting Level -2.

97

Spellblight

Choose a random Spellblight. This curse periodically manifests in different parts of the settlement from time to time due to a magical calamity which occurred here. Resolve: {(From [https://paizo.com/threads/rzs2l1tm](https://paizo.com/threads/rzs2l1tm))}

Lore -4, Spellcasting Level -3.

98

Dying

The settlement has fallen on hard times and is slowly dying. Its economy is in shambles and it is a sad shadow of what it once was. Its authorities are apathetic at best and totally corrupt at worst, and its citizens are bitter and disillusioned. Resolve: {(From [https://paizo.com/threads/rzs2l1tm](https://paizo.com/threads/rzs2l1tm))}

Corruption and Crime +4, Economy -6, Law and Society -4, Base Value -30%, Purchase Limit -50%.

99

Organized Crime

The settlement has a powerful thieves guild or is strongly under the influence of a corrupt organization. The organization isn't powerful enough to be a form of government, but it does have significant sway with the settlement's officials. Resolve: {(From [https://paizo.com/threads/rzs2l1tm](https://paizo.com/threads/rzs2l1tm))}

Corruption, Crime, and Economy +1, Law -2, Danger +10.

100

Bad Neighbors

While the settlement may or may not be tight-knit, dangerous or undesirable elements living in bordering areas have resulted in reduced property values and make it more difficult to earn an honest living. Resolve: {(From [https://paizo.com/threads/rzs2l1tm](https://paizo.com/threads/rzs2l1tm))}

Crime +1, Economy, Lore, and Society -1, Danger +20, Base Value -10%.