Settlements are a mixture of factions and sites.

Roll on the following table to determine initial parameters of the settlement.

d6Settlement SizePopulationTier
1Outpost<202d10 - 10
2Thorp20-501d4 * 10 + 10I
3Hamlet50-1001d6 * 10 + 40I
4Village100-5001d5 * 100II
5Townlet500-10001d6 * 100 + 400II
6Town1000-50001d5 * 1000III

1d5 can be rolled by rolling a 1d10 and dividing by 2 (rounding up), or rolling a d6 and rerolling sixes.

Leadership and Look

Roll on the following table for more details for your settlement.

d12LeadershipLook
1LawlessAncient
2IneffectualDismal
3TolerantIdyllic
4FairMakeshift
5JudicialModest
6RepressedOrdinary
7StrictRamshackle
8ReligiousFortified
9CorruptRustic
10ProtectiveColorful
11OppressiveUnder Attack
12BenevolentDestroyed

Faction Characteristics

As a faction a settlement has a tier, status and stability.

Tier

The tier of the settlement is also their initial wealth rating (both terms are considered interchangeable). You may roll on the following table to adjust the initial wealth by the indicated amount.

2d6Wealth adjustment
2-2
3-4-1
5-90
10-11+1
12+2

Reducing a settlement in tier, does not change its size. Once a settlement is reduced to lower than tier 0, it is considered abandonded.

Status

The initial status of a settlement is 0 and follows the normal progression of faction status (you may adjust the initial status). A settlement with a positive status (0 is positive), is considered a Haven.

Stability

A settlement starts at stable (S) and follows the normal progression of faction stability.

Trouble

A trouble either present itself when you first encounter the settlement or when you spend enough time within the community. It is tracked with a progress track. The rank corresponds to the current tier of the settlement.

Troubles work in the opposite way to goals. Once the progress track is filled, the settlement will either go from stable to unstable, or if it is already unstable, reduce its tier by 1.

Player Interference

Players can interfere with the trouble.

Help will slow progress down. Once you feel that the trouble can’t affect the settlement anymore (because the requirements can’t be met anymore), abandon it. This helps the settlement only to stabilize. Lost tiers can’t be regained.

Impede is progressing the trouble.

Professions and Services

A settlement consists of most common buildings needed to provide the professions and services according to their tier. It is also is divided into multiple sites, called districts. The number of districts is determined by the initial tier (before adjustment). For each district determine a βš… Venture.

ProfessionTierProfessionTier
ArtistIIMetalsmithII
BakerIIMillerII
CarpenterIIMinerIII
ChandlerIIOstlerII
ClerkIIIPhysicianII
EngineerIVPilotIII
FinesmithIIPotterIII
FishermanIIIReligiousII
GamesIIISailorIII
GlassmakerIIIScholarII
HarperIIIServantII
HerbalistIIShipwrightIII
JewelerIITailorI
LaborerIITannerIII
LeathercrafterITavernII
LegalIIITeamsterIII
LuxuryIVTimberII
MasonIIWeaponsmithII
MercenaryIIIWeaverII
MerchantII

The professions on this list are just broad categories.

Settlement Actions

Actions in a Haven are never considered time-consuming. As such you can spend any amount of time in this safe space, without raising the Tension Pool. However reckless actions will still count towards the tension.

An action within a settlement will take a watch.

Whenever you are asked to roll for a location, roll 2d6 and check the following table for the type of the location and details.

1d6TypeDescription
1-2FeatureRoll 1d6

Unique βš… Location corresponding to

1-2 βš… Sight
3-5 βš… Venture
6 NPC
3-4DangerRoll 1d6

Unique βš… Location corresponding to

1-3 βš… Shift
4-5 βš… Trouble
6 Random Encounter
5-6OpportunityRoll 1d6

Unique βš… Location corresponding to

1-3 Faction
4-5 βš… Prompt
6 βš… Treasure

Settlement Complications

When rolling a Complication as part of an action in a settlement, consider the following table to determine its effect.

d12ComplicationEffect
1ExhaustionGain Fatigue
2-3Environmentβš… Settlement Shift
4-6ExpirationTime runs out. Progress trouble of settlement.
7-9SetbackRandom Encounter
10-11Signβš… Settlement Sight
12AdvantageNothing happens