Settlement Building - Part 5

Settlement Building - Part 5

Now that we’ve established some of the core ideas and mechanics for our system, it is time to start writing the actual rules so that you can include them in your games! This part won’t be the full system, but by the end of it, you should have the foundation for the system and how it could be included in your games. Ideally, this will be expanded upon in the future.

Part 1 - We share the basics about what we want this system to accomplish and some ideas on how the system would work.
Part 2 - We cover resources and basic buildings you can construct in your settlement.
Part 3 - We expand on those buildings, added in labor resources and began going over how trade would work.
Part 4 - We go over settlements, money, and trade goods

With that quick recap, let’s get into it.

Settlement Building

Settlements are cities, villages, and communities of people who band together to create an urban area with a government that oversees a defined boundary. These settlements offer resources, protection, and community to their members, and in exchange, the citizens accept the laws and taxes that the settlement requires to function.

Unless your players are creating a new settlement, typically in a previously uninhabited area, any settlement they are helping to build will already have a level, a few buildings, and set resources around it.

Creating a New Settlement

To create a new settlement, your party will have to pick a spot to build it, along with what the first structure will be. Once this first structure is built, typically something like common shelters, a meeting hall, tavern, or defensive structure, the town becomes a Level 1 Settlement. At this point, the party will have to come up with a name for their settlement.

From here, the party can continue to build any structures that they meet the prerequisites for, and their settlement can now take Settlement Actions.

Leveling Up A Settlement

A settlement’s level is a reflection of not just the number of citizens, but the number and quality of buildings. While a settlement could have thousands and thousands of refugees flood in thanks to an orc army amassing, that doesn’t automatically level up the settlement (but it’s population is a key part).

A settlement wanting to level up must have a population equal to the minimum for the settlement’s new level, have at least a number of Major Buildings equal to half the settlement’s new level (rounded down), and it must spend all of its Settlement Actions for the week on the Expansion action. The Expansion action requires the settlement to expend resources equal to the new level.

For example, a settlement wanting to increase its level from 4 to 5 must have at least 50 citizens, at least 3 buildings, and expend 5 resources.

Settlement Level Minimums

Level | Proficiency Bonus | Min. / Max. Population | Min. Buildings
Lv1 Hamlet | +2 | 1 / 10 | 1
Lv2 Hamlet | +2 | 15 / 50 | 1
Lv3 Hamlet | +2 | 25 / 100 | 1
Lv4 Hamlet | +2 | 50 / 100 | 2
Lv5 Village | +3 | 100 / 200 | 2
Lv6 Village | +3 | 200 / 300 | 3
Lv7 Village | +3 | 300 / 500 | 3
Lv8 Village | +3 | 400 / 500 | 4
Lv9 Town | +4 | 500 / 1,000 | 4
Lv10 Town | +4 | 1,000 / 2,500 | 5
Lv11 Town | +4 | 1,500 / 5,000 | 5
Lv12 Town | +4 | 3,000 / 10,000 | 6
Lv13 City | +5 | 5,000 / 10,000 | 6
Lv14 City | +5 | 7,000 / 12,500 | 7
Lv15 City | +5 | 10,000 / 15,000 | 7
Lv16 City | +5 | 12,000 / 20,000 | 8
Lv17 Metropolis | +6 | 25,000 / 50,000 | 8
Lv18 Metropolis | +6 | 50,000 / 100,000 | 9
Lv19 Metropolis | +6 | 100,000 / 200,00 | 9
Lv20 Metropolis | +6 | 250,000 / 1,000,000 | 10

Note: Depending on what era you are playing in, population numbers may need to be increased or decreased. Typical cities in Medieval Europe had populations around 10,000; however, there are some cities, such as Paris, which had over 200,000 people. If you are creating a capital city with far more people than most other settlements, it might make sense to instead break up the city into multiple neighborhoods and treat each neighborhood as its own settlement.

Population Minimums and Maximums

While a settlement has a minimum and maximum for population, listed above, you can go below and above these numbers. If the population dips below the minimum for its level, you have fewer Labor Points to spend each week on Settlement Actions. If the population exceeds the maximum for its level, there is a food shortage, and it requires you to expend additional Food resources every week to make up the difference, or enter a Famine.

Low Population. If your population is less than the minimum for your Settlement Level, reduce your Labor Points by half (rounded down, minimum 0). If your population is ever lower than the minimum for your Proficiency Bonus, reduce your Labor Points to a quarter (rounded down, minimum 0).

For example, if you’re a Lv10 Settlement, your Proficiency Bonus is +4, and the minimum for your Proficiency Bonus is 500 for Lv9. If your population is 900, you only have 5 Labor Points instead of 10. If your population is 450, you only have 2 Labor Points.

High Population. If your population is greater than the maximum, you must expend 1 Food resource per 100 people per week over your maximum (minimum 1 Food) or enter a Famine. In addition, you gain an additional Labor Point for every level above your current settlement that exceeds its population maximum, and you are not in a Famine.

For example, if you're a Lv6 Settlement and have 550 people, you exceed the population maximum for Lv7 and Lv8, granting you 2 bonus Labor Points. However, you must spend 3 Food resources per week or enter a Famine.

Resources

A settlement needs resources to trade and use, without these resources, it will stagnate, and its population will move away. These resources include lumber to build walls, gold to buy extra food resources, and even water for desert settlements.

Each resource, and a brief description, is provided below. A single resource is more than just a single piece of food, but rather an abstraction of a large amount of that item, like a single Food is enough to feed 100 people for a week. In addition, each resource has a Treasure Point cost associated. This is the cost to buy and/or sell that resource, though this cost can be adjusted up and down depending on the settlement, if there is a trading post, and how desperate and in need the settlement is.

  • Food - 3 Treasure Points
    A large stock of basic food, typically a mixture of grain, vegetables, tubers, meat, and other staples. A single point of Food is typically enough to feed 100 people for 1 week. If a settlement runs out of food, it enters a Famine.

  • Metal - 8 Treasure Points
    Refined ore turned into metal, which could be iron, copper, brass, or any other basic metal. Does not include special metals like Mithral.

  • Ore - 5 Treasure Points
    Unrefined minerals, this ore can be refined into Metal.

  • Precious Ore - 10 Treasure Points
    Unrefined precious minerals, like gemstones and even special metals like Mithral.

  • Stone - 3 Treasure Points
    A hard mineral suitable for the construction of buildings, walls, roads, and anything else that needs basic stone. This does not include semi-precious stone like gems, marble, or magical stone.

  • Trade Goods - varies from 1 to 10+ Treasure Points
    This broad category includes finished jewelry, a herd of horses, alcohol, furniture, weapons, or anything else that requires a craftsman to create or produce. Very rarely do trade goods exceed 10 Treasure Points.

  • Water - varies; treated as Trade Goods
    Incredibly important for life, while most settlements have access to enough freshwater for their community, a few settlements must trade for this precious resource. Typically, Water has a similar price as Food, though the further away from a supply of freshwater, the greater the price. A single point of Water is enough for 100 people for 1 week.

  • Wood - 3 Treasure Points
    Raw lumber, this resource is important for the construction of buildings, furniture, and simple city walls. Wood is also valuable for settlements during Winter.

Treasure Points

Treasure Points are an abstraction for money and wealth. They represent a large amount of money, but not a specific value. If you need a rough estimation, it is about 100 gp, but could be worth slightly more or less.

If a settlement so wishes, it can use its Treasure Points to buy magic items, but this typically requires sending a caravan to other settlements with the Trade action and scouring those settlements. A settlement’s Proficiency Bonus determines what magic items it is likely to carry.

Rarity / Proficiency Bonus Requirement (Min. Level) / Cost
Common / +2 (Lv1) / 1-10 TPs
Uncommon / +3 (Lv5) / 10-25 TPs
Rare / +4 (Lv9) / 25-100 TPs
Very Rare / +5 (Lv13) / 100-250 TPs
Legendary / +6 (Lv17) / 250+ TPs

Settlement Actions

Settlement Actions allow settlements to build new structures, trade with other settlements, increase the population’s morale, ready itself for war, and more.

A settlement is given a limited number of actions, equal to its Proficiency Bonus, that it can use every week. A settlement can take the same action multiple times, though some structures may only be able to be triggered once per week, like a farm producing Food. In that case, a settlement will need additional farms to take the corresponding action with them more than once.

The basic Settlement Actions are:

  • Activate Structure
    The settlement picks a structure it has built and activates it, spending the necessary Labor Points on its activation. A settlement that doesn’t activate a structure that week, like a farm or mine, simply means that that structure is operating at the bare minimum and produces a baseline of food or material, and that there is no excess to be gained as a resource. Certain structures, at higher levels, will offer passive Resources even when not activated. (This is the most common action to take.)

  • Celebration
    Whether because of a special holiday or because the settlement’s Morale has drastically fallen and the town leadership needs it higher, a celebration requires the settlement to spend resources (dependent on the celebration) and will increase Settlement Morale.

  • Construction
    The settlement begins or continues construction of a major structure. These are important structures, like a City Wall, Farm, Smithy, and others, that the settlement directly benefits from. This does not include minor structures, like individual homes and businesses, that make up the bulk of the settlement. While a structure is being constructed, the settlement must take this action every week it is being worked on.

  • Trade
    As described in the Trade section, the Trade action allows a settlement to send out a caravan and sell, buy, or exchange resources with another settlement. The settlement only has to use this action once when conducting a trade, not every week that the trade caravan is gone.

Trading

Many settlements have raw resources nearby that they can produce materials with, like a settlement may be near a forest and have easily obtainable Wood. A single settlement won’t have access to every resource. When a settlement wishes to trade, it must use one of its Settlement Actions to set up a caravan, and then spend Labor Points equal to half the number of resources being traded (rounded up, minimum 1).

The caravan is then sent from the settlement and returns after a variable amount of time, based on distance. See the chart below.

Distance | Duration | Description
Local | 1 week trip, less than 25 miles away | A close neighbor, like a hamlet that is a day or two walk away
Near | 2 (1d4) week trip, 25 to 60 miles away | A neighboring settlement, typically less than a week’s walk away
Outlying | 3 (1d4+1) week trip, 60 to 150 miles away | A settlement at least a week away for travelers
Far | 5 (2d4) week trip, 150 to 300 miles away | A settlement several weeks away
Distant | 7 (3d4) week trip, 300 to 500 miles away | A settlement very far away that requires almost a full month to travel to and back from
Remote | 10 (4d4) week trip, more than 500 miles away | A location that can take several months to travel to and back from

The settlement decides, when it creates the caravan, what resources to include in the Trade, and what it wants for the resources. It may not get exactly what it wants if it is selling Trade Goods or charging more for its resources than the prices provided above. In addition, the settlement can request specific resources, like Ore or Food, to be purchased as part of the caravan (sending Treasure Points with the caravan does not count against the number of resources that can be traded or how many Labor Points are required). The caravan might, instead, use any proceeds from selling resources to purchase the other resources the settlement wants.

Unless a settlement has built a Caravan 1, it can only trade up to one Resource at a time.

Famine

When a settlement enters a Famine, by not having enough Food resources, its citizens begin to starve and die. Every week, PBd20 of the settlement’s population dies. PB in this dice notation stands for Proficiency Bonus, and it is not the settlement’s Proficiency Bonus, but the Proficiency Bonus for the minimum of a Settlement Level equal to or less than the current population.

For example, a Lv3 settlement has an excessive population of 600 people, and it does not have 3 Food resources that week. The minimum Settlement Level for 600 people is a Lv9 settlement with a Population Minimum of 500. As a Lv9 settlement has a +4 Proficiency Bonus, the Lv3 settlement loses 4d20 people. If the Lv3 settlement continues to experience a Famine, and it doesn’t have Food resources, it continues to lose people until its population is less than or equal to its Population Maximum of 300.

A settlement can also enter a Famine if a blight or war destroys its farms, if weather creates a failed harvest, the settlement is experiencing a siege, or something else happens to its food supply. The settlement will have to provide a Food resource for every 100 of its people, or enter a Famine.

Food Rationing

Many settlements, especially those used to sieges, will have a supply of Food resources to feed their people. A settlement can willingly being Food Rationing, reducing how much Food is required for its population. This decreases the population’s Morale, but allows a single Food resource to feed 250 people, instead of just 100.

In addition, while a settlement is rationing its food, it loses PBd10 people every week, instead of PBd20 like during a Famine. The Proficiency Bonus in the dice notation is for the minimum of a Settlement Level equal to or less than the current population.

For example, a Lv6 settlement with a population of 250 people is on Food Rationing and has no way to gain additional food. It has 5 Food resources in reserves. It spends 1 Food resource per week to feed its population and loses 3d10 people every week. If its population were to fall to 50, the Proficiency Bonus falls to +2, and it only loses 2d10 people every week.

Morale

Morale measures the populations confidence in the settlement and its leaders. The lower this score, the more that the population distrusts the settlement, the higher the score, the more trust and the settlement remains stable.

A settlement’s Morale score is between 1 and 20. While this score persists, it is not a major weekly focus. Instead, when major events happen, like an army laying siege, a huge storm, or Famine, Morale comes into play. When a Morale check is required, the settlement must roll 3d6. If the roll is higher than the settlement’s Morale score, unrest begins.

A Morale score is increased and decreased based on any number of factors, most of them are up to the Game Master. The easiest way to increase a settlement’s Morale score, however, is by the settlement taking the Celebration Settlement Action.

Morale Penalty Examples

You might decrease a settlement’s Morale score if…

  • An army is laying siege to the settlement. The Morale score is reduced by 1 every week that the siege is in effect.

  • A favored leader of the settlement is assassinated. The Morale score is reduced by 1d4.

  • Famine has struck the settlement. The Morale score is reduced by 1d4 every week that the Famine persists.

  • The settlement is on Food Rationing. The Morale score is reduced by 1 every week that the rationing persists.

  • A large storm or great fire has destroyed parts of the settlement. The Morale score is reduced by 1d4.

  • The settlement has conscripted its population into the army for a pointless war. The Morale score is reduced by 1d4.

  • The settlement doesn’t take the Celebration action during a special holiday. The Morale score is reduced by 1.

Morale Boost Examples

You might increase a settlement’s Morale score if…

  • The settlement’s army has defeated a major enemy in a battle. The Morale score is increased by 1.

  • The settlement has a surplus of food to last the winter. The Morale score is increased by 1 before Winter begins.

  • The settlement has received great news, such as a dragon that terrorized them has been vanquished. The Morale score is increased by 1d4.

  • The settlement finds a rare and highly sought after Trade Good or Resource. The Morale score is increased by 1.

Examples of Morale Checks

You might call for a Morale check if…

  • The settlement’s army has been defeated and routed.

  • Famine has been ongoing for over a month.

  • Food Rationing has been ongoing for over two months.

  • A calamity strikes the settlement, such as a dragon demanding tribute.

  • A great panic has swept through the settlement, such as a serial killer who has yet to be apprehended and stopped after weeks or months.

Failed Morale Checks

If a settlement fails its Morale check, the population is unhappy. The settlement has half its normal Labor Points and Settlement Actions as people refuse to work until the settlement increases its Morale score. The amount the settlement must increase its Morale score is determined by rolling 1d6. Once the settlement restores its Morale score to the determined amount, the settlement returns to normal.

In addition, while there is no immediate revolt or coup, multiple failed Morale Checks may lead to such consequences, as determined by the Game Master.

If a settlement wishes to, it can use its guards or army to force its population to behave. It reduces its Morale score by 1 for every week that its guards or army are forcing the population back, but the settlement regains all of its Labor Points and Settlement Actions for each week. The settlement must then make a Morale check to see if the guards or army have quelled the riots or protests.

On a success, the settlement returns to normal. On a fail, the settlement must continue to use its guards or army to keep the population inline.

Celebration Action

When a settlement takes the Celebration Settlement Action, it puts on a celebration for a holiday, tradition, or some other event, such as the King’s birthday.

This costs the settlement a number of Treasure Dice equal to double its Proficiency Bonus and half of its Labor Points. This increases the settlements Morale score, typically by 1. If the settlement spends double the required Treasure Dice, it increases its Morale score by 1d4.

These celebrations are expected by the population, especially on key holidays like Winter Solstice, Summer Solstice, Hallows’ Eve, and more. These holidays are up to the GM, but there should typically be at least one celebration every two months. If multiple celebrations happen in the same month, the Morale score only increases once, such as Winter’s Solstice and New Year’s Eve celebration.

Structures

A settlement that wishes to grow must be building and expanding its operations. These structures are not the only structures in a settlement, they are just important ones in terms of settlement growth, resources, and more. In addition, some structures, like a Farm, contain more than a single farmstead, but rather an area of farms.

To build a structure, the settlement must have the required resources, have a high enough Settlement Level, and have the available space for it. A settlement can only have a number of these structures equal to its level, though there may be opportunities for it to exceed that limit.

Construction Action

When a settlement takes the Construction Settlement Action, it must have the resources available and expends them. A Game Master may decide that you don’t need all of the resources available immediately upon building a structure, but instead you can pay portions of it over time as you construct the structure.

It must then allocate the required number of Labor Points to begin building. Many structures are not built in a single week, some might even take months, and the settlement must continue to take the Construction action and spend the Labor Points needed. A settlement can have multiple structures under Construction, but it must spend an action for each structure it is trying to work on in a week.

A structure that goes for too long without being worked on, such as a Sawmill that was only half constructed, may need additional resources when construction begins anew, per the Game Master.

Activate Structure

When a settlement takes the Activate Structure action, it must spend its Labor Points to operate the structure. If it has multiples of the same structure, such as a Farm, it only activates one of the structures with a single Activate Structures action.

Labor Points

A settlement’s population helps determine not just the Settlement’s Level, but also how many Labor Points it has. By default, a settlement has a number of Labor Points every week equal to its Settlement Level. If its population exceeds the maximum population for its level, the settlement doesn’t automatically gain additional Labor Points, instead it must expend additional Food resources.

See Population Minimums and Maximums for more information.

Example Structures

A structure provides an Effect and a Passive Effect. You always gain the benefits of a structure’s Passive Effect even if you don’t spend Labor Points that week on the structure, unless a complication arises, such as a mine taken over by orcs or an army is blocking you from reaching the farms.

Caravan 1 (Basic)

This wagon train can transport material to other settlements and trade with them.

Requirements None; Prerequisites None
To Build 2 Wood (Structure), 2 TPs
Building Time 1 week; 1 Labor Point
Cost to Activate up to 5 Resources (to be traded), 1 Labor Point (just the week it is sent out)
Activate Effect Conduct the Trade Settlement Action with up to 5 Resources; Passive Effect None

Caravan 2 (Upgraded)

This expanded group of wagons transports material to other settlements and conducts trade with them.

Requirements None; Prerequisites Basic Caravan 1 (replaces)
To Build 5 Wood (Structure), 5 TPs
Building Time 2 weeks; 1 Labor Point
Cost to Activate up to 10 Resources (to be traded), 2 Labor Points
Activate Effect Conduct the Trade Settlement Action with up to 10 Resources; Passive Effect When not on a Trade mission, can conduct trades with Local settlements costing no action.

Caravan 3 (Advanced)

This expanded group of wagons transports material to other settlements and conducts trade with them.

Requirements None; Prerequisites Upgraded Caravan 2 (replaces); Proficiency Bonus +3
To Build 10 Wood (Structure), 15 TPs
Building Time 3 weeks; 2 Labor Points
Cost to Activate up to 25 Resources (to be traded), 3 Labor Points
Activate Effect Conduct the Trade Settlement Action with up to 25 Resources; Passive Effect When not on a Trade mission, can conduct trades with Local settlements costing no action.

Caravan 4 (Factory)

This expanded group of wagons transports material to other settlements and conducts trade with them.

Requirements None; Prerequisites Advanced Caravan 4 (replaces); Proficiency Bonus +3
To Build 25 Wood (Structure), 50 TPs
Building Time 4 weeks; 3 Labor Points
Cost to Activate up to 100 Resources (to be traded), 5 Labor Points
Activate Effect Conduct the Trade Settlement Action with up to 100 Resources; Passive Effect When not on a Trade mission, can conduct trades with Local settlements costing no action.

Farm 1 (Basic)

This structure is focused on the growing of crops and rearing of animals.

Requirements Near arable land; Prerequisites None
To Build 1 Metal (tools), 1 Wood (structure), 5 TPs
Building Time 1 week; 1 Labor Point
Cost to Activate 1 Labor Point
Activate Effect Gain 1 Food; Passive Effect Enough food to feed a settlement with a population under 100.

Farm 2 (Upgraded)

This structure is focused on the growing of crops and rearing of animals.

Requirements Near arable land; Prerequisites Basic Farm 1 (replaces); Minimum Proficiency +3
To Build 2 Metal (tools), 3 Wood (structure), 10 TPs
Building Time 2 weeks; 3 Labor Points
Cost to Activate 2 Labor Points
Activate Effect Gain 1d4 Food; Passive Effect Enough food to feed a settlement with a population under 500.

Farm 3 (Advanced)

This structure is focused on the growing of crops and rearing of animals.

Requirements Near arable land; Prerequisites Upgraded Farm 2 (replaces); Minimum Proficiency +4
To Build 5 Metal (tools), 15 Wood (structure), 30 TPs
Building Time 2 weeks; 5 Labor Points
Cost to Activate 2 Labor Points
Activate Effect Gain 2d4 Food; Passive Effect Enough food to feed a settlement with a population under 5,000, plus 1 Food.

Farm 4 (Factory)

This structure is focused on the growing of crops and rearing of animals.

Requirements Near arable land; Prerequisites Advanced Farm 3 (replaces); Minimum Proficiency +5
To Build 20 Metal (tools), 50 Wood (structure), 100 TPs
Building Time 4 weeks; 10 Labor Points
Cost to Activate 3 Labor Points
Activate Effect Gain 4d4 Food; Passive Effect Enough food to feed a settlement with a population under 25,000, plus 1d4 Food.

Mine 1 (Basic)

This structure is typically a large, subterranean excavation to find valuable minerals, metals, and ores.

Requirements Near a deposit of ore; Prerequisites None
To Build 1 Metal (tools), 2 Wood (structure), 10 TPs
Building Time 2 weeks; 3 Labor Points
Cost to Activate 2 Labor Points
Activate Effect Gain 1 Ore; Passive Effect Enough ore for simple jobs in the settlement.

Mine 2 (Upgraded)

This structure is typically a large, subterranean excavation to find valuable minerals, metals, and ores.

Requirements Near a deposit of ore; Prerequisites Basic Mine 1 (replaced); Minimum Proficiency +3
To Build 5 Metal (tools), 10 Wood (structure), 50 TPs
Building Time 4 weeks; 5 Labor Points
Cost to Activate 3 Labor Points
Activate Effect Gain 1d4 Ore; Passive Effect Enough ore for simple jobs in the settlement, plus 1 Ore.

Mine 3 (Advanced)

This structure is typically a large, subterranean excavation to find valuable minerals, metals, and ores.

Requirements Near a deposit of ore; Prerequisites Upgraded Mine 2 (replaced); Minimum Proficiency +4
To
Build 15 Metal (tools), 30 Wood (structure), 125 TPs
Building Time 4 weeks; 10 Labor Points
Cost to Activate 5 Labor Points
Activate Effect Gain 2d4 Ore; Passive Effect Enough ore for simple jobs in the settlement, plus 2 Ore.

Mine 4 (Factory)

This structure is typically a large, subterranean excavation to find valuable minerals, metals, and ores.

Requirements Near a deposit of ore; Prerequisites Advanced Mine 3 (replaced); Minimum Proficiency +5
To Build 30 Metal (tools), 60 Wood (structure), 225 TPs
Building Time 4 weeks; 10 Labor Points
Cost to Activate 7 Labor Points
Activate Effect Gain 4d4 Ore; Passive Effect Enough ore for simple jobs in the settlement, plus 1d4+1 Ore.

Monument

A key site in a settlement, this monument is built from stone and is a central spot for celebrations.

Requirements None; Prerequisites None
To Build 5 Stone, 5 TPs
Building Time 1 Week; 2 Labor Points
Cost to Activate as part of the Celebration Settlement Action
Activate Effect Reduce the cost of Celebrations by Resources equal to the settlement’s Proficiency Bonus; Passive Effect The city reduces the total of its Morale check by 1.

Quarry 1 (Basic)

An open-pit mine for excavating rock, sand, stone, or other aggregate.

Requirements Near a source of stone; Prerequisites None
To Build 1 Metal (tools), 1 Wood (structure), 5 TPs
Building Time 2 weeks; 3 Labor Points
Cost to Activate 1 Labor Points
Activate Effect Gain 1 Stone; Passive Effect Enough stone for simple jobs in the settlement.

Quarry 2 (Upgraded)

An open-pit mine for excavating rock, sand, stone, or other aggregate.

Requirements Near a source of stone; Prerequisites Basic Quarry 1 (replaced); Minimum Proficiency +3
To Build 5 Metal (tools), 5 Wood (structure), 10 TPs
Building Time 4 weeks; 5 Labor Points
Cost to Activate 2 Labor Points
Activate Effect Gain 1d4 Stone; Passive Effect Enough stone for simple jobs in the settlement, plus 1 Stone.

Quarry 3 (Advanced)

An open-pit mine for excavating rock, sand, stone, or other aggregate.

Requirements Near a source of stone; Prerequisites Upgraded Quarry 2 (replaced); Minimum Proficiency +4
To Build 15 Metal (tools), 15 Wood (structure), 50 TPs
Building Time 4 weeks; 10 Labor Points
Cost to Activate 3 Labor Points
Activate Effect Gain 2d4 Stone; Passive Effect Enough stone for simple jobs in the settlement, plus 2 Stone.

Quarry 4 (Factory)

An open-pit mine for excavating rock, sand, stone, or other aggregate.

Requirements Near a source of stone; Prerequisites Advanced Quarry 3 (replaced); Minimum Proficiency +5
To Build 30 Metal (tools), 30 Wood (structure), 100 TPs
Building Time 4 weeks; 10 Labor Points
Cost to Activate 5 Labor Points
Activate Effect Gain 4d4 Stone; Passive Effect Enough stone for simple jobs in the settlement, plus 1d4+1 Stone.

Sawmill 1 (Basic)

This simple structure has a large saw that cuts wood into lumber.

Requirements Near a forest or source of wood; Prerequisites None
To Build 5 Metal (Saw), 5 Stone, 5 Wood (Structure), 10 TPs
Building Time 1 month; 1 Labor Point
Cost to Activate 1 Labor Points
Activate Effect
Gain 2 Wood; Passive Effect Enough wood for simple jobs in the settlement.

Sawmill 2 (Upgraded)

This upgraded structure features more saws and greater production.

Requirements Near a forest or source of wood; Prerequisites Basic Sawmill 1 (replaces); Proficiency +3
To Build
15 Metal (Saws), 10 Stone, 10 Wood (Structure), 50 TPs
Building Time 1 month; 2 Labor Points
Cost to Activate 1 Labor Points
Activate Effect
Gain 1d4+1 Wood; Passive Effect Enough wood for simple jobs in the settlement, plus 2 Wood.

Sawmill 3 (Advanced)

This upgraded structure features more saws and greater production.

Requirements Near a forest or source of wood; Prerequisites Upgraded Sawmill 2 (replaces); Proficiency +4
To Build 50 Metal (Saws), 20 Stone, 20 Wood (Structure), 100 TPs
Building Time 2 months; 5 Labor Points
Cost to Activate
2 Labor Points
Activate Effect
Gain 1d6+2 Wood; Passive Effect Enough wood for simple jobs in the settlement, plus 3 Wood.

Sawmill 4 (Factory)

This expansive structure is built of multiple sawmills and yields large amounts of production.

Requirements Near a large forest or large quantities of wood; Prerequisites Advanced Sawmill 3 (replaces); Proficiency +5
To Build 100 Metal (Saws), 50 Stone, 50 Wood (Structure), 200 TPs
Building Time 2 months; 5 Labor Points
Cost to Activate
2 Labor Points
Activate Effect
Gain 2d6+2 Wood; Passive Effect Enough wood for simple jobs in the settlement, plus 5 Wood.

Smithy 1 (Basic)

With a large forge, the smithy can turn mined ore into metal.

Requirements Have access to Ore; Prerequisites None
To Build
2 Metal (anvil and tools), 3 Stone (hearth), 1 Wood (structure), 15 TDs
Building Time
1 month; 2 Labor Points
Cost to Activate 2 Ore, 1 Labor Point
Activate Effect
Gain 1 Metal; Passive Effect Enough metal for simple jobs in the settlement.

Smithy 2 (Upgraded)

With a large forge, the smithy can turn mined ore into metal.

Requirements Have access to Ore; Prerequisites Basic Smithy 1 (replaces); Proficiency +3
To Build
10 Metal (anvil and tools), 15 Stone (hearth), 3 Wood (structure), 50 TDs
Building Time
1 month; 5 Labor Points
Cost to Activate up to 10 Ore, 1 Labor Point
Activate Effect
Gain Metal equal to half Ore spent; Passive Effect Enough metal for simple jobs in the settlement.

Smithy 3 (Advanced)

With a large forge, the smithy can turn mined ore into metal.

Requirements Have access to Ore; Prerequisites Upgraded Smithy 2 (replaces); Proficiency +4
To Build
30 Metal (anvil and tools), 50 Stone (hearth), 10 Wood (structure), 100 TDs
Building Time
1 month; 5 Labor Points
Cost to Activate up to 20 Ore, 2 Labor Points
Activate Effect
Gain Metal equal to half Ore spent; Passive Effect Enough metal for simple jobs in the settlement.

Smithy 4 (Factory)

With a large forge, the smithy can turn mined ore into metal.

Requirements Have access to Ore; Prerequisites Advanced Smithy 4 (replaces); Proficiency +4
To Build
50 Metal (anvil and tools), 100 Stone (hearth), 30 Wood (structure), 200 TDs
Building Time
2 months; 10 Labor Points
Cost to Activate up to 50 Ore, 3 Labor Points
Activate Effect
Gain Metal equal to half Ore spent; Passive Effect Enough metal for simple jobs in the settlement.

Trading Post 1 (Basic)

This large building is a bustling market of traders from Local and Near settlements.

Requirements None; Prerequisites None
To Build
5 Wood (Structure), 5 TDs
Building Time
1 week; 1 Labor Point
Cost to Activate 1 Labor Point
Activate Effect
Gain 1 basic Resource of your choice (Food, Ore, Stone, Wood) and pay its normal price; Passive Effect 1 Random Resource is available every week, you must pay its normal price.

Trading Post 2 (Upgraded)

This large building is a bustling market of traders from Local and Near settlements.

Requirements None; Prerequisites Basic Trading Post (replaces); Proficiency +3
To Build
10 Wood (Structure), 10 TDs
Building Time
1 month; 1 Labor Point
Cost to Activate
1 Labor Point
Activate Effect
Gain 2 basic Resources of your choice (Food, Ore, Stone, Wood) and pay its normal price; Passive Effect 2 Additional random Resources are available every week, you must pay its normal price.

Trading Post 3 (Advanced)

This large building is a bustling market of traders from Local, Near, and Outlying settlements.

Requirements None; Prerequisites Upgraded Trading Post 2 (replaces); Proficiency +3
To Build
50 Wood (Structure), 30 TDs
Building Time
1 month; 2 Labor Points
Cost to Activate
2 Labor Points
Activate Effect
Gain up to 10 Resources of your choice (Food, Metal, Ore, Stone, Trade Good, Wood) and pay its normal price; Passive Effect 10 Additional random Resources are available every week, you must pay its normal price.

Trading Post 4 (Factory)

This large building is a bustling market of traders from Local, Near, Outlying, and Far settlements.

Requirements None; Prerequisites Advanced Trading Post 3 (replaces); Proficiency +4
To Build
100 Wood (Structure), 75 TDs
Building Time
2 month; 5 Labor Points
Cost to Activate
4 Labor Points
Activate Effect
Gain up to 25 Resources of your choice (Food, Metal, Ore, Precious Ore, Stone, Trade Good, Wood) and pay its normal price; Passive Effect 25 Additional random Resources are available every week, you must pay its normal price.


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Header Image: Dungeon Master’s Guide (2024) by Wizards of the Coast

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