Code:
Population and Economy by Settlement Level
Level Population Buildings/Professions
Hex Urban
1 100 10 10 Lackies, Limners, Porters, or Linkboys
2 300 30 Fletcher, Tailor, Jeweler, Blacksmith, Carpenter,
Tavern, Mason
3 600 60 Herbalist, Leatherworker, Weaponsmith I, Merchant,
Teamster, Inn
4 1500 250 Barber Surgeon, Weaponsmith II, Ostler
5 2500 500 Armoursmith I, Priest, Hunter/Scout, Warrior's Guild
6 4000 750 Alchemist, Sage, Thieves' Guild, Healer
7 6000 1000 Weaponsmith III, Armoursmith II, Spy Guild, Druid, Noble
House
8 8000 1250 Bank, Cultists, Temple
9 10000 1500 Assassin's Guild
10 12000 4000 Wizard's Guild
This table is important because it tells you what resources exist in the settlement. Those resources are supposed to be a great boon for the PCs. Settlements start off really worthless - "Lackies, Limners, Porters, or Linkboys" are basically unskilled labour; you can get them to build things or die on the front line, but not much else. As they grow, the resources PCs have access to increases.
Here are the descriptions of each "building or profession":
[sblock]
Production by Building/Profession
* Alchemist: Sells potions, elixers, and alchemical items. The alchemist makes Arcane Reagents from raw herbs. If the settlement has access to raw herbs, characters can buy Arcane Reagents from the alchemist at a 1:1 exchange rate. There's no limit to the supply of Arcane Reagents. Alchemists have the following available for sale:
Code:
Alchemical Items Cost Potions & Elixers Cost
Clearwater Solution 20 gp Elixer of Aptitude 50 gp
Acidic Fire 50 gp Fire Beetle Potion 75 gp
Alchemical Silver 50 gp Gravespawn Potion 50 gp
Alchemist's Acid 25/75 gp Potion of Clarity 50 gp
Alchemist's Fire 25/75 gp Potion of Eladrin Shape 25 gp
Alchemist's Frost 25/75 gp Potion of Elven Fleetness 50 gp
Alchemist's Spark 30 gp Potion of Friendship 50 gp
Blastpatch 120 gp Potion of Resistance 40 gp
Blinding Bomb 30 gp Potion of Spirit 50 gp
Bravery Powder 30 gp Potion of Water Walking 40 gp
Clockwork Bomb 40 gp
Corrosive Oil 30 gp Rituals Cost
Inferno Oil 50 gp Duplicate 70 gp
Lockburst Chalk 40 gp Fool's Gold varies
Resonance Crystal 40 gp Identify 1 pearl
Rust Bomb 50 gp Preservation 25 gp
Slow-Step Oil 30 gp Leomund's Secret Chest 340 gp
Smokestick 150 gp Make Whole varies
Suppression Crystal 40 gp Shrink 50 gp
Tanglefoot Bag 25 gp
Tension Wheel 40 gp
Tethercord 30 gp
Thunderstone 50 gp
* Assassin's Guild: Performs assassinations for money. Assassins can be recruited as henchmen from the guild. Assassins can attempt to kill one target per month; the cost for this service is a random monetary treasure parcel of the target's level. They sell all poisons up to 10th level. Assassin's guilds are led by a 9th-level character and have 1600 XP worth of characters in the guild.
* Armoursmith I: Armoursmiths of this level make chain and scale armour and heavy shields. They can also make +1 versions of chain, scale, or light armour.
* Armoursmith II: Armoursmiths of this level can make plate armour. They can also make +2 versions of any armour.
* Bank: A bank stores gold and provides financial services. GP invested in the bank grows at a rate of 5% per month; add any GP invested into the total GP spent in the settlement. Loans taken from the bank have a 20% interest charge per month; the bank has a limit of 7000 GP in loans per month, plus any invested GP.
* Barber Surgeon: Sells Healing Potions, makes Healing Salves, and provides minor surgery (the surgical techniques possible depend on tech level). Barber surgeons can make Healing Salves from raw herbs. If the settlement has access to raw herbs, characters can buy Healing Salves from the barber surgeon at a 1:1 exchange rate. There's no limit to the supply of Healing Salves. Barber surgeons have the following available for sale:
Code:
Curatives & Rituals Cost
Antivenom 20 gp
Beastbane 160 gp
Clarity Salts 40 gp
Clearsense Powder 20 gp
Delay Affliction 50 gp
Embalm 20 gp
Healing Potion 50 gp
Woundpatch 30 gp
* Blacksmith: Makes all sorts of metal gear - iron spikes, horseshoes, nails, and the like. They cannot make arms and armour, but they can make mechanical traps, locks, secret doors, and the like, up to a Tech Level of 1.
* Carpenter: Makes all sorts of wooden goods. The carpenter can build wooden constructions at twice the normal rate (150 GP per month).
* Cultists: Cults worship strange creatures. A Warlock can be recruited as a henchman from the cult. Cultists provide rituals related to the creature being worshipped. This usually involves binding rituals. Cults are made up of 1750 XP worth of characters.
* Druid's Grove: Performs nature rituals. A Druid can be recruited as a henchman from the grove. The druid is a 7th-level character, and has 1250 XP of Beast companions. The druid knows all nature-related rituals up to level 7.
* Fletcher: Makes bolts, arrows, and other types of simple ammunition.
* Healer: Heals the sick. Healers have a +15 bonus to healing checks. They have the following rituals available for sale:
Code:
Ritual Cost
Cure Disease 150 gp and a curse!
Delay Affliction 50 gp
Remove Affliction 250 gp and a curse!
* Herbalist: A herbalist can make Rare Herbs from raw herbs. If the settlement has access to raw herbs, characters can buy Rare Herbs from the herbalist at a 1:1 exchange rate. There's no limit to the supply of Rare Herbs. Herbalists have the following available for sale:
Code:
Item or Ritual Cost
Antivenom 20 gp
Clearwater Solution 20 gp
Dowsing Rod 10 gp
Panther Tears 25 gp
Herbal Poultice 30 gp
Ghoststrike Oil 30 gp
Heartflow 30 gp
Bloodstinger Poison 30 gp
Dragonfire Tar 30 gp
* Horse Trader: Sells riding horses (75 gp).
* Hunter/Scout: Explores hexes. Ranger henchmen can be recruited from hunters or scouts. Hunters or scouts are level 5 skirmishers; 50% have a gray wolf as an ally. They can explore one hex per month, revealing the level of the hex (if unknown), the location of any lairs, dungeons, monsters, and any other features. If required, use the stats for a Half-Orc Hunter.
* Inn: Provides a place to sleep, food, games, and baths. May include whores. Inns do not provide booze and/or drugs, unless combined with a tavern.
* Jewler: Trades gems and jewels for gold. They can make jewelry.
* Lackies/Limners/Porters/Torchbearers: These characters provide manual labour. They are available to be trained. They are Human Rabble (level 2 minions).
* Leatherworker: Makes leather goods. A tannery is assumed as well. Leatherworkers can make leather and hide armour and light shields.
* Merchant: Trades art objects for gold. Merchants allow trade of resources between settlements. A merchant will generally have 750 XP of guards.
* Noble House: A noble house deals in government (legislative, executive, and judicial). Noble houses train warhorses (680 gp) and are patrons of art. They are led by a 7th-level character; use the stats for a Human Cavalier if required. Noble houses have 1250 XP of guards and soldiers (generally Human or Town Guards). They also support the arts and Bards can be recruited from their ranks.
* Priest: Makes Sanctified Incense from raw herbs. Priests can make Sanctified Incense from raw herbs. If the settlement has access to raw herbs, characters can buy Sanctified Incense from the priest at a 1:1 exchange rate. There's no limit to the supply of Sanctified Incense. All Priests have the following rituals available for sale (to the devout; taking part in a Liturgy or even a Rite might be required):
Code:
Ritual Cost
Alchemical Silver 50 gp
Corpse Light 25 gp
Create Holy Water 20 gp
Ghoststrike Oil 30 gp
Hand of Fate 70 gp
Iron Vigil 35 gp
Last Sight Vision 50 gp
Purify Water 10 gp
Spirit Fetch 20 gp
Priests of specific religions may have other available rituals; ask the DM for more.
* Sage: Sells knowledge. A sage can make checks related to knowledge; the sage gains a +2 bonus if given a week to research, or +4 if given a month. The sage demands 1/5th of a random treasure parcel of the DC's level per week of research (1/2 of this amount without any research). The sage has the following rituals available for sale:
Code:
Ritual Cost
Comprehend Languages 10 gp
Decipher Script 150 gp
Object Reading 25 gp
Secret Page 10 gp
Seek Rumour 20 gp
* Spy Guild: Conducts espionage. Spies can investigate other lairs and settlements once per month or provide counter-espionage within the settlement. The cost is a random monetary treasure parcel of the level of the lair or settlement. Spies are 7th-level lurkers; use the stats for a tiefling darkblade if required. A spy guild is composed of 1500 XP of spies.
* Tailor: Makes clothes and cloth armour. They can make disguises and high-status outfits as well.
* Tavern: Serves booze and/or drugs. Henchmen can be recruited from a tavern. Human Goons (level 2 minions) and Human Bandits (level 2 skirmishers) can be recruited at the tavern, up to 625 XP per month (20 goons or 5 bandits).
* Teamster: A teamster drives wagons. Teamsters also sell wagons and oxen.
* Temple: Provides religious services. Clerics and Paladins can be recruited from the temple as henchmen. They sell heroic-tier prayers at a cost of a random monetary treasure parcel of the prayer's level. Temples are led by 8th-level characters and have 1500 XP worth of acolytes. Temples provide the following rituals for sale (to the devout; taking part in a Liturgy or even a Rite might be required):
Code:
Ritual Cost
Create Holy Water 20 gp
Corpse Light 25 gp
Deathly Shroud 140 gp
Discern Lies 140 gp
Hand of Fate 70 gp
Raise Dead *
Speak With Dead 140 gp
Thief's Lament 140 gp + 2 healing surges
* Temples only have access to 1d4 ritual scrolls of Raise Dead and are reluctant to part with them. The DM must determine what they are willing to trade for them; this is usually something tied closely to their religion, and should be run as a skill challenge.
* Thieves' Guild: Thieves' guilds provide any sort of illegal activity. Rogues can be recruited as henchmen from the guild. They fence stolen items (at 1/5th cost), provide extortion, muggings, and theft (charging a random monetary treasure parcel of the danger's level). They sell poisons (Carrion Crawler Brain Juice, Deathjump Spider Venom, Ground Thassil Root, Skull Rot, and Stormclaw Scorpion Venom, all 250 gp), and goodnight tincture and some other rituals. Thieves guilds are led by a 7th-level character; if required, use the stats for a Half-Elf Con Artist. A thieves guild is composed of 1000 XP of thieves; select from the following characters:
Code:
Character Level
Dark Creeper 4
Hex Knight 4
Duergar Scout 4
Gnome Arcanist 3
Mistwalker 5
Spy 5
Illusionist 6
Halfling Slinger 1
Thief 2
Prowler 6
Human Bandit 2
Guard 3
Kenku Sneak 4
Assassin 5
Wing Mage 5
Skulk Murderer 3
Mesmerist 3
Hunter 5
Tiefling Fury 5
Heretic 6
Wererat 3
Scurrying Wererat 3
* Warrior's Guild: Trains warriors. Fighter and Warlord henchman can be recruited from the guild. Warrior guilds sell heroic-tier martial exploits, at a cost of a random treasure parcel of the exploit's level. The warrior's guild is led by a 5th-level character; use Human Noble if stats are required. The following characters can be recruited from the guild, up to 1000 XP per month (8 crossbowmen or bandits, 6 guards).
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Character Level
Human Crossbowmen 2
Human Bandits 2
Human Guards 3
* Weaponsmith I: Weaponsmiths of this level make simple weapons, both melee and ranged.
* Weaponsmith II: Weaponsmiths of this level make martial weapons, both melee and ranged. They can also make +1 versions of simple and martial weapons.
* Weaponsmith III: Weaponsmiths of this level can make exotic weapons, both melee and ranged. They can also make +2 versions of any weapon.
* Wizard's Guild: Performs magical services. Wizard henchmen can be recruited from the guild. They sell heroic-tier spells at a cost of a random monetary treasure parcel of the spell's level. They provide any arcana-based ritual, and have a permanent teleportation circle in their guildhouse. Wizard's guilds are led by a 10th-level character and have 2500 XP of characters.[/sblock]
Notes:
* NPCs have a skill that is the same as the name of their profession (eg. "Banker" for bankers). The modifier to this skill is 8 + 1/2 level + 1 per tier band. (Tier Band is 1-3, 4-6, 7-9, 10-12, etc. as shown on page 42 of the DMG)
* Number of professions and buildings: Each level above the first time a profession or building appears, an additional professional or building is created. For example, a 3rd-level town will have only one inn, but two taverns. (This may mean that one of those taverns is within the inn; it's abstract, so determine this however you want.) One note: at first level, there are about 10 manual labourers (lackies/limners/porters/torchbearers) available, which increases by 10 per level.