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Towns & Settlements

Use settlements as active systems, not static rest stops. This page puts town-turn procedures and service pressure first.

At-a-Glance

Play Mode Routes

Solo Route

  • Keep one recurring contact and one recurring scarcity pressure.
  • Resolve town business in compact turns, then return to field play.
  • Let debts and favors steer next-session objectives.

Duet Route

  • Build settlement scenes around personal ties and reputation shifts.
  • Keep service availability dynamic to force hard choices.
  • Use one social complication per town turn for momentum.

Table Route (Party)

  • Split settlement opportunities by role so everyone has leverage.
  • Track group-level obligations and visible civic consequences.
  • Use rotating downtime spotlight to prevent decision bottlenecks.

Player Quick Rules (Settlement Play)

  • Enter town with one spending priority and one relationship priority.
  • Convert loot to utility fast; idle wealth invites pressure.
  • Take favors with explicit repayment terms.
  • Leave with one new contact, one rumor, and one unresolved problem.

Referee Procedure Loop (Town Turn)

  1. Advance service availability and scarcity state.
  2. Resolve patron offers, favors, and obligations.
  3. Trigger one infrastructure or governance strain.
  4. Apply downtime actions and consequences.
  5. Surface one social opportunity and one hard cost.
  6. Push one thread outward into wilderness or dungeon play.

Sci-Fantasy Settlement Event Table (d8)

d8 Event
1 Water processors fail in one district for 48 hours.
2 Night market opens with illegal relic appraisals.
3 Civic AI flags forged identity papers in circulation.
4 Faction-backed preacher calls for anti-cyber purges.
5 Dock strike blocks caravan and air-skiff departures.
6 Arena debts are sold as bounty contracts.
7 Mayor offers tax amnesty for emergency militia service.
8 Hidden clinic requests rare bio-components for treatment.

One-Click Deep Dives

Town Turns and Services

Infrastructure and Trade Networks

Contacts and Leadership

Urban Generation

Advanced/Edge Cases

  • In solo play, rotate through three repeating town states: shortage, crackdown, and festival.

See Also