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- {
- "breadcrumbs": [
- "Chapter 2: Tools\r\n",
- "Building Worlds",
- "Civilization"
- ],
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- "id": "rules-1139",
- "markdown": "<title level=\"1\" right=\"Rules\">[Building Settlements](/Rules.aspx?ID=1139)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness.\n\n The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlement’s campaign role will inform many of the other decisions you make about the place.\n\n Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways. While it may be easier to create a village or city merely to serve the characters’ needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories.\n\n Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1140\" />",
- "name": "Building Settlements",
- "next_link": {
- "label": "Religion",
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- },
- "previous_link": {
- "label": "Designing Nations",
- "url": "/Rules.aspx?ID=1134"
- },
- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 126"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>",
- "speed": {},
- "text": " Building Settlements Source Gamemastery Guide pg. 126 In Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness. The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlement’s campaign role will inform many of the other decisions you make about the place. Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways. While it may be easier to create a village or city merely to serve the characters’ needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories. Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=1139",
- "weakness": {}
- }
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