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SETTLEMENTS

​​​​​​​​​​​What are Settlements?

Settlements represent player residences that have attracted a population of NPCs to live among them. Settlements grow over time, increasing the clan's Decoration Allowance and unlocking new Building Slots. ​​

 

Illegal settlements, known as Hideouts, are vulnerable to Bounty Hunting. This is essentially a mirror image of Thievery mechanics, but use different skill sets from the investigator for its success tests.

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Starting a Settlement

To found a new Settlement, you must have a clan of 4 people at minimum. You will then be able to create a Settlement through the Settlement Menu (accessible through the /settlement command). It will appear on the map at your current location with a Map Marker of your choosing.

 

You must be in your own Land Claim (from your Conan clan) to found a Settlement.

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Tip: Try standing on top of a foundation you've put down if it's not working.

Settlement Growth

​​Settlement Growth is essentially the XP equivalent for your Settlement, whilst your Settlement's Rank is its Level. Each day, Settlements gain an amount of Growth based on Base Growth + Buildings + their current Wealth.​

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After reaching a certain amount of Growth, you may upgrade your Settlement to the next Rank. Ranking up improves the interest rate on Accumulated Wealth, unlocks a new Building Slot, and increases the clan's Decoration Allowance.

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Each day, your Settlement increases its Growth by 80.

 

This rate can further be improved by constructing the Fields building, which provides an additional 20. Read more below to learn about buildings. For every 100 Wealth stored in the Settlement, the daily Growth rate increases by 1%, up to a maximum of 50%.

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Settlement Ranks: Settler's Camp -> Rural Hamlet -> Large Village -> Urban Township

Hideout Ranks: Criminal's Camp -> Thief's Den -> Brigand's Lair -> Blackguard's Domain

​Settlement Wealth

Another core facet of Settlements is their Wealth. Wealth is how you construct Buildings, and help your Settlement grow faster. For a Settlement to gain Wealth, its members need to donate Septims - either directly via the menu or to their clan lead - which have a 1 to 1 exchange rate.

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Every day, you gain an interest rate on the Wealth of your Settlement. Your Settlement gains +5 Wealth each day, as well as 2% of their total Wealth. There's a maximum of 5000 Wealth you can store in a Settlement. Aside from this, the main way to increase Settlement Wealth is for clan members to donate Gold, and by having Jobs worked in the Settlement.

 

There is a downside to stacking Wealth without using it, however: criminals and thieves can target your Settlement to steal a portion of its Wealth.

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Note: You may relocate a settlement with appropriate RP reasoning behind it. To do this, open a Technical Assistance Ticket - you will always keep your Settlement's Buildings and Wealth.

Buildings & Build Menu

The Clan Leader can use Settlement Wealth to construct Buildings in the Settlement, providing various bonuses and benefits for clan members when they are at home. Buildings provide various bonuses and perks, which are disabled during Sparring, and may be demolished to refund half of their Wealth purchase as Septims to the clan leader.

 

Buildings take 7 days to construct, but this time may be reduced by using the 'Aid Construction' action inside the Settlement. Any clan member can use 'Aid Construction' to reduce the construction's duration by six hours once per day; they need to stay inside the settlement and roleplay for an hour to do so.​

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You may have a maximum of 5 buildings total, and can only construct one building at a time.

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The following buildings can be constructed:

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Fields (200 Wealth): Fertile fields of grain, fruit orchards - signs of farming and goodly manual labour.

Effect: Increases the Growth of a settlement by 20.

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Barracks (500 Wealth): Construct fortified defenses in the settlement.

Effect: Provides +1 Physical Resistance, +1 Magic Resistance for clan members when they are inside the settlement.

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Apothecary (400 Wealth): A building enchanted with a powerful aura to support healing magic.

Effect: Provides Advantage on any dice rolls to Mend Wound or Cure Disease.

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Shrine (500 Wealth): Consecrate a Shrine to the patron deity of the settlement.

Effect: Gives passive daily Favour to clan members if their faith matches that of the Settlement.

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Hideout (400 Wealth): A secret speakeasy where ne'er-do-wells can prepare for heists and schemes.

Effect: Any disguises for clan members are created with Advantage when inside a settlement with a Hideout.​

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Library (500 Wealth): A library of grand proportion, walls lined with several stories of tomes, books, logs, records and scrolls of various origins, age and content, alongside nooks for study groups.

Effect: Provides a passive +10 Learning Points per day for clan members.

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Inn (300 Wealth): A place of rest and comfort for those visiting the settlement.

Effect: Enables Long Rest in the settlement. Payments for Resting go into the Settlement's Wealth.

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Smithy (700 Wealth): An anvil and forge, with tools for leather and a tanning rack. Perfect for those who forge weapons for fighters, or to make what protects fighters from harm.

Effect: Allows the Armorer and Weaponsmith Professions to interact with their Profession.

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Workshop (300 Wealth): A loom, tools around for making jewellery. Arcane tables, tools for carving wood. Perfect for those who create outfits and jewellery, and for those who create with magic.

Effect: Allows the Clothier and Arcanist Professions to interact with their Profession.

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Refinery (300 Wealth): A kitchen, a brewery for potions and drinks. A place for combining chemical compounds.

Effect: Allows the Steward Profession to interact with their Profession in the settlement.​

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Watchtower (300 Wealth): Construct a high vantage point for spotting intruders or threats from afar.

Effect: Provides a +2 bonus to Intuition for clan members inside the Settlement.

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Memospore Conduit (1000 Wealth): An arcane conduit connected to the flow of the Dreamsleeve, allowing public communication across vast distances.

Effect: Adds a Memospore Conduit to the settlement, allowing Memospores to be sent from inside.

Settlement Crime

Settlements can be targeted by Thieves and Bounty Hunters, depending on whether they're legal or illegal. The two roles function mechanically the same: the difference is in flavour. A settlement needs to have more than 300 wealth to be hit.

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To target a settlement as a Thief or Bounty Hunter, you need to use the option in the Settlement Menu and remain in the Settlement for 20 minutes.

 

You can but do not need to be in Stealth. Every five minutes, your Tested Skill is rolled vs. the Intuition of every other character in the Settlement. After 20 minutes, your Tested Skill is rolled vs a DC of 12. 

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On a success, you steal 100 wealth from the Settlement, converted into 20 Septims. You gain 5 Heat on a success, and 15 Heat on a failure.

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Some restrictions apply; you cannot target the same Settlement more than twice in the same week, and Settlements cannot be stolen from more than 5 times in a week. 

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Crimes can also be Investigated. The five types of Crime are:

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Theft / Espionage / Vandalism: Investigated using Security + Lore.

Vampire or Werewolf Attack / Grave-robbing: Investigated using Intuition + Lore.

Heat & Investigation

Committing any Crime adds to a criminal's Heat in a Settlement. Think of Heat as a criminal's level of infamy - the higher it is, the more difficult it is to remain hidden.

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Anyone can choose to Investigate a Crime, once per day. To do so, you choose a suspect from the Settlement's list, and investigate the crime. This rolls a 2d50-((Security OR Intuition) + Lore) against the suspect's Heat. For every degree of success below the suspect's Heat, you receive a random piece of information about them. If five degrees of success are achieved, the Investigator gains all the available information, including the suspect's Clan Name, allowing for a likely successful pursuit.

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An Investigator can also combine information from different crimes and types of crime to deduce that multiple suspects are actually the same person. 

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Upon reaching Heat Threshold 6, an Investigator is given the Clan Name of the suspect. They are then allowed to use this information to find the suspect's home: at this stage, they must raise a Narrative Guidance Ticket to let the staff team know their investigation has succeeded. They will then be given 3 map tiles, 1 of which contains the suspect's home, or the exact map tile if they are a Master in Intuition or Security.

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Heat Thresholds:

Level 1 (Petty): 1-10 Heat.

Level 2 (Nuisance): 11-20 Heat.

Level 3 (Troublesome): 21-30 Heat.

Level 4 (Antagonistic): 31-40 Heat.

Level 5 (Notorious): 41-50 Heat.

Level 6 (Infamous): 51+ Heat.

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The owner of a Settlement can Review Suspects. Reviewing Suspects allows you to investigate all the crime categories:

Theft, Espionage, Vandalism, Vampire / Werewolf Attack, Grave Robbing (Necromancy).

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You can also Request Assistance, which allows you to request a nearby Character to perform an investigation on your behalf. This can be useful if you are contracting a detective or bounty hunter, for example.​

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