The Settlement Stat System is a tool designed to give players the ability to make informed decisions about which Settlements or cities to visit without requiring explicit guidance from the Dungeon Master (DM). By providing a structured framework of Settlement attributes, players can independently decide where to seek information, goods, or services, enhancing their agency and immersion in the game world.
The Settlement Stat System is designed to help Dungeon Masters create rich, consistent, and immersive Settlements within their Dungeons & Dragons 5th Edition campaigns. By assigning numerical stats to Settlements—much like character ability scores—you can logically determine the availability of goods, services, and facilities, enhancing both gameplay and storytelling.
Setting Difficulty Classes (DCs)
DCs are assigned based on the rarity or difficulty of finding items or services:
- Common (DC 10): Basic goods and services readily available in most Settlements.
- Uncommon (DC 15): Specialized items or services less frequently found.
- Rare (DC 20): High-value or scarce items and services.
- Very Rare (DC 25): Unique or exceptional items and services, rarely found.
- Legendary (DC 30)
Settlement Stats
- Population (POP): Size and diversity of the Settlement’s inhabitants.
- Economy (ECO): Wealth and economic activity of the Settlement.
- Military (MIL): Defense capabilities and military strength.
- Magic (MAG): Prevalence of magic and availability of magical services.
- Knowledge (KNO): Level of education and access to information.
- Lawfulness (LAW): Strictness of laws and enforcement.
- Religion (REL): Influence and presence of religious institutions.
- Corruption (COR): Prevalence of illicit activities and underground markets.
Determining Availability
- Set the DC for the item or service based on its rarity.
- Identify the Relevant Settlement Stat(s):
- Primary Stat: The most relevant stat directly associated with the item or service.
- Secondary Stat: An additional stat that logically supports the primary stat (maximum of one secondary stat).
- Check for Automatic Availability:
- If the Settlement’s relevant stat is equal to or higher than the DC, the item or service is automatically available; no roll is needed.
- If Roll Is Needed:
- Roll: d20 + Primary Stat Modifier + Secondary Stat Modifier (if applicable).
- Success: Total meets or exceeds the DC.
- Failure: Total is less than the DC; the item or service is not available.
Maximum of Two Stats per Roll
- Limit the number of stats added to a roll to two to maintain simplicity and balance.
- Ensure Relevance: Stats must be directly related to the item or service.
Rerolling Checks
- DM Discretion: The DM decides if and when players can reroll availability checks.
- Factors to Consider:
- Time Spent: Each reroll may represent additional time searching.
- Change in Approach: Players should take new actions to justify a reroll.
- Narrative Impact: Repeated attempts might have consequences or lead to new opportunities.
Population (POP)
Population (POP)
Represents the size and diversity of a town’s inhabitants.
Cultural Keys:
- Stat 10 (DC 10): Average population size; common services and diversity.
- Stat 15 (DC 15): Above-average population; increased diversity and specialized services.
- Stat 20 (DC 20): Exceptionally large population; major urban center with vast resources.
Link zum Original
Stat Score Description 1 Abandoned Outpost: Virtually no inhabitants; possibly a single caretaker or none at all. 2 Tiny Hamlet: Fewer than 20 people; a small family or two, extremely isolated. 3 Very Small Hamlet: 20–50 people; a handful of families, limited interaction. 4 Small Hamlet: 51–75 people; a close-knit community, minimal services. 5 Large Hamlet: 76–100 people; basic communal facilities start to appear. 6 Very Small Village: 101–150 people; small clusters of homes, beginning of trade. 7 Small Village: 151–200 people; a few basic services and a local gathering place. 8 Medium Village: 201–300 people; more established services, small market. 9 Large Village: 301–400 people; diverse families, several tradespeople. 10 Very Large Village: 401–500 people; local governance forms, regular markets. 11 Small Town: 501–1,000 people; multiple services, beginning of districts. 12 Medium Town: 1,001–2,000 people; increased diversity, specialized trades. 13 Large Town: 2,001–3,500 people; significant infrastructure, local institutions. 14 Very Large Town: 3,501–5,000 people; multiple districts, diverse population. 15 Small City: 5,001–8,000 people; extensive services, cultural activities. 16 Medium City: 8,001–12,000 people; regional influence, advanced infrastructure. 17 Large City: 12,001–18,000 people; numerous institutions, significant trade hubs. 18 Metropolis: 18,001–25,000 people; major urban center, widespread influence. 19 Major Metropolis: 25,001–35,000 people; dense population, international significance. 20 Megalopolis: Over 35,000 people; sprawling cityscape, central to the realm’s affairs.
Economy (ECO)
Economy (ECO)
Reflects the wealth, economic activity, and trade engagement of a town.
Cultural Keys:
- Stat 10 (DC 10): Average economic activity; common goods and services available.
- Stat 15 (DC 15): Above-average wealth; uncommon or luxury goods accessible.
- Stat 20 (DC 20): Exceptionally wealthy; rare goods and vast trade networks.
Link zum Original
Stat Score Description 1 Economically Devastated: No functioning economy; extreme poverty and scarcity. 2 Impoverished: Minimal economic activity; basic necessities hard to obtain. 3 Very Poor: Limited goods; barter systems common; imports rare. 4 Struggling: Essential goods available; luxury items nonexistent. 5 Below Average Economy: Some trade; limited variety of goods and services. 6 Modest Economy: Local markets operate; basic goods accessible. 7 Stable Economy: Consistent trade; moderate variety of goods. 8 Growing Economy: Increased trade; occasional exotic goods. 9 Prosperous Economy: Healthy trade networks; merchants are common. 10 Average Economy: Standard wealth; common goods and services readily available. 11 Affluent Economy: Above-average wealth; luxury goods appear. 12 Wealthy Economy: Significant wealth accumulation; fine goods accessible. 13 Rich Economy: Extensive trade networks; exotic goods more common. 14 Opulent Economy: High standard of living; notable displays of wealth. 15 Exceptional Economy: Above-average wealth; rare goods and banking institutions present. 16 Lavish Economy: Great wealth; influential in regional economics. 17 Economic Powerhouse: Controls significant trade routes; wealth influences politics. 18 Wealth Epicenter: Exceptional wealth; sets economic trends. 19 Economic Titan: Wealth unmatched; global economic influence. 20 Economic Pinnacle: Legendary wealth; economy shapes global affairs.
Military (MIL)
Military (MIL)
Measures the town’s defense capabilities and military strength.
Cultural Keys:
- Stat 10 (DC 10): Average defense capabilities; common military presence.
- Stat 15 (DC 15): Above-average military strength; specialized units available.
- Stat 20 (DC 20): Exceptional military power; elite forces and advanced defenses.
Link zum Original
Stat Score Description 1 Defenseless: No military presence; vulnerable to threats. 2 Minimal Defense: Very limited guards; basic protection. 3 Weak Militia: Untrained or poorly equipped defenders. 4 Basic Militia: Small group with minimal training. 5 Local Guard: Modest number of guards; basic patrols. 6 Trained Militia: Better-trained defenders; simple fortifications. 7 Standard Guard: Regular patrols; moderate training and equipment. 8 Competent Defense: Well-equipped guards; basic walls or defenses. 9 Strong Guard: Above-average training; defensive structures in place. 10 Average Military: Common level of defense; capable of repelling standard threats. 11 Skilled Military: Trained soldiers; strategic defenses. 12 Fortified Defense: Strong walls; experienced commanders. 13 Elite Units: Specialized forces; advanced weaponry. 14 Powerful Military: Significant military presence; respected force. 15 Superior Military: Above-average strength; renowned units. 16 Advanced Military: Cutting-edge tactics; high morale. 17 Dominant Force: Military influences regional power dynamics. 18 Military Juggernaut: Exceptional strength; capable of major campaigns. 19 Legendary Military: Feared and respected; unmatched prowess. 20 Invincible Military: Unparalleled defense capabilities; legendary status.
Magic (MAG)
Magic (MAG)
Indicates the prevalence of magic and availability of magical services.
Cultural Keys:
- Stat 10 (DC 10): Average acceptance of magic; common magical services and minor items available.
- Stat 15 (DC 15): Above-average magical presence; uncommon magical items and services accessible.
- Stat 20 (DC 20): Exceptional magical society; rare magical items and high-level practitioners present.
Link zum Original
Stat Score Description 1 Magic Outlawed: Magic is banned; severe penalties for use. 2 Anti-Magic Sentiment: Magic is distrusted; practitioners persecuted. 3 Magic Restricted: Strict regulations on magic use; few practitioners. 4 Skeptical Society: Magic is legal but viewed with suspicion. 5 Limited Acceptance: Magic is tolerated; few services available. 6 Neutral Attitude: Magic neither encouraged nor discouraged. 7 Cautious Acceptance: Magic is accepted with some reservations. 8 General Acceptance: Magic is accepted; basic services accessible. 9 Appreciative of Magic: Magic is appreciated; minor items common. 10 Average Magic Presence: Common acceptance; standard magical services and items available. 11 Magic Encouraged: Society supports magic; more practitioners present. 12 Magic Prominent: Magic plays a significant role in society. 13 Magic Influential: Magic influences culture and technology. 14 Magic Revered: Magic and practitioners are highly respected. 15 Magic Integrated: Above-average magical presence; uncommon items accessible. 16 Magic Pervasive: Magic is integral to daily life; advanced services available. 17 Magic Dominant: Magic dominates societal functions. 18 Magic Essential: Magic is essential; rare items and powerful practitioners present. 19 Magic Ascendant: Society advances rapidly due to magic. 20 Magic Saturated: Magic saturates all aspects; exceptional items and abilities common.
Knowledge (KNO)
Knowledge (KNO)
Reflects the level of education, scholarship, and access to information.
Cultural Keys:
- Stat 10 (DC 10): Average education level; common access to basic education and information.
- Stat 15 (DC 15): Above-average scholarship; higher education and specialized knowledge accessible.
- Stat 20 (DC 20): Exceptional knowledge center; rare expertise and vast libraries present.
Link zum Original
Stat Score Description 1 Ignorant Society: Widespread illiteracy; no formal education. 2 Uneducated: Minimal literacy; knowledge passed orally. 3 Limited Learning: Few can read; basic counting and folklore. 4 Basic Literacy: Some literacy; informal education exists. 5 Modest Education: Local tutor or small school; basic subjects taught. 6 Emerging Education: Small schools; increased literacy rates. 7 Average Education: Common level of education; basic schools present. 8 Improving Scholarship: Access to libraries; higher literacy. 9 Educated Populace: Public education available; general knowledge valued. 10 Standard Education: Average access to education; common literacy. 11 Advanced Learning: Higher education institutions begin to appear. 12 Scholarly Community: Presence of academies; scholars are respected. 13 Intellectual Hub: Significant scholarly activity; specialized fields of study. 14 Renowned Scholarship: Attracts students; extensive libraries. 15 Knowledge Center: Above-average scholarship; uncommon expertise accessible. 16 Academic Beacon: Leading educational institutions; advanced studies. 17 Intellectual Capital: Sets educational standards; influential thinkers reside here. 18 Wisdom Epicenter: Exceptional knowledge; rare and ancient texts available. 19 Enlightened Society: Knowledge shapes society; breakthroughs common. 20 Paragon of Wisdom: Unparalleled scholarship; legendary knowledge accessible.
Lawfulness (LAW)
Lawfulness (LAW)
Measures the strictness of laws, enforcement, and overall orderliness.
Cultural Keys:
- Stat 10 (DC 10): Average lawfulness; common respect for laws and standard enforcement.
- Stat 15 (DC 15): Above-average lawfulness; strict enforcement and low crime rates.
- Stat 20 (DC 20): Exceptionally lawful; severe penalties and highly organized legal systems.
Link zum Original
Stat Score Description 1 Anarchic: No functioning laws; chaos and disorder prevail. 2 Lawless: Laws are absent or ignored; might makes right. 3 Unstable Law: Inconsistent laws; corruption is rampant. 4 Weak Law Enforcement: Laws exist but are poorly enforced. 5 Lax Lawfulness: Enforcement is sporadic; minor crimes often unpunished. 6 Moderate Lawfulness: Laws are in place; enforcement is average. 7 Standard Lawfulness: Common respect for laws; typical crime rates. 8 Orderly: Laws are generally followed; enforcement is consistent. 9 Law-Abiding: Citizens respect laws; community involvement in enforcement. 10 Average Lawfulness: Standard legal system; common level of order. 11 Above-Average Lawfulness: Laws are well-enforced; crime rates are low. 12 Strict Law Enforcement: Laws are strictly applied; penalties are significant. 13 Highly Lawful: Strong legal institutions; corruption is minimal. 14 Very Lawful: Society values order; laws are comprehensive. 15 Exceptional Lawfulness: Above-average orderliness; uncommon levels of law adherence. 16 Authoritarian: Laws are stringent; individual freedoms may be limited. 17 Draconian: Harsh laws and severe punishments; dissent is discouraged. 18 Totalitarian: State control is pervasive; laws govern all aspects of life. 19 Oppressive Lawfulness: Absolute adherence to laws; personal freedoms are minimal. 20 Lawful Perfection: Unparalleled order; laws are inflexible and strictly enforced.
Religion (REL)
Religion (REL)
Indicates the influence and presence of religious institutions and practices.
Cultural Keys:
- Stat 10 (DC 10): Average religious influence; common religious practices and institutions.
- Stat 15 (DC 15): Above-average religiosity; uncommon religious events and significant influence.
- Stat 20 (DC 20): Exceptional religious dominance; rare religious artifacts and powerful clergy present.
Link zum Original
Stat Score Description 1 Secular Society: Religion is absent or actively suppressed. 2 Irreligious: Minimal religious activity; few believers. 3 Religious Skepticism: Religion exists but is viewed with suspicion. 4 Limited Religious Practice: Small congregations; minor influence. 5 Modest Religiosity: Some religious presence; limited impact on society. 6 Neutral Religious Attitude: Religion is accepted but not prominent. 7 Standard Religiosity: Common religious practices; typical observance. 8 Religious Community: Active religious institutions; festivals observed. 9 Devout Society: Religion plays a significant role; clergy respected. 10 Average Religious Influence: Common level of religious activity and influence. 11 Strong Religious Presence: Above-average influence; multiple temples. 12 Highly Devout: Religion significantly shapes culture and values. 13 Religious Authority: Clergy hold considerable influence over governance. 14 Dominant Religion: A primary faith dominates; other beliefs are minority. 15 Exceptional Religiosity: Above-average devotion; uncommon religious practices observed. 16 Theocratic Tendencies: Religious leaders influence political decisions. 17 Religious Zeal: High level of devotion; dissenting beliefs may be discouraged. 18 Theocracy: Governance is heavily influenced by religious doctrine. 19 Religious Extremism: Intolerance of other beliefs; strict adherence enforced. 20 Religious Supremacy: Religion governs all aspects of life; unparalleled influence.
Corruption (COR)
Corruption (COR)
Measures the prevalence of illicit activities, organized crime, and unethical practices.
Cultural Keys:
- Stat 10 (DC 10): Average level of corruption; common minor unethical practices.
- Stat 15 (DC 15): Above-average corruption; uncommon levels of organized crime.
- Stat 20 (DC 20): Exceptional corruption; rare dominance of illicit activities over official institutions.
Link zum Original
Stat Score Description 1 Impeccably Honest: Corruption is virtually nonexistent; high ethical standards. 2 Very Low Corruption: Rare instances of unethical behavior; strong deterrents. 3 Low Corruption: Minimal unethical practices; corruption is uncommon. 4 Below-Average Corruption: Some minor corruption; generally honest dealings. 5 Standard Corruption: Common minor unethical acts; petty bribery occurs. 6 Moderate Corruption: Corruption exists but isn’t pervasive; average level. 7 Typical Corruption: Common level of unethical practices; accepted as part of life. 8 Noticeable Corruption: Bribery and favoritism more prevalent; public trust declines. 9 High Corruption: Unethical practices affect multiple sectors; significant public skepticism. 10 Average Corruption: Standard level; minor corruption is common. 11 Above-Average Corruption: Corruption affects many areas; organized crime begins to emerge. 12 Significant Corruption: Widespread unethical behavior; corruption influences decisions. 13 Very High Corruption: Organized crime has influence; corruption is the norm. 14 Systemic Corruption: Institutionalized corruption; laws are manipulated. 15 Exceptional Corruption: Above-average prevalence; uncommon control by illicit groups. 16 Deep-Seated Corruption: Criminal organizations hold significant power. 17 Criminal Control: Organized crime controls official institutions. 18 Corruption Dominant: Corruption is pervasive; ethics are disregarded. 19 Anarchic Corruption: Corruption leads to societal collapse; lawlessness prevails. 20 Total Corruption: Unparalleled corruption; illicit activities overshadow all else.