Where you adventures take place can help to shape the games you play. While sprawling dungeons and exotic battlefields can be memorable and inspiring, the cities, town, and communities that you players travel to can often be just as memorable. Figuring out what a community has in it for players to explore can often be a challenge for many narrators. This resource aims to help provide a quick way to flesh out the locations your players may go to, and to even give you some inspiration on what might come next.
This resource aims to let you treat a city, town, or what ever you want to call it, much like a player, called a community. Your community will have levels, stats, abilities and features, and something similar to a class called a community framework, or just framework. These will let you build and design your community as well as let you use your community to interact with the world you create in new ways.
When creating a community, you will want to think about the broad concept first. Where it this located? How big will this be? Will this community be for one type of people, or a large location where many people come together? These ideas won't change how your community is created, but it can help shape it as you go through the steps.
A community’s size determines its level and what abilities it possesses. Larger communities share their overall workload, allowing their people more opportunities to take up specialized professions and improve the community’s overall uniqueness. Your community’s population size determines its level and how many points are available for detailing the type and abilities of that community. If a community later grows to a higher population level, it gains the appropriate extra number of points to spend on features based on the type of community you have.
Creating Larger Communities
Although this resource will provide you with the tools to create a community with a population of more than 10,000, you may want to create one that’s even larger. While it might be possible to do so by extending the scope of these rules, it’s more realistic (and more interesting) to create large communities as the sum of several smaller ones, each with unique individual qualities.
Larger cities can often be divided into collections of districts or quarters, each with distinct characteristics. When designing a large metropolis, consider not just its overall makeup but also the different neighborhoods that are a part of it. Create each neighborhood as a separate community and switch from one community to another as heroes wander from one part of the city to the next. If the overall structure of a large city revolves around the support of military units, give each neighborhood a military component — but creating each neighborhood individually will allow the arcane quarter to have a much different feel from the merchant’s quarter even if they share some characteristics.
Similar to a character, a community has numerical values that help to show its capability. While for characters these are called attributes, for the community they are referred to as statistics, or "stats" for short. While a character has 8 attributes, a community only has 6. These are Force, Resilience, Adaptability, Learning, Reputation, and Soul.
Force is a measure of a communities people and their ability to leverage those people to get work done. In combat, force is a measure of how much damage units defending the city can do to attackers.
Visible signs of a high force stat would include, large groups of workers, large stockpiles of weapons, and siege weapons upon fortifications.
Resilience is a measure of the ability that a community has to endure hardship. This may be from attacks from enemy forces, or resisting and recovering from the effects of natural disasters such as storms and plagues.
Visible signs of a high resilience stat would include, stockpiles of food, building materials, and warehouses.
Learning is the amount of knowledge that a community has, and the ability to gain more knowledge. While this is most commonly shown in libraries, schools, universities, and such, this is also the stories and tales that are passed from one member of the community to another.
Reputations is the level of influence that a community can exert on both its own people and visitors. This is represented in both social ability and wealth.
Visible signs of a high reputation stat would include, government buildings, visable wealth, and busy marketplaces.
Infrastructure is a communities ability to move quickly. This can be in the form of moving goods from place to place, internally and externally, but it can also manifest in well designed and maintained city streets.
Soul is more of the magical and spiritual side of a community. This can be in the form of magical ability or religious efforts. Soul also measures how well a community can resist social or metaphysical trauma.
Visible signs of a high soul stat would include, temples, shrines, wizards towers as well as local community centers.
A community begins with -1 in all stats, the world is a harsh place and it is hard to survive in it. At level 1 your community has 4 points it can use to increase that communities stats with. Each level of the community gives 2 more points that can be used to raise that communities stats with. The population size of a community determines its level and the maximum value for any given stat within that community.
You may feel that due to certain circumstances, a community should have a stat lower than -1. This could be that the community doesn't focus on that aspect as much, such as a Farming community not prioritizing Learning, or maybe the environment is not conducive that stat, such as frequent rainfall that makes the roads hard to traverse. You may lower one stat to -2, at level 1, to give that community 1 more point that you can use to add to another stat.
Frameworks at the blueprints for building a community. These are divided into Civilian, Military, Arcane, Religious, Primal, and Underworld frameworks. Much like a combat class give rules for growing your character, a framework does the same for a community. These frameworks also provide rules for how many Pursuits a community has, its Defense, Wealth, and various features.
Hearth is a measure of a community people and how healthy and able they are. Low Hearth would show up as people that are sick, injured, trapped, or otherwise unable to contribute to that community. Hearth is the level of the community plus Force plus its Defense. The Structure of a community is the buildings and systems in place that shelter its people. When a community is attacked, its Structure shields its people from damage, subtracting from Structure before dealing damage to Hearth. Once Structure is gone, the community is in ruin and no longer is able to benefit from Cornerstones or features and damage is done to Hearth. Once Hearth is gone, each point of damage lowers the level of the community, as it's people are no longer able to protect themselves.
Defense is how well the community is able to resist attacks. The armor, or passive armor, of a community is 10 plus its Defense. Some feature provide a community with Fortifications. They have their own durability and armor, and in addition to increasing the armor of the community, they add their defense to any unit that uses that fortification, such as soldiers on top of the walls. The defense from fortifications does not add to a community’s Heart. Fortifications prevent armies attacking a community directly (with exceptions to siege weapons), and armies must break down walls to get into a community to be able to attack and damage it directly.
An arcane community is a community of scholars. It exists as a sanctuary for the mind, often emerging around a great library, an observatory, or a site of historical significance to serve those who seek to understand the underlying laws of the world. Here, the day is measured not by the rising of the sun, but by the turning of pages and the completion of experiments. The air is heavy with the scent of old paper, wax, and ink, and the usual cacophony of urban life is replaced by a respectful quiet, broken only by the scratching of quills or the low murmur of academic debate. It is a place where legacy is written in ink rather than blood, and where the wealthiest citizens are those who hoard secrets rather than gold.
The architecture reflects this devotion to order and precision. Buildings are constructed from tightly fitted stone and polished wood, featuring tall, slender windows designed to catch every minute of daylight for reading. The streets are paved with deliberate care, featuring intricate drainage systems that keep the cobblestones dry and clean even after a storm. There is a distinct lack of the soot and grime found in typical towns; instead, the structures possess a stark, geometric beauty, with libraries and lecture halls taking the central places of honor usually reserved for keeps or barracks.
The most telling sign of an Arcane community is the casual integration of magic into mundane tasks. One might see a broom sweeping a doorstep without a hand to guide it, a merchant calculating coin with an illusory abacus, or common laborers accompanied by small, clockwork constructs carrying their tools. Citizens walk with purpose, clutching satchels and scroll cases rather than tools or wares, while the city watch wears robes more often than mail or steel. Public squares serve as venues for open lectures rather than markets. At night, the city remains active, lit by streetlamps that burn with a cool, smokeless flame that never flickers in the wind, allowing work to continue long after sunset, with the skyline dominated not by smokestacks, but by observatories and spires aimed at the stars.
Structure per Arcane Community Level: 1d6 + Resilience
Wealth per Arcane Community Level: 1d6 + Reputation
Pursuit Points per Arcane Community Level: 6 + Learning
Scribe Scroll
This community has a collection of mages and wizards that are able to weave magic into scrolls that are available for purchase. The cost of purchasing a scroll are listed in the Spell Scroll Costs table. Your Narrator will decide what spells are available for purchase. If a spell is not available, you may be able to request one made paying half the cost of the scroll and waiting for the scroll to be finished. The time it takes to craft the scroll is dependent on the skill of the scribe making it, and is measured against the cost of the scroll. The scribe makes progress toward crafting the scroll equal to 20 gold per Pursuit bonus in Scribe each day. Tally this number up and when it equals the cost of the scroll, the scroll is finished.
The highest circle of spell that is available in this community is equal to the level of the Arcane community (up the the 9th circle). There is a chance that a higher circle scroll found its way for purchase. For a spell one circle higher than the Arcane community level, roll a d20 and if the roll is under the level of the Arcane community, then the spell scroll is available. For each spell circle above that, subtract 1 from the number to roll under. For example, to see if a 5th circle spell scroll is available in a 4th level Arcane community, you would need to roll a 4 or lower on a d20, and for a 7th circle spell, you would need to roll lower than a 2.
A civilian community is the engine of the world, driven by the honest rhythm of labor and the flow of commerce. It is defined by its productivity, serving as a hub where raw resources are gathered, processed, and transformed into the goods that sustain life. The atmosphere is bustling and loud, filled with the clang of hammers, the rumble of wagons, and the shouts of hagglers in the market. Here, value is tangible—measured in bushels of grain, stacks of lumber, and crates of forged tools—and status is earned through craftsmanship and mercantile shrewdness rather than lineage or spellcraft.
The physical layout is shaped by necessity and expansion, often sprawling outward from a central marketplace or water mill. The buildings are sturdy and practical, constructed from local timber, brick, and stone, with wide double doors designed to accommodate heavy loads rather than defense. Workshops and storefronts line the main thoroughfares, their upper stories serving as homes for the artisans who work below. The roads are broad and deeply rutted from the constant passage of carts, and the skyline is punctuated by the functional silhouettes of granaries, smokestacks, and windmills rather than towers or spires.
The outside of the community is littered with farmlands, lumberyard, and pastures full of livestock. The streets are perpetually gridlocked with wagons carrying produce, timber, and textiles, while the air carries the rich, mingling scents of sawdust, baking bread, and tanned leather. Every open space is utilized for trade or storage, and the city gates remain wide open from dawn until dusk to welcome the caravans that keep the community alive.
Structure per Civilian Community Level: 1d8 + Resilience
Wealth per Civilian Community Level: 1d8 + Reputation
Pursuit Points per Civilian Community Level: 7 + Learning
A military community is a fortress first and a home second, designed with the singular purpose of defense and martial readiness. It is a bastion of discipline where the chaotic whims of the individual are surrendered for the safety of the collective. The atmosphere is tense but secure, defined by a rigid hierarchy and a schedule that moves with the precision of a ticking clock. Here, every citizen understands their role in the event of a siege, and peace is viewed not as a permanent state, but merely as the time given to prepare for the next conflict.
The architecture is stark and utilitarian, favoring strength over comfort or aesthetics. Buildings are uniform and constructed from heavy stone or reinforced timber, often featuring slate roofs to resist fire and narrow windows that can double as arrow slits. The layout of the settlement is strictly regimented, with wide, straight avenues designed to allow the rapid deployment of troops from the central keep to the outer walls. There are no sprawling gardens or decorative plazas; instead, open spaces are kept clear for drilling formations and maintaining clear lines of sight for defensive engines.
The sound of the community is the rhythmic stomp of boots and the ringing of whetstones, as drills and equipment maintenance are daily rituals for young and old alike. Guards stand at every intersection rather than just the gates, and banners displaying unit insignias hang from every post, snapping in the wind to mark territory and chain of command.
Army
Structure per Military Community Level: 1d10 + Resilience
Wealth per Military Community Level: 1d6 + Reputation
Pursuit Points per Military Community Level: 4 + Learning
A military community has the ability to train and maintain soldiers for combat. The number of soldiers available to the army is dependent on the level of the Military community. Use the Army Roster table to determine the number of soldiers available to you. These solder can be organized into military Units, with 10 soldiers representing 1 Roster. See (Armies and Warfare) for more details of military Units and rules. The level of each unit is determined by the level of the Military community. These unit have 4 stats, Body, Mobility, Mental, and Spirit that all start at 0. At level 1 each Unit has 3 stat point that can raise 1 stat by 1 point each with a maximum of 2 in any given stat. Units can be assigned either as Infantry, Spearmen, Scout, or Cavalry.
The army can take care of losses by training new soldiers by using a feature called Replenishment.
Replenishment: The community can train new soldiers to replace losses at a rate of 1 Roster (10 Soldiers) per Week.
A primal community exists in perfect rhythm with the land, blurring the line between the untamed wild and the safety of the home. It is a place where civilization does not conquer nature, but rather weaves itself into the existing landscape, prioritizing harmony and growth over expansion and industry. The atmosphere is vibrant and relentlessly alive; the air smells of wet earth and blooming wildflowers, and the silence of the city is replaced by the rustle of leaves and the calls of birds. Life here is not measured by the ticking of a clock, but by the rising of the sun and the turning of the seasons, fostering a deep, instinctual connection between the inhabitants and the earth beneath their feet.
The architecture eschews the rigid lines and quarried stone of other settlements in favor of organic shapes and living materials. Homes are often built into the boughs of massive trees, nestled within natural cavern mouths, or constructed from unhewn fieldstones stacked without mortar to allow moss and ivy to bind them together. There are no paved roads or suffocating walls; instead, the layout is defined by open parks, winding game trails, and communal clearings that follow the natural contours of the terrain. The settlement feels less like a city and more like a cultivated garden, where ancient, moss-covered monoliths serve as landmarks and the canopy above provides shelter from the rain.
Nature claims every available inch of space, with vines climbing doorframes and wildflowers sprouting from thatched roofs. Local wildlife roams the thoroughfares as freely as the citizens, unafraid and often treated with reverence, while the ground is soft with grass and clover rather than beaten dirt or cobblestone.
Structure per Primal Community Level: 1d4 + Resilience
Wealth per Primal Community Level: 1d4 + Reputation
Pursuit Points per Primal Community Level: 3 + Learning
Standing Stones
At the heart of the community stands a circle of ancient, weathered monoliths. Whether naturally formed or raised by forgotten ancestors, the rock faces are worn smooth by time, yet beneath the moss and ivy, one can still trace faint, glowing carvings: a swirling gust, a jagged mountain, a crashing wave, and a dancing flame.
The stones act as a conduit for the raw energies of the world. Once per day, a single character may meditate within the circle to receive a primal aspect. This effect lasts for 24 hours. Roll a 1d6; on a 6, the stones have already been used by someone that day, and offer no benefit.
Wind's Ascent: Gravity has less hold on the character. They take No Falling Damage from any height, and their Jump Distance is tripled.
Stone's Path: The earth shifts to support the character's step. They ignore all movement penalties for Difficult Terrain (rubble, undergrowth, mud, steep stairs).
Ember's Vigil: The character burns with an internal energy. They require only 2 hours of sleep to gain the benefits of a full Long Rest, and they are immune to Fatigue caused by forced marches or lack of sleep.
River's Flow: The character becomes fluid and adaptable. They can hold their breath for 1 hour, and they can squeeze through tight spaces as if they were one size category smaller without penalty.
Primal communities are built with harmony with nature in mind. When calculating Hearth, a Primal community may use Soul instead of Force, and when rolling against an attack on the community, a Primal community add an additional number to the roll equal to it's Soul.
A religious community is a beacon of faith, organized not around commerce or defense, but around the veneration of the divine. It acts as a spiritual anchor for the region, drawing pilgrims and penitents to its gates to honor the gods. The atmosphere is one of heavy reverence and structured devotion, but it is a devotion of many faces; the needs of the spirit are prioritized above the needs of the flesh. Life here moves to the rhythm of rituals; the day is divided by the ringing of bells and the lighting of braziers rather than the sun or the shift whistle. It is a place of sanctuary and judgment in equal measure, bound together by a collective desire for divine favor and the watchful eyes of the gods.
The physical structure of the settlement is designed to draw the eye upward and honor the various domains of the deities. The skyline is dominated by the spires of temples and the domes of great shrines, which dwarf the humble, uniform housing of the laity below. Streets are often laid out to align with celestial events or radiate from a central plaza of worship, lined with grand statues of the gods rather than commercial signage. The air is perpetually thick with the scent of burning incense and beeswax candles, and the buildings are adorned with intricate iconography—sunbursts, hammers, waves, or scales—turning even simple granaries or wells into expressions of piety.
The passage of time is marked audibly by the tolling of bells or the chanting of choirs, causing the entire street to pause as citizens offer brief prayers. Small altars and offering bowls sit at nearly every street corner, filled with fresh flowers, coins, or bread, and the streets are filled with clergy wearing the varied vestments of their specific orders, creating a colorful tapestry of faith that outnumbers the tunics of common laborers.
Structure per Religious Community Level: 1d8 + Resilience
Wealth per Religious Community Level: 1d6 + Reputation
Pursuit Points per Religious Community Level: 5 + Learning
Shrine
At the center of the community is a shrine, a small structure, often containing a minor religious relic, where worshipers can place offerings. It is well-maintained, smelling of incense and beeswax, and is always attended by a few faithful locals.
Once per day, a character may visit the shrine to offer prayers or meditation. Doing so, the character's Temporary Vitality Maximum is increased by an amount equal to the Religious Community Level for 24 hours.
An Underworld community is a settlement of dualities, presenting a polite mask to the outsider while operating on a ruthless internal logic. On the surface, it appears to be a functional, if perhaps weary, trading post or district, but this legitimacy is merely a thin veneer. Beneath the facade of commerce lies a web of illicit enterprise that serves as the true lifeblood of the people. It is a place where the official law has been abandoned in favor of the "Code"—a system where protection, justice, and survival are commodities bought and sold. For the hopeless and the disenfranchised, this organized crime offers a strange form of stability; the chaos of poverty is tamed by the iron grip of the syndicates, ensuring that while the streets may be dangerous, they are never unpredictable for those who pay their dues.
The architecture reflects this double life, characterized by density and deception. The main thoroughfares are kept conspicuously clean and well-lit to appease inspectors or wealthy visitors, but the buildings themselves seem to lean in on one another, hiding a labyrinth of narrow, garbage-strewn alleys just out of sight. Basements are often deeper and more interconnected than the structures above suggest, forming a secondary city of tunnels and cellars where the real business occurs. Windows are heavily barred or shuttered tight even during the day, and many storefronts are clearly fronts—dusty antique shops or empty warehouses that see more traffic at midnight than at noon, built with thick walls to stifle the sounds of the trade within.
The true nature of the community is revealed in the watchful silence that greets strangers. "Guards" are not uniformed soldiers but toughs in leather armor leaning against doorframes, assessing the value of everyone who walks by. Conversations stop abruptly when outsiders approach, and complex hand signals or specific graffiti on cornerstones serve as the real street signs, marking territory and safe houses for those who know how to read them.
Structure per Underworld Community Level: 1d6 + Resilience
Wealth per Underworld Community Level: 1d4 + Reputation
Pursuit Points per Underworld Community Level: 4 + Learning
Stash per Underworld Community Level: 1d6
Thievery
The Underworld community operates almost as a second society. Most of their "wealth" is not available to the general public and is referred to as Stash. This stash allows the community to provide illegal and stolen goods to members of the Underworld community far cheaper than they would be available otherwise. The Underworld community level determines the quality of items for sale. The Narrator will determine exactly what goods are available in the market. Players accessing the market might be searching for specific items, or look for expensive items that have been stolen or otherwise illegally acquired. To see if one of these items is available, roll a d100 and if the roll is under the Stash total, the item is for sale. These "hot items" are 75% less than their more legal counterparts.
The Underworld community also fosters unique pursuits that are not normally available to other communities. The new pursuits are as follows:
Filcher (Resilience): Pickpocketing and petty theft.
Burglar (Infrastructure): Infiltration, lockpicking, and sneaking into buildings.
Forger (Learning): Faking documents, seals, and credentials.
Grifter (Reputation): Cons, scams, and swindling.
Enforcer (Force): Mugging, protection rackets, and organized violence.
A community’s Wealth provides a general idea of its trading power and level of resources. Whenever a community advances a level, the community framework selected determines what die is rolled to increase its Wealth. Cornerstones taken by a community can modify a community’s Wealth, positive or negative, but these modifiers are applied only once, when the cornerstone is taken.
A community’s Wealth can be used to determine specifics about the community’s economy. Multiply the community’s Wealth by 250 gp to get the maximum value of items for sale in that community. Multiply the Wealth of the community by its population to get the total wealth available in the community in copper pieces. Of course, the most expensive items possible may not always be available in a community, and wealth is rarely distributed equally among all members of the community.
Pursuits are areas of expertise that a given community has. These represent the abilities and resources available to that community. Each community gains a number of points that can be spent on pursuits. These points can be spent to raise the rank of any pursuit by 1, up to a maximum of half the level of that community (rounded up). A community’s rank in a particular pursuit represents the general ability within the population. Members may have higher or lower expertise in that pursuit as individuals, with more highly skilled members teaching the less experienced. Each Community Framework provides the number of Pursuit Points that a community has that can be spent on pursuits. Each level, that community framework provides that many points plus that community's Learning stat.
They are organized into 5 groups. Harvest Pursuits, Logistic Pursuits, Artifice Pursuits, Artistry Pursuits, and Lore Pursuits. Harvest pursuits are affected by Force, Logistic pursuits are affect by Reputation, Artifice pursuits are affect by Resilience, Artistry pursuits are affect by Spirit, and Lore pursuits are affect by Learning. Your Narrator might call for other stats to be applied in specific instances.
For each Pursuit that a community has, there should be visible indications of that pursuit in that area, such as buildings dedicated to the pursuit, like a blacksmith stall for blacksmithing, windmills for millers, or barracks for Warfare lore. In the case of Lore pursuits, this might manifest as rumors or stories being told related to that pursuit.
Most pursuits are crafting related in someway, so pursuit ranks represent a general level of crafting for requested items. At 1 rank, common items related to that pursuit can be crafted, at rank 2 uncommon items can be crafted. Rare items for rank 3, very rare for rank 4, and legendary at rank 5. A community's stats don't increase this, it just acts as a bonus to that pursuit, in effect increasing the speed at which items can be crafted. There is no increase or decrease to the cost of having an item crafted for you unless you are paying to have the item crafted faster than normal. Players would pay full price for a crafted item, the half cost to craft an item is only for when players are the one crafting it.
Some pursuits don't have items as the end product, but might gather resources or provide a service. In these cases, you can hire an NPC to provide that service for you. You will work with your Narrator to decide the difficulty for that task, and the community will need to have enough points in that pursuit to be able to meet that need. If that community doesn't have enough points in a pursuit for that service, you may end up paying more money, or spending more time looking for someone in order to have those needs met.
Lore pursuits are a representation of the information that the community has access to. When making an information roll, the Narrator will set the Target Number, then subtract the knowledge pursuit number from the total. For example, if the players are looking up the location of a giant that has been terrorizing the area, they Narrator might set the Target Number to 20 since the giant has not attacked for a couple of decades. The players would ask around the community, using the community lore pursuit of Geography - 4, to lower the Target Number to 16 instead of 20.
Alchemist. Dedicated to the complex and precise compounding of non-magical chemicals, volatile substances, and high-end materials. This pursuit can also create high end potions, including powerful healing potions.
Apothecary. Dedicated to compounding herbal remedies, simple salves, and basic medicines to assist the Physician and maintain the general health of the populace.
Arcana. The study of raw magical energies and the practical application of arcane theory. This pursuit provides the foundational understanding of magical phenomena within the community.
Architect. Designs and plans all structures and infrastructure, ensuring the efficient layout and structural integrity of a community's growth. This expertise minimizes waste and maximizes defensibility.
Blacksmith. The master of metalwork, capable of forging tools, fittings, structural components, and weapons essential for all trades and defenses.
Bookkeeper. Dedicated to the fine craft of bookbinding, document preservation, and the creation of durable, aesthetic written works. This pursuit also manages the local commerce and sale of finished scrolls and books.
Bowyer. Specializes in crafting bows, crossbows, and slings, providing essential ranged weapons to the community's guards and hunters.
Brewer. Focuses on the precision fermentation and production of safe, consumable beverages, managing the local supply of beer, spirits, and other specialty drinks.
Carpenter. Works with wood to construct houses, workshops, and general infrastructure, specializing in joinery and foundational wooden structures.
Coachman. Provides secure, reliable transportation services for goods, personnel, and passengers between settlements and across safe trade routes.
Cobbler. Creates and repairs all forms of footwear, providing necessary protection and support for workers, guards, and citizens alike.
Cook. Manages the preparation of local food stores and provisions, specializing in nutritional meals to feed the populace and support hospitality.
Divinity. The theological study of faith, gods, and religious history, providing insight into spiritual matters and the nature of the realms.
Engineer. Specializes in the design, construction, and maintenance of complex mechanical devices, siege equipment, and advanced defenses.
Farmer. Manages the cultivation of crops and grains, producing the foundational food supply needed to sustain the community.
Fisher. Engages in the harvest of fish and other aquatic resources from local rivers, lakes, and coastal areas, supplementing the community’s food supply.
Gaffer. The master glassblower, specializing in the delicate creation of glass windows, bottles, scientific glassware, and aesthetic objects.
Geography. The systematic study of local terrain, climates, and natural features, producing maps and essential knowledge for settlement expansion and defense planning.
Guardsmen. Provides essential security and law enforcement, protecting the community from internal and external threats, and patrolling trade routes. Increase the level of the guards by the bonus from this pursuit.
Guide. Possesses specialized knowledge of local, regional, or complex travel routes, ensuring safe passage for trade caravans and traveling dignitaries.
Heraldry. The study of lineage, noble houses, symbols, and sigils, providing expertise in diplomacy, tradition, and the social standing of allies and enemies.
Herbalist. The specialized knowledge and identification of medicinal, edible, and poisonous flora essential for the community's health and survival in the wilderness.
History. The rigorous study and chronicling of past events, providing political and social context necessary for present-day decision-making and negotiations.
Innkeeper. Manages and maintains lodging and hospitality services for travelers, generating essential income and providing a resting point for weary guests.
Jeweler. Specializes in working with precious metals and gemstones to create luxury items, ornaments, and ceremonial goods for trade and status.
Locksmith. Designs, constructs, and maintains complex locks and keys, ensuring the security of valuable resources and important structures.
Lumberjack. Dedicated to the skilled and efficient felling and processing of timber, providing the essential wood resources for construction and trade.
Mason. Works with stone to build robust structures, walls, fortifications, and roads, ensuring the longevity and durability of the community's infrastructure.
Miller. Operates and maintains the grinding stones and machinery necessary to process grain into flour, streamlining food production for the community.
Miner. Engages in the difficult and specialized extraction of raw ores, gems, and stone from subterranean sources.
Nature. The systematic study of flora, fauna, weather patterns, and the general ecology of the region. This knowledge is vital for survival, long-term resource management, and understanding the principles governing primal magic and wilderness-based spellcasting.
Painter. Creates decorative works, portraits, and murals, specializing in pigments and aesthetics to enhance the culture and status of the community.
Physician. Manages the overall health and surgical needs of the population, leading efforts to combat disease and treat serious injuries.
Porter. Handles the efficient, manual movement of messages, goods, and materials within the community, ensuring resources reach the right place at the right time.
Rancher. Manages the husbandry, breeding, and care of livestock (cattle, sheep, etc.) for food, hides, and wool.
Realmistry. The formal, systematic study of the laws, inhabitants, and structure of the realms, including the Ethereal Plane, the Astral Sea, the Shadowfel, the Fae Lands, and the Elemental Wells. This knowledge is crucial for understanding the wider universe.
Sailor. Possesses the navigation and maintenance skills necessary to pilot ships, enabling long-distance trade, travel, and coastal defense.
Scribe. Specializes in high-quality penmanship, copying manuscripts, and preparing official documents and proclamations. Maintains all financial records, ledgers, and accounts, ensuring the smooth administration of trade.
Sculptor. Works with stone, wood, or metal to create fine art, statues, and monuments that define the community's culture and history.
Shipwright. The specialized craftsman who designs and builds watercraft, essential for trade, fishing, and naval defense.
Tailor. Works with processed cloth and hides to create functional and decorative clothing, outfitting the populace and specializing in fine garments.
Tanner. A specialist in curing and treating hides, transforming raw animal skins into usable leather for armor, clothing, and trade.
Tinker. Specializes in repairing and maintaining small mechanical devices, household goods, and various minor items across all sectors of the community.
Trapper. Engages in hunting, trapping, and fishing in the wild to gather fur, meat, and other wild resources from the surrounding territory.
Warfare. The systematic study of tactical, operational, and strategic combat principles, providing commanders with crucial intelligence for military engagement.
Weaver. Manages the operation of looms and other fiber techniques to turn raw materials into finished cloth, textiles, cordage, fishing nets, and baskets. This specialization covers all forms of high-skill fiber manipulation, including rope-making and wickerwork.
A community gains community cornerstones as described in the community framework descriptions. Community cornerstones act in the same way as character talents do, providing the community with special abilities that are not covered by pursuits. Unless otherwise specified, a cornerstone can be taken only once per community.
The community is built on or near some ancient ruins. The lure of the ruins brings adventurers in search of treasure and scholars in search of knowledge.
Benefit: The community receives a +1 to its Wealth and a +1 on the History pursuit.
Visible Signs: Unearthed ruins either in or nearby the community; adventurers talking about the ruins in taverns.
A heavy industrial workshop equipped with blast furnaces and massive hammers. It specializes in shaping thick steel plates and intricate chain links to protect the community's defenders.
Prerequisite: Military Framework 2, 1 rank of Blacksmith.
Benefit: Armorsmith gives the community the ability to outfit Military Units with Heavy armor.
Special: The cost of materials and labor lowers the community's Wealth by 1.
Visible Signs: The deep thud of hammers; intense heat radiating from the building; shining suits of armor on display; raw ingots of iron and steel stacked high.
The community has constructed an elaborate stone fortress around its most important quarters, typically two rows of stone walls with battlements atop each one, with reinforced towers at the corners, offering a strong defense against outside attack.
Prerequisites: Defense +6, Bulwark, 5 ranks of Mason.
Benefit: The community's Fortifications gains +1 to its Defense to a total of +3. Bastions have Durability equal to 12 + its Force and Armor equal to 4 + its Resilience
Visible Signs: High stone ramparts; crenellations along the outer walls; arrow slits in the towers.
The community has erected solid fortifications, typically a stone wall surrounding the entire community with a secure gate and regularly spaced watchtowers.
Prerequisite: Defense +3, Ramparts, 3 ranks of Mason.
Benefit: The community's Fortifications gains +1 to its Defense to a total of +2. Bulwarks have Durability equal to 9 + its Force and Armor equal to 2 + its Resilience
Visible Signs: Strong stone walls around the community; heavy timber gates that can be barred from the inside to block entrance.
A set of mostly unexplored caverns exists underneath, or close to, the community.
Benefit: The caves provide a place for the population to hide in times of trouble giving a +1 to the community's Hearth. Adventurers attracted by unexplored caverns bring the community a +2 to its Wealth.
Visible Signs: Rocky outcrops nearby with obvious cave entrances.
A legitimate business front—such as a pawnbroker, antique shop, or warehouse—that serves as a clearinghouse for the underground economy.
Prerequisite: Underworld Framework 2.
Benefit: When determining the maximum value for items or the total coin available for buying goods, you calculate using the sum of Wealth and Stash.
Visible Signs: A shop with erratic hours and heavy locks; high-value items sit on dusty shelves next to junk; the proprietor always has a guarded wagon ready to leave; guards ignore the alleyway behind the shop.
The community’s farmlands are especially fertile, resulting in higher crop yields.
Prerequisites: Civilian community level 3.
Benefit: The community gains a +1 to its Wealth level and a +2 on all Harvest Pursuit rolls.
Visible Signs: Expansive, highly productive fields; visibly dark and rich topsoil; the land sustains lush vegetation far beyond the cultivated areas.
Believers of a particular faith have constructed a huge and ornate place of worship.
Prerequisites: Religious Framework 6, Temple, 4 ranks of Mason.
Benefit: The Basilica grants a +2 to the community's Structure and provides +2 Devotion to adherents within the area.
Special: This replaces the benefit of the Temple cornerstone. Choose which god or deity the Grand Basilica is dedicated to. There can only be one Grand Basilica per community. This effect can stack with the effects of the Divine Manifestation cornerstone.
Visible Signs: A massive, highly ornate temple structure crafted from the finest materials; attracts believers and high-ranking clergy from far-off lands.
The community has established a massive, regulated marketplace that attracts foreign caravans and specialty merchants. It is a hub of exotic trade where almost anything can be found.
Prerequisite: Reputation 3.
Benefit: The influx of foreign merchants significantly improves the quality and rarity of goods available. The maximum item value for the community is calculated at Wealth × 500 (instead of 250).
Visible Signs: A sprawling maze of stalls and shops; languages from distant lands are heard openly; exotic scents of spices and perfumes; guards patrolling the aisles.
The community is a hub for high culture and fine crafts. It maintains studios, galleries, and performance spaces that attract the most talented creators in the region.
Benefit: The shared studios and creative environment grants a +2 on all Artistry Pursuits.
Visible Signs: Public sculptures and murals; street performers; galleries displaying fine works; citizens dressed in the latest fashions.
The community maintains a dedicated district of specialized tools, kilns, forges, and workbenches available to local craftsmen. It attracts talented artisans and encourages high-quality manufacturing.
Benefit: The access to specialized tools and shared facilities grants a +2 on all Artifice Pursuits.
Visible Signs: The sound of hammers and saws is constant; air smells of sawdust, coal smoke, and chemical flux; distinct district of sturdy brick or stone buildings.
The community has gained a bad reputation — rightly or wrongly — that causes some to fear or shun it while others send their wealth in hopes of appeasing it.
Benefit: The community gains a +2 to its Wealth. However, the local community suffers a -1 to Hearth. When engaging in social encounters within the community, players have Disadvantage on Appeal and Pressure rolls, but Advantage on Bargain rolls. Additionally, the cutthroat social environment allows players to use the Gambit action twice per social encounter.
Special: A community with the Infamous cornerstone cannot also have the Renown cornerstone.
Visible Signs: Guards look the other way; nobles travel with private enforcers; outsiders acting nervous when in town; community members shown either a great deal of respect or openly shunned by other communities.
The community sits on or near the convergence of two or more lines of magical energy.
Prerequisite: 1 rank of Lore - Arcana.
Benefit: The presence of powerful mages grants the community a +1 bonus to its Wealth. Additionally, the magical fluctuations cause any spell cast in the area that takes 1 minute or longer to cast, be cast at half the time needed. Spells cast in the area last for twice as long.
Special: The Wealth benefit is only granted if the community is classified as an Arcane Community.
Visible Signs: Large numbers of mages maintaining residences near the nexus point; unstable arcane phenomena are common. The air often carries a faint hum of power.
The community has access to a large collection of books, scrolls and other written material.
Prerequisite: 1 rank of Bookkeeping.
Benefit: The access to recorded lore grants a +2 on all Lore Pursuit rolls when used for research.
Visible Signs: A large room or building filled with books; scholars and mages coming and going, gathering information to help with their personal research; members of the community educating one another on various topics.
Advanced facilities capable of housing, training, and maintaining specialized, large, or non-native Exotic Mounts.
Prerequisite: Stables, Military Framework 4.
Benefit: This grants access to Exotic Military Mounts.
Special: The expense of maintaining specialized beasts lowers the community's Wealth by 1.
Visible Signs: Heavily fortified mount pens and specialized enclosures; exotic feeds and large feed storage; presence of specialized veterinary staff and trainers.
A well of powerful primal energy rises up here, infusing the land with untamed energy.
Prerequisite: 1 rank of Lore - Nature.
Benefit: The area radiates physical invigoration. All creatures within the area are immune to gaining stages of the Strength Scale. Any existing Strength stages are suppressed. Creatures are immune to magically gaining stages of the Sleep Scale. When a character completes a Long Rest within the community, they restore 1 additional Health, and they reduce Exhaustion stages by an additional 1.
Visible Signs: Unnaturally lush flora, year-round blooming flowers, or visible primal energies coalescing. Local animal life often shows unusual intelligence and docility.
The community is protected by rudimentary fortifications, such as raised earth with timber-framed guard towers and palisades.
Prerequisite: Defense +1, 1 rank of Architect or Engineer.
Benefit: The community gains Fortifications that provide a +1 to its Defense. Ramparts have Durability equal to 6 + its Force and Armor equal to its Resilience
Visible Signs: Visible earthen mounds or raised earthworks supporting the timber palisade walls; large timber guard towers are prominently featured along the periphery.
The community has gained a good reputation.
Benefit: The deep sense of civic pride and unity grants a +1 to the community's Hearth. Additionally, once per session, the community may reroll one failed Pursuit roll, as the populace rallies together to overcome adversity through sheer effort.
Special: A community with the Renown cornerstone cannot also have the Infamous cornerstone.
Visible Signs: People striving to join or make alliances with the community; the populace is notably helpful and polite; festivals celebrating local heroes are common.
The community is situated on a deep, natural harbor or river mouth protected by natural geography. The community also has cargo facilities nearby where the vessels can be loaded and unloaded, as well as bars and hotels to put up sailors while they are in port.
Prerequisite: Civilian Framework 2 or Military Framework 1. For navel vessels, the community must be situated on a river, lake or sea. For airships, the community must be next to cliffs or the edge of a floating continent.
Benefit: Sailing ships can tie up in a safe area, protected from the elements and safe from harsh storms and rough seas. The community gains Fortifications that provide a +2 to its Defense, but this bonus applies only against Navel or Air attacks.
Visible Signs: Calm waters protected by natural rock formations or constructed breakwaters; bays with narrow openings to the sea; well-constructed docks; warehouses for cargo storage, seedy dockside taverns.
A god or divine entity has created a miraculous sign of its power within the community, establishing a sacred site of great importance.
Prerequisite: 1 rank of Lore - Divinity.
Benefit: The constant flow of pilgrims grants the community a +1 to its Wealth. All creatures within the area are immune to gaining stages on the Fear Scale. Any existing Fear stages are suppressed. Extraplanar entities cannot cast spells or use abilities that utilize the Entrancement Scale, and they cannot shapechange or use illusions. Whatever form they possess upon entering the Sanctum remains. All Devotion is increased by 1 while in the area.
Special: These effects stack with those of the Temple or Grand Basilica Cornerstones. The Wealth benefit is only granted if the community is classified as a Religious Community.
Visible Signs: A sacred site attracting dozens — if not hundreds — of pilgrims, priests attending to the site’s upkeep. The immediate area often exhibits unexplained natural phenomena that support the faith.
The community maintains drydocks, workshops, and lumber yards dedicated to the construction and repair of naval vessels.
Prerequisites: 2 ranks of Carpenter, 2 ranks of Shipwright. For navel vessels, the community must be situated on a river, lake or sea. For airships, the community must be next to cliffs or the edge of a floating continent.
Benefit: The community can build and maintain a fleet of sailing vessels/airships, or it can take on repair work. The community gains Air or Naval Units. Additionally, the facilities provide for naval repairs where any Air or Naval Unit docked in the Shipyard for 1 Day (2 Turns) recovers Durability equal to the community's Shipwright bonus + Level.
Special: The heavy cost of materials and labor lowers the community's Wealth by 1.
Visible Signs: Large skeletal frames of ships in drydock; the sound of hammering and sawing; smell of tar and sawdust.
The community has installed heavy defensive artillery—such as ballistae, catapults, or trebuchets—integrated into its fortifications to repel attackers.
Prerequisite: Ramparts, 4 ranks of Engineer.
Benefit: The community gains Defensive Artillery. At the top of each turn in combat, the community may attack one enemy unit within 5 spaces, dealing damage equal to the community's Force. These last as long as Fortifications remain. Military Frameworks gain the ability to train and recruit Engineer Units.
Visible Signs: Large wooden war machines visible on towers or behind walls; stockpiles of heavy stones or massive bolts near defensive positions.
The community possesses dedicated facilities for housing, training, and maintaining mounts and work animals.
Prerequisite: 1 rank of Carpenter.
Benefit: However, the rapid movement of mounts grants a +1 to the community's Mobility.
Special: The expense of maintenance lowers the community's Wealth by 1. Military communities gain access to Standard Mounts for military units.
Visible Signs: Stables with horses tended to by grooms; tack and saddles. Barding in military stables.
The community has enough reserves of food, water and raw materials to survive for an extended period.
Benefit: The community ignores all penalties associated with Sieges or Famine for a duration of 1 Month. This provides more supplies in general for the community increasing Hearth by 1.
Special: This cornerstone can be taken more than once, but only the duration of the food effects stack, not the bonus to Hearth.
Visible Signs: Barns and warehouses full of supplies; tanks and dams for storing water.
The community has a permanent structure dedicated to the worship of one or more god or deity.
Prerequisite: Religious Framework 3.
Benefit: The Temple grants a +1 to the community's Structure and provides +1 Devotion to adherents within the area.
Special: New Temples can be built in a community, but the increase to Structure does not stack. Instead, new Temples for different adherents can be built that offer the same +1 Devotion to adherents in the area for -1 Wealth. This effect can stack with the effects of the Divine Manifestation cornerstone.
Visible Signs: A small, permanent structure with prominent religious symbols; regular local gatherings for worship.
A hidden headquarters for organized crime. Here, theft is a business regulated by a strict code, and freelance criminals are swiftly "removed" or forced to join.
Prerequisite: Underworld Framework 5.
Benefit: The Guild centralizes and trains the local criminal element. The community's Thievery Pursuits now operate at 1/2 the Community Level. The Guild has judges, guards, and scribes on its payroll. Players may pay the Guild to erase criminal records. This removes Bounties, resets Hostile attitudes with the local law, and destroys evidence of past crimes within the community.
Visible Signs: Street crime drops significantly; beggars and street urchins watch everyone with professional intensity; the city watch conspicuously avoids certain alleys; distinct symbols marks safe houses.
The community is home to a well-established learning institution drawing the best students and wisest scholars from the surrounding region to study not only mundane topics but also the ways of magic.
Prerequisite: Library, 4 Lore Pursuits with at least 3 ranks in each.
Benefit: The influx of tuition and grants provides a +1 to the community's Wealth. Additionally, the presence of expert scholars grants Advantage on all Lore Pursuit rolls.
Visible Signs: Large numbers of academics and students; large buildings with class rooms, laboratories and museums.
The community has erected a high tower — much larger than a typical watchtower — that lets the community keep an eye on the surrounding countryside for a considerable distance, giving it greater advance warning of anyone approaching.
Prerequisite: Ramparts, 1 Rank of Carpentry or Mason, 1 rank of Warfare.
Benefit: The community gains a +1 to its Defense, thanks both to its commanding view and the superior elevation over attacking forces that the tower provides the community’s defenders.
Visible Signs: A tall tower atop a prominent landscape feature such as a hill or bluff.
A specialized forge dedicated solely to the craft of war. Unlike a village smithy that makes horseshoes and nails, this facility produces balanced blades, polearms, and complex projectile launchers.
Prerequisite: Military Framework 2, 1 rank of Blacksmith.
Benefit: Weaponsmith gives the community the ability to outfit Military Units with Advanced weapons.
Special: The cost of materials and labor lowers the community's Wealth by 1.
Visible Signs: The sharp ringing of steel on steel; racks of identical, high-quality spears; soldiers testing balance in the yard; constant smoke from chimneys.
The community possesses an exceptional level of wealth, derived from a booming diverse economy, rich natural resources, or a massive fleet of merchant wagons that dominate regional trade.
Benefit: The community has +3 to its Wealth.
Special: This cornerstone can be taken multiple times. Its effects stack.
Visible Signs: High-quality clothes and jewelry are common; expansive warehouses and caravan yards; buildings are maintained in pristine condition; better quality goods available for sale.
Each community has a unique form of government, or way that it leads the people in the community. The choice here changes aspects of the community in subtle ways, as reflected in how the government leads the people. You choose one form of government and apply its benefit to the community. If this community is part of a larger city, each district might have its own form of governing under a single leader. Each community can only benefit from one form of government.
Conclave
A government based on the primal rites and visions. Decisions are made by interpreting the signs of nature and the elements.
The aspect from the Standing Stones last for 48 hours instead of 24, or two long rests.
Council
Ruled by a select group of the community's most influential specialists—merchants, guildmasters, or aristocrats, the community is more connected to its commerce.
The community gains a +2 to its Wealth.
Elders
The community is lead by one or more Elders. This might be the head of a clan, or the chief of many tribes. Leadership is held by family heads, and the community is bound by blood.
The community gains a +2 to its Hearth.
Empire
The community is part of a vast empire. It operates with ruthless efficiency and imperial mandate.
Soldiers replenish at a rate of 2 Rosters (20 soldiers) per week, and the community ignores the Wealth Penalty on any Cornerstone.
Feudalism
A strict hierarchy of land ownership and sworn loyalty under a single monarch. Lords and Knights rule the people ready for war.
The Full Complement for any Unit raised by this community is increased by 2 (20 Soldiers), and the maximum soldiers per level is increased by 25%.
Magocracy
The community is ruled by the arcane elite. Magic is integrated into the bureaucracy and daily life.
The gold or time cost to Scribe Scrolls is reduced by 25%.
Republic
Power resides in elected representatives, and the democracy of the people. Public works, safety, and the "good of the people" are the priorities.
The community gains a +2 to its Structure.
Theocracy
The high priests of one of the local gods rules and leads the people. The community is dedicated to a specific faith or a large pantheon.
The Temporary Vitality granted by the Shrine is increased by 5.