Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

Settlement Roles/Factions

Azure_Zero
The How to make PFO feel like PFO thread mentioned factions again and It got me thinking about it some more.

It would be nice to see settlements not just defined by the buildings they have but what role in the game they intend to be.
Looking at Kingmaker, the bandits HAD camps out in the woods, so did the Lumber Consortium in Falcon's Hollow.
You have a number of settlements with different roles found in the APs, modules, and novels.

I can say Settlements themselves need more defined roles and type of settlement set at the settlement level.
(Each settlement type should have requirements such that NO nation can have them all.)
And the Settlement can ONLY be one type and shouldn't be changed unless captured by a new company.

Each settlement type faction (for now call them; Bandit, Warlord, Merchant, Guard, Builders, Light Shield, Dark Sword) should have special items/holdings/outposts that ONLY they can make and use, special faction functions, and Settlement Building Requirements.

Where;
Bandits are thieves
Warlords are the invading horde
Merchants are the crafters and traders
Guards are the defenders
Builders are just craftsmen
Light Shields are the smite evil and protector
Dark Swords are the smite good and bring destruction.

——-

Requirements for Each:

Bandit:
Non-lawful, complete Rogue training, And No Light Shield roles in Nation.

Warlord:
Non-good, Non-lawful, complete Rogue and Fighter training, And No Light Shield and Guard Roles in Nation.

Merchant:
Auction house, Expert and Freeholder training, ALL crafting and refining.

Guard:
Non-evil, complete Fighter or Cleric training, And No Dark Sword or Warlord Roles in Nation.

Builders/Craftsmen:
Expert and Freeholder training, ALL crafting and refining, And No Dark Sword Roles in Nation.

Light Shield:
Any good or lawful, complete Cleric training and two other complete class training, And No Dark Sword, Warlords, or Bandits roles in Nation.

Dark Sword:
Any evil or chaotic, complete Rogue training and two other complete class training, And No Light Shield, Builder, or Guard roles in Nation.

————————-

Special Items/Holdings/Outposts for Each:

Bandit:
Bandit Camp (Like Camp, but lasts 1 week and LOCKS the hexes holding's holding vault so NOTHING can be withdrawn and DUMPS any other Bulk in the other vaults of the holding to the Holding Vault, and Raided goods are a full third of what is in it).
Bandit Hideout (Special Holding, can be placed IN ANY ruin or monster hex, no or little bulk needed.)

Warlord:
Warlord Camp (Like Camp, but lasts 1 week and forces Hex security to Low, though it's still has the original security setting's cost)
Warlord Recon Holding (Special Holding, can be placed IN ANY ruin or monster hex, bulk required, and either breaks PVP protection on adjacent hexes or lowers the security in adjacent hexes)

Merchant:
Merchant's Mule (Like medium Mule, but MUCH cheaper to make (a few T1 refined goods), more encumbrace, lasts longer, and moves faster)
Merchant's Holding (Special Holding, Auction house that can access the Settlement's Auction house, but Only up to two hexes away from settlement.)

Guard:
Guard Camp (Like Camp, but lasts 3 days and forces Hex security to High, though it's still has the original security setting's cost)
Guard Outpost (Special Outpost, Reduces Effects or negates bandit, Warlord, and Darksword Camps, generates multiple resources, but only a little, and only one per hex)

Builders:
Builder's Camp (Like Camp, but lasts 3 days and increases bulk production by adding an additional 50%)
Builder's Outpost (Special Holding, generates multiple resources, but only a little more then a Guard's outpost, and only one per hex)

Light Shield:
Light Shield Camp (Like Camp, but lasts 7 days, Forces the PVP of the hex open, but only for; Dark Sword, Warlords, or Bandits settlements)
Light Shield Holding (Special Holding, Reduces Effects or negates bandit, Warlord, and Darksword Camps and Warlord Recon holdings)

Dark Sword:
Dark Sword Camp (Like Camp, but lasts 4 days, Forces the PVP of the hex open of ANY settlement)
Dark Sword Holding (Special Holding, Enhances the Effects of bandit, Warlord, and Darksword Camps and Warloard Recon holdings in adjacent hexes)
————————-

Special Functions for Each (one passive + one alternate type of feud and or feud perk):
Passives apply to EVERY settlement member.

Bandit:
Take a Peek: Can view any Holdings's Holding vault during it's PVP window.
Bandit Feud: As feuds, but ALL the feuded's holding vaults are Locked Up and can not be withdrawn from during the Feud.

Warlord:
Plunder: You can loot a husk completely in the first go, gain influence when raiding.
Ambush Feud: As feuds, but feud takes 10 minutes to start, 1 day wait for capture, raids give 33% from all Vaults of the holding.

Merchant:
Payment Loop holes: Settlement automatically pays half it's coin costs for upkeep and all taxes it's members pay is halved at every settlement, and can't be blocked from Banking at any settlement (doesn't apply to holdings).
Economic Feud: As feud, but now the settlement of the fued has it's taxes doubled, and settlement upkeep for the settlement is an extra 10% for every 20 hours it was fueded.

Guard:
Guard Duty: All Fighter and Cleric training base coin costs are 0 for settlement members (they still pay the normal settlement tax), and weapons and armour crafting facilities craft 10% faster.
On Guard: each character counts as two characters in defending a holding from capture during a fued or monster raid, and when you go for a capture; the limit cap is 20 characters, not 15 characters.)

Builders:
Factory Town: All crafting facilities craft 10% faster and have a 5% bonus to craft higher +x items.
Builder's Feud: Any Holding you capture, the holding and outposts DO NOT degrade during transfer of ownership, and your holdings during raids (monster or feud) or capture your holdings the limit cap is 10 characters, not 15 characters.

Light Shield:
Light Shield: All members gain a defensive boost against evil and or chaotic mobs and players.
Light Feud: Fueding a Dark Sword, Warlord, or Bandit settlement company is half the influence cost, but Double for the others, and your holdings have the capture the limit cap of 10 characters, not 15 characters and your characters count as two character to stop a capture.

Dark Sword:
Dark Sword: All members gain a offensive boost against good and or lawful mobs and players.
Dark Feud: Feuding a Light Shield, Builder, Merchant or Guard settlement company is half the influence cost, but Double for the others, and when you go capturing the character limit is 20 and each character counts as two characters.

———

If two feuding groups both have opposing feud perks that alter the capture character limit (i.e. 20 and 10) it goes back to 15.
All Special Holdings and Outposts get automatically destroyed when captured, and can't be raided
Azure_Zero
I'll admit this is a first rough draft that is not completely balanced, but gives an idea of what I mean.
Harad Navar
I like it very much.
1) How would you envision advancement inside of the factions?
2) [Edit] Would leaders/officers of factions have same rights to faction holdings as settlement company leaders/officers have with territory control holdings?
3) Would factions have a measure like influence to be able to place faction based holdings/outposts?
Knowledge can explain the darkness, but it is not a light.
Azure_Zero
Harad Navar
I like it very much.
1) How would you envision advancement inside of the factions?
2) [Edit] Would leaders/officers of factions have same rights to faction holdings as settlement company leaders/officers have with territory control holdings?
3) Would factions have a measure like influence to be able to place faction based holdings/outposts?

1) Didn't think about advancement for settlement factions, it would require some more thought as it was more to give some basic tools to assist in a specific play style for the settlement.
2) once the founding company chooses the settlement faction/role, all banner companies and settlement members join that faction, so everyone in that settlement has access to these special holdings, outposts and camps but only have what the founder company has chosen.
3) This faction idea does not have a special influence meter, but thinking it over, it should.
The question is how to measure gain, as each one should be based on it's role and not be general.
Giorgio
Pathfinder Chronicles: Faction Guide (PFRPG)

PF Wiki Absalom Organizations

For those readers who want more info on the Pathfinder factions and organizations in the RPG.
First Elder Durin Steelforge; Leader of Forgeholm; Founder of Steelforge Engineering Company

PM Giorgo on Paizo Forums
PM Admin George on Commonwealth of the Free Highlands
Azure_Zero
@Giorgio
This is More a Settlement Type of faction level, not organisation level factions , though some of the organisations could be referenced in the settlement type as a few fall under the same settlement type/faction.
That and the list only covers a small area in the PFO world, there are a ton more.
Azure_Zero
Hmm, we could have the Settlement Type/Role influence what Organisation Factions can and can not join that settlement,
Each Organisation Faction should have at least two Settlement Roles it could join.

Now the Builder role will be the only settlement role open to Every Organisation faction since every faction will need supply in some way.

Like;
Sczarni faction can join either Bandit or Merchant settlements
Liberty's Edge faction can join either Light Shield or Guard settlements
Poisoned Lodge Faction can join either Dark Sword, Merchant, or Warlord settlements
Demiurge
Surely this will re-introduce the "friends with different builds cannot play together in the same settlement" issue that we had back before all settlements offered universal support.
Azure_Zero
Demiurge
Surely this will re-introduce the "friends with different builds cannot play together in the same settlement" issue that we had back before all settlements offered universal support.

There is No character build restriction in the idea, just what the role the settlement is taking.

Recall the Original PFO specs that support this idea and work with the Original specs and makes Hard Choices Matter,
And Hard is Fun.

1) All Nations WILL declare an Alignment and ONLY settlements within one step of that Alignment would be allowed to join the nation, sans TN nations which must declare a Neutral axis alignment.

2) Spells and class features have alignment or requirements case in point;
Channel Energy is alignment locked, Positive is Non-evil and Negative is Non-Good
Sanctified attacks are Cleric Feature Locked, Cleric Features are Deity Locked, Deities are Alignment Locked.

3) Certain actions would shift or Support your alignment, and if you were out of alignment with the settlement, the settlement did not support you (i.e. no banking, training, crafting, and or attacked by guards … etc)

Now I did include SOME ability in getting a number of roles in a nation, just Not All Of Them.
As I did make Light Shield and Dark Sword Opposing Factions and that they should NOT be in the same nation, and that these Two have settlement types know whom to call friends since they align with that settlement role/faction.
 
You must be logged into an enrolled account to post