Settlement Funds

Each clan has a great deal of resources, and tracking everything down to the penny requires a prohibitive amount of effort. Thus, wealth is highly abstracted into the following categories:

  • Coffers: Lumber, tools, animals, and other goods that have lots of value to a settlement but aren’t easily exchanged for monetary wealth. Silver spent to construct and repair items and settlements is taken from this category.
  • Coins: Gems, spices, commodities, and other goods that are light and easily traded. Silver spent to pay hirelings and trade for other goods is taken from this category.
  • Consumables: Food, cloth, ammunition, and other goods that are used in the course of day-to-day life. Silver spent in upkeep is taken from this category.
  • Curiosities: Harvested body parts of exotic creatures, sacred or mystical liquids, and other rare materials with special properties. Rather than being one fund, this category notes how much (in silver) of each rare and finite resource a settlement possesses.


Each character consumes 4 hb per day (or 6 sp per month, or 9 sp per tiding) in food and other miscellaneous costs to stay alive, all taken from Consumables; goats are treated as half a character and horses are treated as two characters for consumption purposes. Structures and vehicles consume 2 hb per day (or 3 sp per month, or 4.5 sp per tiding) per size category above Medium (for vehicles) or per 8 hexes of area (for structures) in repairs and other miscellaneous costs to stay in good shape, all taken from Coffers. Characters or structures that cannot get the appropriate amount of resources will suffer in their performance and morale but will survive if they get at least half the needed amount; those that get less than the minimum amount will die or be rendered unusable, as appropriate.

Wealth Over Time

At the start of each tiding, a certain amount of wealth is deducted from each category due to losses over the course of the previous tiding:

  • A settlement loses 20% of its Consumables per tiding to represent food spoilage, usage of cloth to repair clothing, and so forth.
  • A settlement loses 10% of its Coffers per tiding to represent routine ship maintenance, worn-out tools, and so forth.
  • A settlement loses none of its Coins or Curiosities per tiding; these materials retain their intrinsic value and are not used up on an ongoing basis.

A settlement can store roughly 20 sp worth of Consumables and 40 sp worth of Coffers per settler in barrels and sacks, among personal gear, in ships, and so forth without difficulty, but any Consumables and Coffers beyond that limit suffer double the normal attrition (40% Consumables spoilage or 20% Coffers depreciation) due to storage inefficiencies, exposure to the elements, and so forth.

Additionally, it is possible to move funds from one category to another, in one of two ways. The slower method is that a character can exchange 4sp in one category for 1 sp in another category with a single day of downtime, as long as he can justify the transfer in-game; for instance, moving funds from Consumables to Coffers might represent giving better rations to the settlement’s laborers to let them work better for a few days, while moving funds from Coins to Consumables might represent paying farmers to spend more time working for a few days.

The faster method is that a trading expedition is sent out to make a large lump-sum transfer based on the funds being traded. The settlement allocates a certain amount of funds to the expedition, one or more Events are resolved for the expedition based on the value and the desired goods, and the results are determined by the DM.


Saga of the Northlands PsychicTheurge