Hello Settlers! Here you'll find the central thread for submitting settlement review requests. Please note that all threads must be reviewed by a peer reviewer or other volunteer before they can be submitted for consideration in our settlement system.
Settlement Rewards Guide
Reviewing a settlement thread? Use this handy guide to help measure what changes and consequences are appropriate to award.
Action
Reward
A new group of people are able and willing to join the settlement.
+1 Population x the number of people joining.
-1% Order x the number of people joining.
Settlers die.
-1 Population x the number of settlers who've died.
The player completes an action that proves they are trustworthy to the settlers.
+1% Order per thread
The player completes an action that directly solves a problem the settlement is experiencing. (Does not stack with the above action.)
+2% Order per thread
The player completes an action that directly protects the settlers from harm. (Does not stack with the above action.)
+3% Order per thread
The player completes an action that proves they are untrustworthy to the settlers.
-1% Order per thread
The player completes an action that creates a new problem for the settlement. (Does not stack with the above action.)
-2% Order per thread
The player completes an action that directly leads to the injury or death of a settler. (Does not stack with the above action.)
-3% Order per thread
The player discovers a new resource that is mined, harvested, dug up or otherwise collected directly from nature, and instructs settlers on how to gether it.
Include the resource in their Primary Resources section of the settlement profile.
The player creates or acquires resources that will help their settlers gather a primary resource.
+10WP.
The player discovers a way to process a primary resource their settlement collects into a useful item, and instructs settlers on how to make it themselves.
+20WP.
Include the resource in their Secondary Resources section of the settlement profile.
The player sets up a useful service in their settlement, such as a bank or insurance broker, and instructs settlers on how to run this service themselves.
Include the resource in their Tertiary Resources section of the settlement profile.
Add an effect relevant to the service provided.
The player completes an action that would lead to a new cultural quirk, supernatural effect or other notable change to daily life, or aquires a grandmaster level skill or supernatural ability that would affect the day-to-day lives of their settlers.
(Note: This must be a skill, capstone or magical ability that would enable the player to be a better leader, such as leadership or intelligence. Skills that improve the player but not their settlers, such as strength or smithing, should not be applied for unless they provide a capstone relevant to the settlement. When applying for this reward the player should suggest what effect they believe would be appropriate.)
Create an effect relevant to the change and add it to the settlement effects list.
An City NPC in the settlement assists the settlement leader in a way that would lead to them developing a skill they possess.
+ XP to the City NPC, depending on the extent of their contribution.
A thread where the settlement engages in a long-term viable trade with another settlement or a town / city | Reward +5 WP per cycle OR seasonal access to 1 (where NPCs are used) or more (when it's collab / PC to PC) resources from the other settlement (agreement of resource between both settlements) - resources must be identified at cycle change, when it might change. This must have at least 1 IC thread or letter per year in order for rewards to maintain"
Permanent Resource Exchange between settlements
A thread where the Settlement engages in a one-off trade with another settlement or a town / city.
Reward: +5 WP
The player creates or aquires resources that will help their settlers gather a primary resource.
+10WP.
The player has completed their third ever settlement thread, or their first settlement thread of a new Cycle.
Name:
Skills:
Race:
DoB:
Brief description:
Is this a newly arrived NPC or part of the existing population that is getting developed now?:
Have you written the thread where the settler joins? Link here please:
[b]Settlement Name:[/b]
[b]Thread:[/b] (Name with Link)
[b]Participants:[/b]
[b]Are you claiming an Order boost from all / some participants? Please clarify here [/b]
[b]Brief description of thread: [/b]
[b]Settlement Resources Used:[/b][list]
[*][/list]
[b]Intended Changes:[/b][i][url=https://www.standingtrials.com/viewtopic.php?p=186212#p186212]See this guide.[/url][/i][list]
[*][/list]
[b]Settlement Name:[/b]
[b]Thread:[/b] (Name with Link)
[b]Cycle, Season, and Arc:[/b]
[b]Participants:[/b]
[b]Are you claiming an Order boost from all / some participants? Please clarify here [/b]
[b]Brief description of thread: [/b]
[b]Survival Skill Used (What Level if so):[/b]
[b]Survival Skill Knowledge Claimed? (How many):[/b]
[b]Focus Skill Used (What level if so):[/b]
[b]Focus Skill Knowledge Claimed? (How many):[/b]
[b]Settlement Resources Used:[/b][list]
[*][/list]
[b]Intended Changes:[/b][i][url=/viewtopic.php?f=538&t=26843]See this guide.[/url][/i][list]
[*][/list]
[b]PC Resident:[/b]
[b]Wealth Tier:[/b]
[b]Race:[/b]
[b]Notable Skills:[/b]
[b]Magic, Capstones, Marks, Spirit abilities, Effigy?:[/b]
[b]What Role does your PC play in the settlement:[/b]
[b]Special Items, Artifacts, or Properties:[/b]
[b]Faction Affiliation:[/b]
[b]Renown:[/b]
[style=max-width: 780px; margin: auto; background-image:url(/gallery/image.php?album_id=173&image_id=5674); background-repeat: repeat; box-shadow: 0px 0px 3px 2px #000000; padding-top: 20px; padding-bottom: 30px;][style2=max-width: 720px; margin: auto; background-image:url(/gallery/image.php?album_id=540&image_id=13760); background-repeat: repeat; box-shadow: 0px 0px 3px 2px #000000; border: solid 5px #e9e9e9; padding-top: 20px; padding-bottom: 30px;][style3=max-width: 650px; background: #d4ffb2; margin: auto; border: solid 5px #e9e9e9; padding: 5px; box-shadow: 0px 0px 3px 1px #000000; color: #000000;][center][googlefont=Dancing Script][font size=300] End of Season Review [/googlefont][/font][/center][font size=130]
Congratulations! ... has survived its ... full cycle!
This post is a final review of all the changes that have occurred in ... during the last cycle. The copy of the profile below serves as a record of the final state of ... as of the end of the ... Cycle .... If there are any missing effects or incorrect numbers please PM me to let me know.
... completed its challenge this cycle, and as such suffers no additional consequences.
(Settlement Profile Here)
[/font][/style3][/style2][/style]
While hunting one early morning, something happens to Vega that might not have happened for a long time. She finds some tracks that she cannot identify!
It's a solitary collection of prints that at first she might write off as a woodland cat. However with her extraordinary talents, she can tell that this small, agile creature has four legs, a tail, is much like a cat in build and size, but would appear to be able to FLY!
It was impossible to follow a flying creature's tracks, but as the cycle passed, the mysterious prints began to appear more and more frequently as more creatures began to visit the area. With her hunting talents, she may be able to formulate a pattern she might just be able to follow!
What could they be?
!
Message from: Pig Boy
Okay, +1 to Population +1 to focus points total. And +7 to order. Please update your settlement profile. Thanks.
Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
Under the new 'in residence' rules that allows PCs to contribute toward a settlements success, when in residence Winston now might offer the following...
capstone. As such, when he is in residence and so cooking with the community, which the continuity do on a daily basis, food would be more ample and the community able to sustain itself through hard times more easily.
The
Fairy Ambrosia
capstone allows local spirits to feed off of some foods he produces, which means that while he is in residence, the presence of Fairies and the like is higher and those needing ephemeral foods, can obtain it from him.
!
Message from: Peg
Accepted. As a result of this, the following two effects are present in Sweetsong as long as Winston is there.
Stretching the larder: Winston's input into cooking means that Sweetsong is able to feed it's people while using a lot less produce. This means that, each cycle where Winston is present, Sweetsong will build up a store of products which they can dry etc and which can be prepared for cold or austere times.
Fairy friends: While Winston is in residence, there are a lot of Fairies in Sweetsong. This means that they get to interact with the residents and might decide to move in permanently. But beware - Fairies are fickle and mischievous creatures - they can cause a lot of mishaps too!
-10% Order for the Fairies moving in.
!
Message from: Pig Boy
Agreed, but bear in mind the fairies WILL cause problems for people, to the point where at least one thread each Cycle should be spent dealing with a fully negative consequence of the fairy infestation
word count: 291
Appearance
When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.
His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.
Equipement
Winston usually carries the following on his person:
Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
Multi-cycle Plot In Progress Field Produce (Vhalar section, part 2) Thread:Threw Clods Upon It Thread:Shades Thread:Ditching It All Thread:Thinning Participants: Dandelion, NPCs Brief description of thread: Dan and settlers deal with various problems as the crops grow
Threw Clods upon it - adding fertiliser
Shades - protecting from too much sun
Ditching It All - dealing with too much rain/water run off
Thinning - thinning the crop so it doesn't compete with itself and dealing with new arrivals Growing Times
Rough growing schedule over Vhalar. Given previous approval, I'm going to suggest that these are test fields to see if the crops will grow and resource level production begins in Ashan as previously approved.
The player completes an action that directly solves a problem the settlement is experiencing. x4. (+8 order) (Clods problem: poor soil nutrents solved with fertiliser. Shades problem: too much sun solved with shelters. Ditching problem: runoff water eroding fields solved with ditches. Thinning problem: plants crowding each other out solved by thinning them out)
Maybe: The player creates or acquires resources (Fields) that will help their settlers gather a primary resource. (the crops) (+10 WP)
Fields now have ditches and adjustable shade/shelters
!
Message from: Winston
Done!
Please note, I have already applied these changes, my apologies, I overstepped here in error.
Changes applied:
Order changed from 47% to 50% (+8 & -5)
Military from 0 to 1
Population from 15 to 20
Primary Resource added: All these crops were already listed in your Settlement, so no change could be made.
WP from 0 to 10 (it can be assumed that maintenance of the fields and so their crops is now a thing that this settlement manages as an annual concern)
Added the following Effect: Basic Agriculture: As a result of the ditches and adjustable shade/shelters installed around the fields of Rosebay, it's crops can be considered to be resilient to mild weather conditions and a little more resilient to major weather events.
Last edited by Dandelion on Sun May 28, 2023 11:28 pm, edited 1 time in total. word count: 450
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Thread:Fruitful times (1) Fruitful times (2) Participants: Dandelion, Named NPCs Brief description of thread: Everyone goes fruit picking Settlement Resources Used:
The player completes an action that proves they are trustworthy to the settlers x2. (+2 order)
The player discovers a new resource that is mined, harvested, dug up or otherwise collected directly from nature, and instructs settlers on how to gether it. (Grapes (FT1), Blackberries (FT2))
The player creates or acquires resources that will help their settlers gather a primary resource. (showed how to cut gathering crooks (FT2) to aid in gathering berries) (+10 WP)
(Maybe?) The player discovers a way to process a primary resource their settlement collects into a useful item, and instructs settlers on how to make it themselves. (raisins) (FT2) (+20 WP)
!
Message from: Winston
Done!
Changes approved:
Order +2
Primary Resource: Grapes (Available as of 42nd Vhalar 722)
Primary Resource: Blackberries (Available as of 42nd Vhalar 722)
Secondary Resource: Raisins (Available as of 42nd Vhalar 722)
Notes:
The +10 WP for the crook was not issued, as the effectiveness of the gatherers in this endeavor was not considered to have been industrially improved to the extent as to warrant such a thing.
It was not felt that the WP boost from Raisins was quite justified given they come at the cost of the Grapes and also there is only really illustration of this process being begun rather then being a bulk enterprise.
Last edited by Dandelion on Mon May 29, 2023 12:03 am, edited 2 times in total. word count: 244
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Thread:Sheepishly Participants: Dandelion, Named NPCs Brief description of thread: Dan goes with Linnet to collect sheep (previously discussed here) Settlement Resources Used:
The player completes an action that proves they are trustworthy to the settlers (+1 order)
The player discovers a new resource that is mined, harvested, dug up or otherwise collected directly from nature, and instructs settlers on how to gether it. (Sheep)
Animal husbandry xp for Linnet?
!
Message from: Peg
Accepted. The following changes can be applied.
+1 Order
+2 XP in Animal Husbandry for Linnet.
You have your sheep but they are not a "resource that is mined, harvested, dug up or otherwise collected directly from nature - and you haven't instructed the settlers on how to gather them (in this case, go buy them). So, the settlement has sheep, but they aren't a recurring resource.
Please note that going forward, you should be showing more description of what Linnet (or any NPC) did in order to award XP.
word count: 170
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The player completes an action that would lead to a new cultural quirk, supernatural effect or other notable change to daily life, or aquires a grandmaster level skill or supernatural ability that would affect the day-to-day lives of their settlers.
The following Cooking capstone has just been approved for Dandelion, and it seems to me that food lasting four times as long as it normally would is probably going to affect the settlement as a whole. Some sort of cultural quirk regarding the surplus, perhaps?
Dandelion''s survival from arc to arc has depended on his ability to preserve enough food to eat through the cold seasons. This has caused him to learn exactly how best to preserve most foods. As a result any food item, that he oversees the preservation of, lasts four times as long as it normally would.
!
Message from: Winston
Accepted. Please amend your settlement profile accordingly.
New cultural quirk: Strong Reserves: Due to Dandelion's great skill with food, his Perfect Preservation capstone means that the settlement can maintain a boosted supply of long-term reserves from one season to the next without issue. What this means is that Rosebay is able to whether any single, unexpected, abnormally hard season without suffering additional supply shortage issues in the next. Should the harsh conditions continue to a second or more consecutive season without change, then the expected food shortages would start to be a problem as usual.
Note: This effect does not negate the needs to ration supplies during hard times to maintain a stockpile. It only means that despite the unusual shortages, no additional measures are required in order to be permitted to assume you still have the supplies you would normally have in the season that follows.
word count: 296
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Thread:Feathering the Nest Participants: Dandelion, NPC Brief description of thread: Dan hunts Mud Hens, follows on from here Settlement Resources Used:
The player completes an action that directly solves a problem the settlement is experiencing. (Problem: no beer to drink, solved by brewing beer (this is Rharne, after all)) (+2 order)
The player discovers a way to process a primary resource their settlement collects into a useful item, and instructs settlers on how to make it themselves. (Buckwheat into Rosebay Buckybeer) (+20 Wp)
Brewing xp for Cal?
!
Message from: Winston
Accepted. Please amend your settlement profile accordingly.
+1 Order (sorry, but it says "The player completes an action that directly solves a problem" and in this thread Dan helps Cal do something he has almost entirely autonomously achieved using his own skill alone. So +1 for helping, but Cal was not 'stuck' without your assistance)
+5 Brewing XP for Cal
+20 WP
A Secondary Resource: Rosebay Buckybeer
Notes:
As wrote, the rules suggest that for the +20 WP, it must be a 'player completes an action'. This is of course to encourage player activity in our settlements. However in this thread Dan was really just 'there for the ride'. Despite this, I did feel that it was well illustrated that Rosebay did seem to have a Brewery, a skilled Brewer that was in permanent residence and an appropriate Primary Resource to process.
As such, on this occasion I have put this one through, though I would request in future that perhaps there be a little more 'challenge' to the evolution of these things, i.e. what problem does Dan actually solve? It does not need to be about brewing itself, perhaps he sources the space, or the equipment or just convinces someone it's a good idea... etc.
Last edited by Dandelion on Mon May 29, 2023 12:05 am, edited 2 times in total. word count: 336
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