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Player-owned stores

World Systems:
Settlements - Factions
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Character Systems:
Disguise - Languages
Experience - Quests
Pickpocket - Rest
Death - Lycanthropy
Arelith Changes:
Classes - Skills - Feats
Spells - Summons - Misc
Rules - Roleplay - Maps
Console Commands
Common Bugs - Staff

Settlements are communities of characters on Arelith. Several settlements exist ranging from enormous underdark cities to simple wilderness camps. Arelith offers extensive mechanics to supplement roleplay in settlements as outlined below.

Outcasts are generally excluded from these systems.


Adjutant Winterfoot is Registrar for Bendir Dale.

Characters become members of settlements by becoming citizens. This registers the character as a resident and gives additional options with local NPCs. To become a citizen, find the Registrar NPC in town. Their titles vary per settlement but they are usually located in the town hall or similar structure. This registration costs 10,000 gold and expires if the character does not log in for 13 in-game months or around 37 real-life days.

Most surface and underdark settlements function in this way, but Andunor is large enough that individual districts are considered separate settlements. The Sharps, Middledark Port and Devil's Table districts have their own settlement systems open to players. Other districts of Andunor and certain other settlements are controlled exclusively by NPC leaders.


Any citizen may run for leadership of the settlement in an election. To challenge the current leadership speak with the Registrar NPC. If the last election was more than 1 in-game year ago then another election can be called. Once begun an election runs for one in-game month or about 3 real-life days. Citizens may vote by speaking to the Registrar or may even join the election themselves as an additional candidate. Characters can also register for elections early, putting their name in the next election whenever it is called.

When an election is active, all citizens will be notified in the combat log upon login.

Various settlements handle leadership differently. Some are ruled by a mayor, a king or even a council. Regardless these positions are elected through this same election system. It should be stated, though, that only player citizens get a vote in these elections. The NPC residents and merchants get no say. Also, there is no reason elections need to be fair. It is possible to use bribes, intimidation or even assassination to defeat opponents in elections.

Each character may vote only once, and it is against rules to vote for your own character on another of your characters. It is generally considered bad form to vote with characters who have not been active in roleplay in the settlement.

If a character changes citizenship from another settlement, they are not allowed to vote in elections for one in-game year.

Harpers and Assassins have additional ways to interact with settlement elections.


Settlements can collect income by charging taxes on services. This includes the purchase price when buying a quarter or shop in a settlement, and the registration fee for new citizens. Leaders can also charge a percentage tax on items sold in player owned shops. By default this is 10%, meaning 10% of every sale goes to the settlement's account. The rate may be altered by settlement leaders by speaking to the Registrar.

Any community leader can withdraw or deposit funds in the settlement account. If the balance reaches zero then salaries (if any) will stop being paid, the exile list will be cleared (see below) and the current leaders are removed from office.


Settlements have yearly requirements of resources and so maintain supplies. The settlement Quartermaster NPC lets citizens and leaders interact with these things. Yearly required items include food, wood, cloth, metal and stone and how much is needed depends on the amount of registered citizens and exiles. Larger settlements will need substantially more resources each year. Settlements that fall below these requirements will suffer reduced tax income and salaries.

Settlements also maintain supplies of general items. These extra supplies are referred to as the Expanded Warehouse and can be bought and sold by speaking to the Quartermaster. Unlike other NPC stores, however, the supplies are not unlimited. Once the items sold to the Quartermaster run out they can no longer be purchased. Prices can be adjusted by settlement leaders to encourage trade in specific items.

Settlements can decide to trade resources with other settlements. Speaking to the Quartermaster will arrange these trade deals. If two settlements are trading they can buy and sell large amounts of needed resources by speaking to the Quartermasters of the respective settlements.

Citizens may also be granted storage by settlement leaders. This storage is usually located near the primary bank in the settlement. Storage can be as much as 12 items or stacks of items. Items added above the limit will be left behind for other characters to get when they check their own storage. If settlement leaders decide to revoke or reduce storage, items will still be stored but new items cannot be added.

Other Actions

Once elected, leaders can create divisions and appoint characters to work for the government. These employees can be given salaries and be delegated powers and privileges. Speaking with the Registrar allows leaders these options. Most any combination of titles and groups can be created and edited using these systems.

Other specific actions can be taken by settlement leaders, or characters appointed to these powers by the leader. A writ gives these powers to characters and are required to make these actions. Writs can also be given to whole divisions of employees. Available actions include:

  • Exile and revoking exile or pariah status
  • Changing tax rates
  • Trade agreements
  • Setting Quartermaster prices
  • Releasing settlement quarters or shops
  • Giving salary to employees and divisions
  • Removing gold from settlement accounts
  • Removing employees or divisions
  • Making the settlement a vassal controlled by another settlement
  • Set an official faith up to 1 + 1 for every 60 citizens. Characters of matching faiths while within the settlement with have an up tick of .1 piety.
  • Giving power to employees or divisions to do the above actions


Settlement leaders can now declare a person a Pariah within their settlement. This replaces the former option of Revoking Citizenship.

Pariahs penalties:

  • Cannot buy/sell from pc/npc shops.
  • Cannot use ship travel TO the settlement, but they can FROM
  • Can only donate to the trade czar
  • Loses access to settlement services (but may still vote during elections)

Pariahs can use persuade/intimidate/disguise (DC: 40) bypass the restrictions for all but settlement storage.


Exiled characters are unable to enter the town and use services unless in successful disguise. They will be thrown out of town upon failing a disguise check. Characters are not allowed to vote in elections in the settlement from which they are exiled.

Settlements have a maximum amount of exiles. This rate is 3 exiles plus 1 for every 10 citizens (or for every 20 citizens for Cordor).

Tips from Irongron on being exiled:

  • Send a note through a citizen or an unexiled person to the leader of that settlement stating your need for repentance and ask if there is a fine you can pay to allow you 'supervised' movement through his territory.
  • Capture a hostage and explain to the leader of this settlement that you will torture/kill/give a comfy pillow to this hostage until he lifts the exile. Then do a prisoner exchange. Or if you are truly devious, tell him you will exchange the character/hostage at the settlement only, giving you access to the areas you can't get to as you give the hostage back and sneak through his/her territory to the 'restricted' areas. Of course, portal lenses might be helpful to get back out of there...
  • Approach a disgruntled citizen and sponsor him to become the next leader. Approach the existing leader stating you will withdraw your support for his rival if he/she allows you passage through his/her territory.
  • Become the champion of that settlement and fight the settlements' enemies. Commission a bard to sing of your exploits in the settlement on how well you have thoroughly trounced the settlement's enemies and you do all this for redemption.

Stockpile options given by a Quartermaster.
Typical settlement information to a citizen from a Registrar.