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City
+4 Wealth and +4 Social
Origin: Ethnocentric, +2 Social
Activity: Council of the People, +2 Social
Obstacle: Destructive Customs - Wealth/Ignorance Town 1
+2 Wealth and +2 Social
Origin: Ancestral Land, +2 Wealth
Activity: Expert Craftsmen, +2 Wealth
Obstacle: Destructive Customs - Wealth/Ignorance Town 2
+2 Wealth and +2 Social
Origin: Trading Hub, +2 Wealth
Activity: Religious Missionaries, +2 Social
Obstacle: Disunity - Social/Despair Town 3
+2 Wealth and +2 Social
Origin: Ethnocentric, +2 Social
Activity: Healthy Trade, +2 Wealth
Obstacle: Thugs - Military/Disorder Town 4
+2 Wealth and +2 Social
Origin: Former Rebels, +2 Military
Activity: Heavy Commodity Production, +2 Wealth
Obstacle: Hunger - Wealth/Poverty Ruin 1
+2 Wealth
Nature: Underground Hold - +2 Wealth
Trait: Former Capital of a Domain (or Holy Site of the Dominant Religion), +2 Social
Obstacle: Disputed Possession - Military/Uprising Ruin 2
+2 Wealth
Nature: Prehistoric Nonhuman Settlement, +2 Wealth
Trait: Site of a Well-Renowned Battle, +2 Military
Obstacle: Ancient Curse - Wealth/Ignorance Ruin 3
+2 Wealth
Nature: Abandoned Mine, +2 Wealth
Trait: Site of a Well-Renowned Battle, +2 Military
Obstacle: Inhuman Raiders - Military/Uprising Ruin 4
+2 Wealth
Nature: Sacked City, +2 Wealth
Trait: Enduring Artwork, +2 Social
Obstacle: Taboo Land - Wealth/Ignorance Ruin 5
+2 Wealth
Nature: Eerie Magic-Research Outpost, +2 Wealth
Trait: Site of a Well-Renowned Battle, +2 Military
Obstacle: Cult - Military/Disorder Resource 1
+2 Wealth
Type: Good Hunting
Obstacle: Monsters - Military/Disorder Resource 2
+2 Wealth
Type: Fertile Land
Obstacle: Harsh Conditions - Wealth/Poverty Resource 3
+2 Wealth
Type: Good Fishing
Obstacle: Raiders - Military/Uprising Resource 4
+2 Wealth
Type: Good Timber
Obstacle: Failed Settlement - Wealth/Poverty Lair 1
Nature: Hellspawn Infestation Lair 2
Nature: Magical Gate Lair 3
Nature: Ancient Evil Lair 4
Nature: Corrupt Temple Lair 5
Nature: Aspiring Warlord -
City
+4 Wealth and +4 Social
Origin: Ancient Industry, +2 Wealth
Activity: Council of the People, +2 Social
Obstacle: Corrupt Leaders - Social/Corruption Town 1
+2 Wealth and +2 Social
Origin: Defensible Area, +2 Military
Activity: Expert Craftsmen, +2 Wealth
Obstacle: Ethnic Feuding - Social/Despair Town 2
+2 Wealth and +2 Social
Origin: Former Rebels, +2 Military
Activity: Healthy Trade, +2 Wealth
Obstacle: Raiders - Military/Uprising Town 3
+2 Wealth and +2 Social
Origin: Outcasts, +2 Social
Activity: Strong Social Ties and Activities, +2 Social
Obstacle: Monsters - Military/Disorder Town 4
+2 Wealth and +2 Social
Origin: Trading Hub, +2 Wealth
Activity: Religious Missionaries, +2 Social
Obstacle: Monsters - Military/Disorder Ruin 1
+2 Wealth
Nature: Abandoned Mine, +2 Wealth
Trait: Former Seat of a Family's/Organization's Power, +2 Social
Obstacle: Murderous Heirs - Military/Uprising Ruin 2
+2 Wealth
Nature: Sacked City, +2 Wealth
Trait: Craft Resources, +2 Wealth
Obstacle: Dark Wizards - Military/Uprising Ruin 3
+2 Wealth
Nature: Destroyed Temple, +2 Social
Trait: Tactical Location, +2 Military
Obstacle: Cult - Military/Disorder Ruin 4
+2 Wealth
Nature: Eerie Magic-Research Outpost, +2 Wealth
Trait: Enduring Artwork, +2 Social
Obstacle: Ancient Curse - Wealth/Ignorance Ruin 5
+2 Wealth
Nature: Destroyed Temple, +2 Social
Trait: Former Seat of a Family's/Organization's Power, +2 Social
Obstacle: Disputed Possession - Military/Uprising Resource 1
+2 Wealth
Type: Ample Food for Gathering
Obstacle: Undeveloped - Wealth/Poverty Resource 2
+2 Wealth
Type: Good Timber
Obstacle: Recalcitrant Locals - Military/Disorder Resource 3
+2 Wealth
Type: Good Timber
Obstacle: Flooding - Wealth/Poverty Resource 4
+2 Wealth
Type: Lush Pasture
Obstacle: Bad Reputation - Social/Corruption Lair 1
Nature: Vicious Nonhumans Lair 2
Nature: School of Dark Sorcery Lair 3
Nature: Twisted Settlement Lair 4
Nature: Renegade Outpost Lair 5
Nature: Mad Wizard -
City
+4 Wealth and +4 Social
Origin: Trading Hub, +2 Wealth
Activity: Healthy Trade, +2 Wealth
Obstacle: Ethnic Feuding - Social/Despair Town 1
+2 Wealth and +2 Social
Origin: Religious Community, +2 Social
Activity: Education Oriented, +2 Wealth
Obstacle: Contaminated Land - Wealth/Poverty Town 2
+2 Wealth and +2 Social
Origin: Defensible Area, +2 Military
Activity: Preparing to Conquer Surrounding Lands, +2 Military
Obstacle: Contaminated Land - Wealth/Poverty Town 3
+2 Wealth and +2 Social
Origin: Catastrophe Survivors, +2 Military
Activity: Religious Missionaries, +2 Social
Obstacle: Class Hatred - Social/Despair Town 4
+2 Wealth and +2 Social
Origin: Ethnocentric, +2 Social
Activity: Forging Diplomatic Defense Alliances, +2 Military
Obstacle: Hunger - Wealth/Poverty Ruin 1
+2 Wealth
Nature: Abandoned Mine, +2 Wealth
Trait: Hard-to-Move Treasures, +2 Wealth
Obstacle: Ancient Curse - Wealth/Ignorance Ruin 2
+2 Wealth
Nature: Prehistoric Nonhuman Settlement, +2 Wealth
Trait: Moldering Armory, +2 Military
Obstacle: Things From Below - Military/Disorder Ruin 3
+2 Wealth
Nature: Destroyed Temple, +2 Social
Trait: Craft Resources, +2 Wealth
Obstacle: Angry Dead - Military/Uprising Ruin 4
+2 Wealth
Nature: Sacked City, +2 Wealth
Trait: Rich in a Resource, +2 Wealth
Obstacle: Inaccessible - Wealth/Poverty Ruin 5
+2 Wealth
Nature: Failed Colony, +2 Wealth
Trait: Moldering Armory, +2 Military
Obstacle: Ancient Curse - Wealth/Ignorance Resource 1
+2 Wealth
Type: Medicinal Plants
Obstacle: Recalcitrant Locals - Military/Disorder Resource 2
+2 Wealth
Type: Rich Mine
Obstacle: Hazardous Resource - Wealth/Ignorance Resource 3
+2 Wealth
Type: Lush Pasture
Obstacle: Recurrent Sickness -Wealth/Ignorance Resource 4
+2 Wealth
Type: Lush Pasture
Obstacle: Wasted Production - Wealth/Ignorance Lair 1
Nature: Ancient Evil Lair 2
Nature: Hellspawn Infestation Lair 3
Nature: Aspiring Warlord Lair 4
Nature: Vicious Nonhumans Lair 5
Nature: Magical Gate -
City
+4 Wealth and +4 Social
Origin: Former Rebels, +2 Military
Activity: Preparing to Conquer Surrounding Lands, +2 Military
Obstacle: Exceptional Poverty - Wealth/Poverty Town 1
+2 Wealth and +2 Social
Origin: Religious Community, +2 Social
Activity: Healthy Trade, +2 Wealth
Obstacle: Disunity - Social/Despair Town 2
+2 Wealth and +2 Social
Origin: Outcasts, +2 Social
Activity: Heavy Commodity Production, +2 Wealth
Obstacle: Sickness - Wealth/Ignorance Town 3
+2 Wealth and +2 Social
Origin: Ancestral Land, +2 Wealth
Activity: Preparing to Conquer Surrounding Lands, +2 Military
Obstacle: Bad Reputation - Social/Corruption Town 4
+2 Wealth and +2 Social
Origin: Outcasts, +2 Social
Activity: Expert Craftsmen, +2 Wealth
Obstacle: Hunger - Wealth/Poverty Ruin 1
+2 Wealth
Nature: Abandoned Town, +2 Wealth
Trait: Former Capital of a Domain (or Holy Site of the Dominant Religion), +2 Social
Obstacle: Inaccessible - Wealth/Poverty Ruin 2
+2 Wealth
Nature: Underground Hold - +2 Wealth
Trait: Former Seat of a Family's/Organization's Power, +2 Social
Obstacle: Ancient Curse - Wealth/Ignorance Ruin 3
+2 Wealth
Nature: Failed Colony, +2 Wealth
Trait: Potential Military Recruits Living in or Near the Ruin, +2 Military
Obstacle: Spawn - Military/Uprising Ruin 4
+2 Wealth
Nature: Prehistoric Nonhuman Settlement, +2 Wealth
Trait: Cultural Artifacts, +2 Social
Obstacle: Monsters - Military/Disorder Ruin 5
+2 Wealth
Nature: Empty Tower, +2 Military
Trait: Enduring Artwork, +2 Social
Obstacle: Taboo Land - Wealth/Ignorance Resource 1
+2 Wealth
Type: Industrial Site
Obstacle: Flooding - Wealth/Poverty Resource 2
+2 Wealth
Type: Magical Materials
Obstacle: Inhuman Raiders - Military/Uprising Resource 3
+2 Wealth
Type: Fertile Land
Obstacle: Wasted Production - Wealth/Ignorance Resource 4
+2 Wealth
Type: Good Hunting
Obstacle: Hazardous Resource - Wealth/Ignorance Lair 1
Nature: Renegade Outpost Lair 2
Nature: Aspiring Warlord Lair 3
Nature: Corrupt Temple Lair 4
Nature: Mad Wizard Lair 5
Nature: Cult Shrine -
City
+4 Wealth and +4 Social
Origin: Ancestral Land, +2 Wealth
Activity: Healthy Trade, +2 Wealth
Obstacle: Bad Reputation - Social/Corruption Town 1
+2 Wealth and +2 Social
Origin: Trading Hub, +2 Wealth
Activity: Heavy Commodity Production, +2 Wealth
Obstacle: Monsters - Military/Disorder Town 2
+2 Wealth and +2 Social
Origin: Innovative, +2 Wealth
Activity: Religious Missionaries, +2 Social
Obstacle: Sickness - Wealth/Ignorance Town 3
+2 Wealth and +2 Social
Origin: Former Rebels, +2 Military
Activity: Strong Social Ties and Activities, +2 Social
Obstacle: Bad Reputation - Social/Corruption Town 4
+2 Wealth and +2 Social
Origin: Outcasts, +2 Social
Activity: Education Oriented, +2 Wealth
Obstacle: Secret Society - Social/Corruption Ruin 1
+2 Wealth
Nature: Prehistoric Nonhuman Settlement, +2 Wealth
Trait: Former Capital of a Domain (or Holy Site of the Dominant Religion), +2 Social
Obstacle: Barren - Wealth/Poverty Ruin 2
+2 Wealth
Nature: Destroyed Temple, +2 Social
Trait: Enduring Artwork, +2 Social
Obstacle: Cult - Military/Disorder Ruin 3
+2 Wealth
Nature: Abandoned Mine, +2 Wealth
Trait: Cultural Artifacts, +2 Social
Obstacle: Conquering Heirs - Military/Uprising Ruin 4
+2 Wealth
Nature: Destroyed Temple, +2 Social
Trait: Enduring Artwork, +2 Social
Obstacle: Inaccessible - Wealth/Poverty Ruin 5
+2 Wealth
Nature: Underground Hold - +2 Wealth
Trait: Ancient Magic, +2 Wealth
Obstacle: Destructive Customs - Wealth/Ignorance Resource 1
+2 Wealth
Type: Rich Mine
Obstacle: Inhuman Raiders - Military/Uprising Resource 2
+2 Wealth
Type: Ample Food for Gathering
Obstacle: Toxic Process - Wealth/Ignorance Resource 3
+2 Wealth
Type: Fertile Land
Obstacle: Hellish Configuration - Wealth/Ignorance Resource 4
+2 Wealth
Type: Lush Pasture
Obstacle: Contaminated Land - Wealth/Poverty Lair 1
Nature: Hellspawn Infestation Lair 2
Nature: Ancient Fort Lair 3
Nature: Monster Nest Lair 4
Nature: Splinter Group Lair 5
Nature: Vicious Nonhumans