I'd suggest a variation of the old Almshouse. Basically, players could donate wealth or items to the town. Those would have a chance (could be some variation in %) per coin/item of being stored, with the rest going to benefit (or hurt) the town populous. There would be some minor alignment benefit or harm to doing this. Coin donations would directly shift player alignment to match town alignment.
This could also be on a timer for providing some alignment benefit, and depending upon the rules of the town in question could have some... less than honest donating going on. For example, in an evil human town somebody might donate some food. That food being poisoned, it will weaken the town production if it goes to the town-folk for a short time... but it might also be stored for a player to be given.
For stored goods, a general 'poor or not' system would be needed. How flexible that might be, or if it is just a hard value of money and items, would need some looking at. However, the general idea is that poor people who fit acceptance requirements for the town could get random things given out of the storage (and thus no longer meet that poor requirement, a simple timer could also apply to prevent dumping stuff).
Since the stuff would be random, a player might get something nice, or they might get that poisoned food from before. Maybe they are smart and have the food tested, and then can use it on wild animals instead. Maybe they eat it and suffer a debuff for a while.
There's some open possibilities there, depending on how town rules might affect this. Obviously this is a little more complex of an idea to code in. It requires a few things to be tracked or flagged. It requires storage and rng. I thought it sounded like a fun little "welcome!" package for towns to new people, though...