Dungeon masters world building guide


Gamer Life General Discussion

The Exchange

Welcome. The idea is to slip in some dice table of useful facts...

Chance of Minerals to be found in the kingdom
% - mineral
15 - copper
5 - tin
8 - iron
8 - silver
4 - salt
21 - gold
8 - coal

With tin and copper it is possible the bronze age happened here.
Coal might have revolutionized the dwarven industry.
With salt comes salt mines.
Iron means the state has a domestic supply for weapon production.

Sovereign Court

Too much gold. It is rarer than that. Swap gold and silver.

The Exchange

alignment spred of a community

% - alignment
Authority figure -
50 -
25 -
12.5 -
6.25 -
3.125 -
3.125 - other less represented alignments

To build your alignment profile, roll 1d6 twice.
1-3 lawful, 4-5 neutral, 6 chaotic
1-3 good, 4-5 neutral, 6 evil

The Exchange

Hama wrote:
Too much gold. It is rarer than that. Swap gold and silver.

Not just availability. Gold is more likely to be noticed accidentaly. One of my cousins got in some topsoil. I washed some for him and showed him a few grains of gold.


Dot.

The Exchange

Tacticslion wrote:
Dot.

Was it wrong of me to leave him washing his top soil for gold like some crazy man?


... ".Tod"


^ That's my way of saying, "I 'unno, I was just keeping a general eye on this thread because it seems like a cool concept.

Although, if you actually left him, physically, washing his top soil for gold, without actually explaining things, and have no idea how he's doing since? ... probably. :)


yellowdingo wrote:
Tacticslion wrote:
Dot.
Was it wrong of me to leave him washing his top soil for gold like some crazy man?

I probably would have planted some just for that effect.

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