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Resources & Trade Goods

By Connors

This generator was created to help determine what a kingdom or realm's exports were. However it can be used for a community, a tribe or even an area. Rolls on this table reflect physical resources, not services, though some of the items may be crafted goods.

Resources rolled could simply be an indication of an abundance of said material or the realm may be well known for its crafting or use of the materials. In any case the realm has plenty of the resource and is in the position to trade it.

I suggest rolling 1d6 resources for a given realm. Add two for very large realms and another two for wealthy realms. For communities, simply apply the Community Modifier (same as the one in Core Rulebook II p137 and that which appeared in the 3rd GM Tools article).

Each entry has several suggestions for particular items. Choose the most relevant one for the realm you have in mind or (as I love to do) just roll random. In many cases you may wish to restrict the resource even further. This is more logical in communities. For example, on a roll of 'Armor', the GM then selects hide armors. There is then a 50% chance this is narrowed to a specific armor, such as leather or rhino-hide armor.

Many entries also have 'exotic' as an option. Be creative here and think of a resource that may be found in the realm and possibly nowhere else. This is where GMs can bring in items made from special substances such as bronzewood and cold iron.

Comments and additions to this table are welcome. J

Resources Table (d100)

d100 Resources
01-05 Animal Products: meat, parchment/vellum, seafood, wool, hide, furs, horn, ivory, oil, fats, pearls, leather goods, dairy (milk, cheese), feathers/down, fish, venom, eggs, honey, bones, exotic parts (teeth, stings, scales)
06-08 Armor: light, medium, heavy, shields, wood, hide/leather, metal, exotic (carapace, shell, cord)
09-10 Artworks: paintings, beads, wood carvings, sculptures, tapestries, silverware, jewelry, headware, masks, ancient artifacts
11-16 Cloth: silk, cotton, linen, canvas, hemp, wool, clothing, raffia
17-20 Drinks: spring water, mineral water, wine, juices, ales, meads, strong spirits, milk, beer
21-23 Foods: bread, sweets, iron rations, dried goods, spiced
24-27 Gems:(use the gem table from Core Rulebook II or SRD)
28-36 Livestock: pigs, goats, cattle, sheep, poultry, deer, exotic
37-38 Magical Paraphernalia: potions, scrolls, wands, wondrous items, components, alchemical items
39-44 Manufactured substances: perfumes, drugs, alchemical items, inks, dyes, poisons, ravages, vinegar, paints, wax
45-52 Metals: bronze, brass, tin, iron, copper, lead, zinc, exotic (red iron, etc)
53-55 Minerals & naturally occurring substances: salt, incense, sulphur, carbon, pitch, coal, ambergris, amber
56-58 Miscellaneous Small crafts: books, paper, parchment/vellum, pottery, rope, metalwork expensive (lanterns, jewelry etc), metalwork mundane (chains, stirrups etc), woven goods
59-60 Miscellaneous crafts: shipping supplies, farming implements, cookware, glassware, barrels & crates, tools, instruments, luxury goods (fine clothes, cushions, mirrors), furniture, rugs
61-62 Miscellaneous Large crafts: ships, wagons, siege engines, building supplies (doors etc)
63-65 Plant Products: herbs, spices, pipeweed, poisons, tea leaves, coffee beans, olives, sugar, nuts, oils, drugs
66-71 Precious Metals: silver, gold, platinum, electrum, mithril
72-80 Produce: grain crops, vegetables, fruit, hay, corn, chickpeas, lentils
81 Sentient: slaves, mercenaries, specialists (sages, scouts, engineers etc), exotic
82-87 Stone: strong building (eg: bluestone), common building (granite, sandstone), expensive (marble), exotic (obsidian), precious (jade, crystal), useful (flint, chalk, soapstone)
88-89 Trained Animals/Beasts: horses, dogs, cats, birds, exotic: large (elephants, etc)
90-94 Weapons: martial, exotic, simple, primitive, hafted, double, blades, polearms, masterwork, special material, bows, crossbows, (in our house rules we use Weapon Groups - roll one of these if narrowing down)
95-00 Wood: building timber, hardwoods, exotic, thatching, rare

Re: Resources & Trade Goods

Bam! Good stuff, and just what I've been needing. I have lots of trouble dreaming up imports and exports for the kingdoms in my homebrew world, and this is perfect! Thanks!

Re: Resources & Trade Goods

No worries.
This is a table I have been wanting myself for a long time. It was going to be one of the first. Has taken me a while to get around to it ;)
Suggestions for future article welcome :) as are additions to the tables presented.
Connors

Re: Resources & Trade Goods

Thanks Paul,

I'll use this table myself to add some colour when the players start to work as caravan/warehouse guards or when they rescue a caravan tyhat has been raided. It also provides some useful ideas for some new types of shops besides the standard old leatherworker, blacksmith etc.

Good, useful stuff.
Cheers
Baz

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