Natural Resources — Distribution and Valuation

Homebrew world · D&D 5e (2024) compatible · Companion to World Foundations (file 10)

Purpose: This file defines the world's natural resources, their strategic values, and their regional distribution. Resources determine the empires' power, political posture, and trade dependencies. Distribution is based on realistic geology; gaps have been left that can be adjusted later for political balance. Structured data for visualization lives in resource_data.json.


Design Principles

  1. Realistic distribution + flexibility: Resources cluster by geology and climate (mountain=ore, forest=timber, grassland=livestock). Gaps have been left that can be adjusted later for political balance.
  2. No continental limit on basic resources: Vital resources such as food and iron exist on every landmass — no one collapses from basic scarcity.
  3. Special resources are regionally dominant, not monopolies: Rare resources concentrate in certain regions but can also be found in small amounts elsewhere — because even small quantities feed political events.
  4. Raw potential logic: A resource's presence and the power to process it are separate things. The cumulative power score measures "raw potential"; without the technology/magic/labor to work it, potential lies idle. Access and capacity matter as much as ownership.
  5. Values are variable: A resource's worth depends on the society and its accessibility. Supply–demand–price balance and policy will be defined later, both narratively and mechanically.

Valuation System

Every resource carries two labels:

  • Strategic Value (1–5): 1 = ordinary, 5 = unique/game-changing.
  • Tier: Abundant / Rare / Unique.

A region's Cumulative Power Score is the sum of the strategic values of its resources (raw potential). Four main conflict axes contribute the most to this score: anomaly resources, fertile lands, rare war metals, and high-magic components (arcane crystal).


Resource Categories

Base Metals — The Floor of the Economy

Found on every landmass; no continental limit.

ResourceValueTierTerrainRole
Iron2AbundantMountains, hillsFoundation of army and tool
Copper & Tin2AbundantHills, sedimentary zonesThe pair for bronze
Silver3RareMountain veinsCurrency + against lycanthropes/fey
Gold3RareRiverbeds, mountain veinsStandard of wealth

Rare War Metals — Military Superiority

Regionally dominant; not a monopoly. Conflict axis.

ResourceValueTierTerrainRole
Adamantine5UniqueDeep mountains, meteor craters, undergroundUnbreakable armor/weapons
Mithral5UniqueHigh mountain ranges, undergroundLight+strong, elven craft
Cold Iron4RareDeep underground veinsEffective against fey/fiends

Gemstones & Arcane Crystals — Magic Components

Arcane crystal is bound to the leylines. Conflict axis.

ResourceValueTierTerrainRole
Gemstones3RareMountains, sedimentary zonesSpell component + wealth
Arcane Crystal5UniqueOld leylines and near the NexusRaw component of high magic (magic=power)

Special Timber & Organics

Tied to climate and habitat.

ResourceValueTierTerrainRole
Darkwood4RareAncient/enchanted forestsLight+sturdy timber
Healing Herbs & Components3RareForests, swamps, grasslandsDivine/natural magic component
Monster Parts4VariableDangerous habitats (habitat matrix)Magic/craft component

Food / Agricultural Base

Found on every landmass; vital.

ResourceValueTierTerrainRole
Fertile Lands4Abundant (critical)River valleys, plainsPopulation = power. Conflict axis
Fish & Seafood2AbundantCoasts, open-sea landsCoastal economy
Livestock / Pasture2AbundantGrasslands, hillsMeat, leather, nomad power

Mounts

Cavalry and mobility power.

ResourceValueTierTerrainRole
Warhorse3RareGrasslands, wide plainsCavalry superiority
Exotic Mounts4UniqueRace/region-specific habitats (griffon: mountains, dire wolf: north, etc.)Elite units, status

Industrial Base

Craft and processing power.

ResourceValueTierTerrainRole
Coal3RareMountainous, sedimentary zonesCritical for ironworking, heat, craft
Clean Water3VariableRivers, springs (away from anomalies)Some waters were tainted in the Cataclysm — highly valuable in anomaly regions

Anomaly Resources — High Power + High Risk

Very rare. Forbidden yet tempting. Conflict axis. Corrupts the user (consistent with the Corrupted Veins principle).

ResourceValueTierTerrainRole
Anomaly Essence5UniqueAnomaly fields (very rare), densest at the Cursed HeartImmense power, but corrupts the user
Explosive Anomaly (sub-type)5UniqueAnomaly fields (very rare)Devastating but unstable/risky (gunpowder equivalent)

Regional Distribution — By Landmass

Realistic geology + arcane bound to the leylines. Values can be adjusted later for political balance.

The Main Continent (whole, wounded interior)

The most diverse and richest land. Mountain ranges, plains, forests, a desert patch, and inland seas together.

  • Dominant: Base metals (abundant), fertile lands (river valleys), gemstones, coal.
  • Leylines: Arcane crystal, where the old leylines run through the continent — increasing toward the Cursed Heart, along with the danger.
  • Around the Cursed Heart: Dead lands + unique anomaly resources together. Anomaly essence and explosive anomaly are densest here, and most dangerous.

The Encircling Continent (crescent, partially wraps the main continent)

Buffer/transit zone.

  • Dominant: Grasslands (warhorses), livestock, healing herbs, fish (coast).
  • Rare: Traces of cold iron (underground), gemstones.

The Child Continent (like the main continent, small)

Sibling geography, balanced.

  • Dominant: Base metals, forests (darkwood potential), fertile lands.
  • Rare: Traces of mithral (high mountains).

The Distant Continent (far, isolated)

Self-sufficient but cut off.

  • Dominant: Rare war metals (isolation = preserved deposits) — strategic for adamantine/mithral.
  • Rare: Exotic mounts (isolated habitats), exotic monster parts.

Continent V (open sea, southeast)

Sea-centered.

  • Dominant: Fish & seafood (abundant), non-salt sea resources, coral/marine components.
  • Rare: Rare sea-monster parts, arcane crystal (an undersea leyline?).

The Polar Regions (Northern & Southern Glaciers — unexplored)

Terra incognita.

  • Unknown potential: Undiscovered unique resources (exotic mounts: dire wolf etc.), deposits hidden under ice, possible anomaly traces. [LATER — exploration round]

Islands & Archipelagos (minor regions)

Small landmasses between and around the continents. Resource-poor but strategically placed — waypoints, not powers. Aligned with the political map; names provisional.

Isle(s)LocationSettlementResources / Role
Channel IslesBetween Encircling & MainFishing villageFish; stopover on the coastal trade route
Strait IslesBetween Main & ChildWaystation portNo extraction; lives off passage and resupply
Beacon IsleBetween Child & DistantLighthouseSea-monster parts in the dangerous strait waters
North Watch IsleBelow the northern glaciersHunters' campNo extraction; last stop before the unexplored north
South Reach IslesBetween Main & Continent VFishing hamletFish; southern sea road
Temple IsleWest of Continent VMonastery & pilgrim harborIndependent holy order — holy ground, no extraction
Council IsleNortheast of Continent VFree portIndependent Free Trade Council — trade hub, no natural wealth
Pirate AtollsSoutheast of Continent VPirate covePlunder economy; lawless waters (fish only)

Open Decisions

  1. Supply–demand–price system — each resource's value by society, mechanical pricing. [LATER]
  2. Processability/capacity — which race/institution can work which resource (turning raw potential into power). [LATER]
  3. Exact regional densities — matching with the empires in the power centers round. [LATER — Round 2]
  4. Polar resources — to be opened in the exploration round. [LATER]
  5. Naming — the resources' world-specific names. [LATER]

Attribution This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.