A Dungeon-centric Setting Idea: Help me flesh it out

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Thieves' Guilds may:

8) Forge documents and artifacts in order to raise cash.


Cults & Religions may:


5) Forge documents and artifacts in order to raise cash.


6) Forge documents and artifacts in order to inspire the faithful.

Mercantile Guilds may:


4) Forge documents and artifacts in order to raise cash.


Adventuring Companies may:

7) Forge documents and artifacts in order to raise cash.

*I may have been watching too many true crime shows about forgery lately...*
 
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