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What did real medieval mines look like?
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<blockquote data-quote="Nyeshet" data-source="post: 2861890" data-attributes="member: 18363"><p>Here is a cavern map "generator." As best I can tell, it would be more accurate to say it is a listing of 101 pre-generated maps, as the result never changes when the same number is placed in the "generator." However, they are not too bad, considering: </p><p></p><p><a href="http://www.irony.com/mkcavern.html" target="_blank">http://www.irony.com/mkcavern.html</a></p><p></p><p>There are a few other "generators" such as the above, here: </p><p><a href="http://www.irony.com/webtools.html" target="_blank">http://www.irony.com/webtools.html</a></p><p></p><p>I don't mind the calender generator, actually, althought it is too limited for my use.</p><p></p><p></p><p>On another note, you realise that in a core game mines will likely look nothing like a medieval mine - or roman mine, right? Stone shape, continual flame, control water, gust of wind, and probably even new variants of 'Detect' spells (detect gold, detect silver, detect mithril, detect ruby / sapphire, detect diamond, etc) would make mining much easier. The detect spells would likely be bumped up a level due to their ability to 'see' through stone, but the fact that they are so overwhelmingly specific would likely draw them back down a level, so balancing them around first level. Continual flame removes the problem of lighting and since the effect produces no heat and cannot combust there is no chance for explosion with it. Another detect spell (or perhaps even 'detect poison') could determine the quality of the air, I think. Granted, a permanent 'Gust of Wind' for ventilation is likely odd, but a variant by another name would likely work (keeps ____ 10 ft cubes well ventillated, or some such). Control Water to remove water from caverns may or may not be economical - a new variant might be needed, I think. </p><p></p><p>All in all, I expect mining in a core RAW setting to be both easier and quite different from a middle ages mines. Or at least this should be true for mines of expensive items such as gold, mithril, silver, rubies, etc. If they have any significant veinage then they would repay the magic used and still make a notable profit. Copper mines and the like probably would not be viable for such, although I admit that since such is more common (and thus likely to have more produced for the same spellwork) it is possible that a good mine for such <em>might</em> be able to repay spellwork on its behalf and still turn a profit.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 2861890, member: 18363"] Here is a cavern map "generator." As best I can tell, it would be more accurate to say it is a listing of 101 pre-generated maps, as the result never changes when the same number is placed in the "generator." However, they are not too bad, considering: [url]http://www.irony.com/mkcavern.html[/url] There are a few other "generators" such as the above, here: [url]http://www.irony.com/webtools.html[/url] I don't mind the calender generator, actually, althought it is too limited for my use. On another note, you realise that in a core game mines will likely look nothing like a medieval mine - or roman mine, right? Stone shape, continual flame, control water, gust of wind, and probably even new variants of 'Detect' spells (detect gold, detect silver, detect mithril, detect ruby / sapphire, detect diamond, etc) would make mining much easier. The detect spells would likely be bumped up a level due to their ability to 'see' through stone, but the fact that they are so overwhelmingly specific would likely draw them back down a level, so balancing them around first level. Continual flame removes the problem of lighting and since the effect produces no heat and cannot combust there is no chance for explosion with it. Another detect spell (or perhaps even 'detect poison') could determine the quality of the air, I think. Granted, a permanent 'Gust of Wind' for ventilation is likely odd, but a variant by another name would likely work (keeps ____ 10 ft cubes well ventillated, or some such). Control Water to remove water from caverns may or may not be economical - a new variant might be needed, I think. All in all, I expect mining in a core RAW setting to be both easier and quite different from a middle ages mines. Or at least this should be true for mines of expensive items such as gold, mithril, silver, rubies, etc. If they have any significant veinage then they would repay the magic used and still make a notable profit. Copper mines and the like probably would not be viable for such, although I admit that since such is more common (and thus likely to have more produced for the same spellwork) it is possible that a good mine for such [i]might[/i] be able to repay spellwork on its behalf and still turn a profit. [/QUOTE]
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