Smithy - Tier 3
Merchants
Smithy - Tier 3 (Subtype)
Merchant - Tier 3 - City Merchant
240 lbs
1
2995.21

0 / 0
0
0
+30
1

Crossbow Bolt Case
 

  • Inventory Equipped:
  • Crossbow Bolt Case
    1 gp

  • Inventory Unequipped:
  • Bottle, Silver
    75 gp
  • Pot, Silver
    120 gp
  • Bowl, Silver
    75 gp
  • Bullseye Lantern
    10 gp
  • Chopsticks, Silver
    10 gp
  • Circlet
    30 gp
  • Cuirass Barding
    51.84 90 gp
  • Cup, Gold
    300 gp
  • Gold Ingot
    150 gp
  • Gold Slug
    1.5 gp
  • Cup, Silver
    30 gp
  • Fork, Silver
    8 gp
  • Half Plate Barding
    67.84 450 gp
  • Gauntlets, Iron
    25 gp
  • Prison Cell, Iron
    60 gp
  • Jug, Silver
    150 gp
  • Knife, Silver
    25 gp
  • Ladle, Silver
    30 gp
  • Lamellar Barding
    14 70 gp
  • Mail Shirt Barding
    48 60 gp
  • Merchant's Scale
    5 gp
  • Plate, Silver
    75 gp
  • Platter, Silver
    125 gp
  • Block and Tackle
    2 gp
  • Magnifying Glass
    50 2 gp
  • Brazier, Iron
    5 gp
  • Hempen Rope, 50 feet
    1 gp
  • Strainer, Iron
    7.5 gp
  • Spyglass
    20 gp
  • Spoon, Iron
    0.3 gp
  • Spatula, Iron
    0.4 gp
  • Skewer, Iron
    2 gp
  • Pot, Iron
    2 gp
  • Platter, Iron
    1.5 gp
  • Plate, Iron
    2 gp
  • Mining Pick
    2 gp
  • Blunderbuss
    2.26 300 gp
  • Glass Lens, Small
    0.5 gp
  • Glass Lens, Medium
    1.5 gp
  • Ladle, Iron
    0.25 gp
  • Knife, Iron
    0.3 gp
  • Jug, Iron
    2 gp
  • Iron Spike
    0.1 gp
  • Bracers, Iron
    300 15 gp
  • Bracelet, Iron
    1 gp
  • Hauberk Barding
    64 250 gp
  • Lamp, Hand
    1 gp
  • Fork, Iron
    0.3 gp
  • Crown, Silver
    30 gp
  • Lead Ore
    0.2 gp
  • Mail Shirt
    48 60 gp
  • Manacles
    -100 2 gp
  • Morningstar
    11.15 15 gp
  • Rapier
    7.71 25 gp
  • Reliquary
    200 gp
  • Scimitar
    7.94 25 gp
  • Box, Silver
    250 gp
  • Bracelet, Silver
    25 gp
  • Bracers, Silver
    150 90 gp
  • Bucket, Silver
    100 gp
  • Lead Ingot
    0.6 gp
  • Earrings, Silver
    1 gp
  • Greaves, Silver
    150 110 gp
  • Jar, Silver
    30 gp
  • Pan, Silver
    50 gp
  • Pin, Silver
    0.3 gp
  • Rod, Silver
    70 gp
  • Door, Small, Iron
    15 gp
  • Strongbox
    40 gp
  • Trident
    5.44 5 gp
  • Warhammer
    7.48 15 gp
  • 20 Crossbow Bolt
    0.05 gp
  • Amulet, Gold
    200 gp
  • Spatula, Silver
    30 gp
  • Spoon, Silver
    8 gp
  • Brigandine
    30 450 gp
  • Brigandine Barding
    30 40 gp
  • Bulwark
    -123.15 50 gp
  • Censer
    2 gp
  • Hard Hide
    0.5 gp
  • Soft Hide
    0.1 gp
  • Cuirass
    51.84 90 gp
  • Double-Bladed Scimitar
    4.16 100 gp
  • Glaive
    1.9 20 gp
  • Skewer, Silver
    75 gp
  • Greataxe
    2.39 30 gp
  • Greatsword
    5.67 50 gp
  • Halberd
    5.28 20 gp
  • Bell, Hand
    2 gp
  • Harpoon
    38.44 5 gp
  • Hauberk
    64 250 gp
  • Heavy Crossbow
    4.41 50 gp
  • Heavy Shield
    -129 40 gp
  • Iron Anchor
    250 gp
  • Lamellar
    14 150 gp
  • Sledgehammer
    2 gp
  • Wood Plank
    0.16 gp
  • Crowbar
    2 gp
  • Windchimes, Copper
    8 gp
  • Earrings, Copper
    0.6 gp
  • Crown, Copper
    10 gp
  • Scythe
    2.14 15 gp
  • Whetstone
    0.01 gp
  • Tinderbox
    0.05 gp
  • Tin Ingot
    0.9 gp
  • Tin Ore
    0.3 gp
  • Dustpan
    0.3 gp
  • Silver Ore
    3 gp
  • Iron Ore
    0.05 gp
  • Amulet, Silver
    25 gp
  • Silver Ingot
    15 gp
  • Silver Slug
    0.15 gp
  • Signet Ring
    5 gp
  • Signal Whistle
    3 gp
  • Shovel
    2 gp
  • Club
    10.76 0.1 gp
  • Phosphorus Slug
    1 gp
  • Phosphorus Block
    10 gp
  • Iron Cowbell
    0.5 gp
  • Rod, Iron
    1 gp
  • Rake, Iron
    0.5 gp
  • Pin, Iron
    0.05 gp
  • Pan, Iron
    1 gp
  • Iron Nail
    0.01 gp
  • Kettle, Iron
    0.5 gp
  • Jar, Iron
    1 gp
  • Hoe, Iron
    1 gp
  • Handsaw, Iron
    0.6 gp
  • Greaves, Iron
    150 2 gp
  • Door, Iron
    100 gp
  • Copper Slug
    0.03 gp
  • Chisel, Iron
    0.5 gp
  • Chain, 10 feet
    5 gp
  • Bucket, Iron
    1 gp
  • Iron Shears
    0.3 gp
  • Box, Iron
    10 gp
  • Boots, Iron
    150 8 gp
  • Hooded Lantern
    5 gp
  • Helmet
    40 gp
  • Hammer
    1 gp
  • Grappling Hook
    2 gp
  • Fishing Hook
    0.02 gp
  • Dagger
    4.1 2 gp
  • Shortsword
    5.68 10 gp
  • Flail
    10.14 10 gp
  • Bracelet, Copper
    5 gp
  • War Pick
    5.66 5 gp
  • Pike
    9.82 5 gp
  • Mace
    11.28 5 gp
  • Handaxe
    3.12 5 gp
  • Light Hammer
    3.29 2 gp
  • Spear
    11.87 1 gp
  • Hatchet
    3.12 1 gp
  • Pitchfork
    11.87 0.5 gp
  • Maul
    5.62 10 gp
  • Javelin
    11.46 0.5 gp
  • Sickle
    3.66 0.2 gp
  • Quarterstaff
    3.43 0.2 gp
  • Greatclub
    9.61 0.2 gp
  • Dart
    1.8 0.05 gp
  • Small Glass Case
    0.6 gp
  • Bracers, Copper
    150 20 gp
  • Amulet, Copper
    5 gp
  • Climbing Piton
    0.05 gp
  • Brazier, Copper
    15 gp
  • Copper Ingot
    3 gp
  • Forge
    75 gp
  • Mess Kit
    0.5 gp
  • Longsword
    4.01 15 gp
  • Light Crossbow
    1.85 25 gp
  • Large Saw
    12.51 5 gp
  • Gate, Large, Iron
    50 gp
  • Lance
    7.83 10 gp
  • Key
    0.3 gp
  • Wrench, Iron
    1 gp
  • Iron Thimble
    0.3 gp
  • Iron Spade
    0.3 gp
  • Battleaxe
    2.95 10 gp
  • Cup, Iron
    0.5 gp
  • Chopsticks, Iron
    0.1 gp
  • Cage, Brass
    12 gp
  • Bowl, Iron
    3 gp
  • Iron Slug
    0.01 gp
  • Bottle, Iron
    1.5 gp
  • Bit and Bridle
    2 gp
  • Leather strap
    0.2 gp
  • Iron Ingot
    0.15 gp
  • Smithing Tools
    15 gp
  • Anvil
    20 gp
  • Bottle, Gold
    750 gp
  • Platinum Ingot
    1500 gp
  • Platinum Slug
    15 gp
  • Bottle, Platinum
    3000 gp
  • Bowl, Gold
    750 gp
  • Bowl, Platinum
    6000 gp
  • Chopsticks, Gold
    50 gp
  • Chopsticks, Platinum
    500 gp
  • Cup, Platinum
    2000 gp
  • Fork, Gold
    250 gp
  • Fork, Platinum
    500 gp
  • Jug, Gold
    1250 gp
  • Jug, Platinum
    10000 gp
  • Knife, Gold
    250 gp
  • Knife, Platinum
    1750 gp
  • Ladle, Gold
    350 gp
  • Ladle, Platinum
    2000 gp
  • Plate Barding
    78 500 gp
  • Plate, Gold
    550 gp
  • Plate, Platinum
    2000 gp
  • Platter, Gold
    1100 gp
  • Platter, Platinum
    6000 gp
  • Pot, Gold
    2000 gp
  • Pot, Platinum
    24750 gp
  • Silver Hand Mirror
    5 gp
  • Skewer, Gold
    250 gp
  • Skewer, Platinum
    3000 gp
  • Spoon, Gold
    250 gp
  • Spoon, Platinum
    500 gp
  • Dragon Skull
    2000 gp
  • Helmet, Dragon Skull
    250 5000 gp
  • Dragon Turtle Carapace Piece
    200 gp
  • Half Plate, Dragon Turtle Carapace
    231.34 3000 gp
  • Plate, Dragon Turtle Carapace
    257.5 5000 gp
  • Shield, Dragon Turtle
    107.38 6760 gp
  • Box, Gold
    2000 gp
  • Bracelet, Gold
    500 gp
  • Bracers, Gold
    150 600 gp
  • Bucket, Gold
    800 gp
  • Crown, Gold
    250 gp
  • Earrings, Gold
    3 gp
  • Greaves, Gold
    150 1300 gp
  • Jar, Gold
    300 gp
  • Pan, Gold
    600 gp
  • Pin, Gold
    3 gp
  • Rod, Gold
    800 gp
  • Half Plate
    67.84 450 gp
  • Door, Huge, Iron
    3000 gp
  • Portcullis, Huge, Iron
    2000 gp
  • Plate
    78 900 gp
  • Amulet, Platinum
    2500 gp
  • Box, Platinum
    15000 gp
  • Bracelet, Platinum
    2500 gp
  • Bracers, Platinum
    450 6000 gp
  • Bucket, Platinum
    8000 gp
  • Crown, Platinum
    2250 gp
  • Earrings, Platinum
    30 gp
  • Jar, Platinum
    3000 gp
  • Necklace, Platinum
    2000 gp
  • Pan, Platinum
    6000 gp
  • Platinum Ore
    500 gp
  • Ring, Platinum
    2000 gp
  • Rod, Platinum
    8000 gp
  • Dragon Bones
    500 gp
  • 20 Crossbow Bolt
    0.05 gp
  • 7750 Gold Coin
    1 gp
  • 15000 Copper Coin
    0.01 gp
  • 120000 Silver Coin
    0.1 gp
  • 10 Platinum Coin
    10 gp


  • Monster Bits:
  • 56 Humanoid Blood
    0.15 gp
  • 144 Animal Bone
    0.03 gp
  • 96 Animal Fat
    0.5 gp
  • 336 Animal Meat
    0.05 gp
  • 48 Soft Skin
    0.05 gp

  • Creature Type Monster Bits:
  • 0.06 Humanoid Blood
    0.15 gp
  • 0.15 Animal Bone
    0.03 gp
  • 0.1 Animal Fat
    0.5 gp
  • 0.35 Animal Meat
    0.05 gp
  • 0.05 Soft Skin
    0.05 gp

The anvil gleams under forge-glow, scarred by a thousand hammer strikes, its iron surface pitted and warm. Bellows wheeze, pumping air into roaring coals that spit embers like angry stars. Steel yields to the smith's mallet, bending in showers of blinding sparks, forging weapons that hum with latent fury.

Merchants
Creature Sub Type

💰🛍️ Merchants: Bargainers of Coin and Contract

Merchants are the indispensable heartbeat of every realm, shrewd masters of the marketplace who turn peril into profit without ever drawing a blade. 🪙 Whether operating from bustling city shops or rumbling caravans, these opportunistic traders seek out adventurers at every turn — buying the riches yanked from lost dungeons and forgotten treasures, then selling back the very tools of greater glory. Part of tight-knit guilds that shield their own, they peddle powerful magical items coveted by heroes and kings alike. Driven purely by profit, they risk fortunes rather than flesh, thriving on financial gambles while their networks ensure no slight goes unanswered.

🌍 Origins: Forged in Guild and Gold

Merchants rise from every walk of life — fallen nobles, ambitious guild apprentices, or street-smart orphans who earned their first scale through sheer wit. 📜 Many inherit family shops blessed by trade deities; others claw their way into powerful merchant guilds that bind members in ironclad oaths of mutual protection. These guilds trace back to ancient pacts sealed with enchanted ledgers, granting members safety across cities and roads alike. Whatever their beginning, every merchant carries the unquenchable thirst for the next deal and the quiet power of collective wealth.

🏪 City Shopkeeps & Roadside Traders: Everywhere Opportunity Awaits

Merchants appear precisely when heroes need them most — behind polished counters in crowded city bazaars or pulling wagons into remote camps and strongholds. 🏪 Urban shopkeeps maintain lavish storefronts stocked with wonders, while wandering traders follow the scent of fresh plunder. Both types track adventurers through rumor and raven, ready to appraise dungeon loot on the spot and offer immediate coin. Their doors (and wagon flaps) are always open to those bearing relics, ensuring every victory converts swiftly into wealth.

📦 Wares of Power: Treasures and Magical Might

A merchant’s inventory is legend made tangible. 🧪 Beyond everyday supplies, they deal in exotic crafting materials — dragon scales, star-forged ore, moonlight essence, and ancient essences — plus the truly dangerous prizes: enchanted weapons, forbidden tomes, and artifacts that grant godlike power. Adventurers and power-hungry nobles flock to them, trading hard-won treasures for items that tip the scales of fate. The best merchants always seem to have exactly what a party needs… for the right price.

🕸️ The Guild Web: Safety Through Connection

No merchant stands isolated. Vast guilds weave a protective web across kingdoms, with members sworn to safeguard one another through shared ledgers and binding contracts. 🧠 Harm one and the entire network responds — bounties issued, assassins quietly hired, reputations destroyed, and trade routes closed to the offender. This unbreakable solidarity grants unparalleled safety: even the boldest warlord thinks twice before crossing a guild merchant. The system turns every shopkeep and caravan driver into part of something far larger and far deadlier than any lone blade.

🪄 Trader’s Gifts: The Art of the Deal

Merchants wield subtle but formidable talents honed by decades of negotiation. Many possess an almost magical ability to appraise any item instantly, detect lies with a glance, or haggle prices that bend reality itself. 🦋 Enchanted scales never err, shop safes hold extradimensional space, and guild rings allow silent communication across continents. The craftiest keep hidden vaults of truly legendary items or maintain quiet alliances with enchanters and information brokers. They never fight — they simply ensure the fight never reaches them.

⚠️ Hazards of Profit: Financial Gambles Over Flesh

Merchants scorn physical danger, preferring the thrill of high-stakes wagers. Their greatest risk is financial ruin — a bad investment, a counterfeit relic, or a guild rival undercutting their prices. ⚠️ Greed can blind them to larger threats, and a merchant who cheats the wrong adventurer may face sudden boycotts or guild-sanctioned ruin. Yet their contracts and connections usually keep blades at bay, letting them play the long game of wealth while heroes bleed for glory.

🗺️ Deals and Quests: Profit That Sparks Legend

Trade with a merchant rarely ends at simple barter. They routinely commission escorts for priceless shipments, recovery of stolen cargo, or hunts for ultra-rare components. These offers blossom into grand quests laced with gold and danger, benefiting both sides — or igniting fierce rivalries when contracts are broken. A single well-placed deal can launch an entire campaign of intrigue and adventure.

🌌 The Lifeblood of Every Realm

Merchants are the unseen architects of power and progress, turning the blood and sweat of heroes into empires of coin. 💰 Whether behind a city counter surrounded by glowing artifacts or camped beside a dungeon entrance with scales in hand, they represent pure opportunity wrapped in calculation. In any campaign they provide economic breathing room, rare magical wonders, and the spark for countless stories. Wise adventurers treat every merchant with respect — for today’s fair trader holds tomorrow’s fortune… and the contracts that can make or break legends. 🪙

  • Merchant
  • This merchant's wares are tagged with teleportation magic as a contingency. Should the merchant fall in battle, most of their inventory will shimmer and vanish—teleported to a secure location. Only coins and a handful of items that slip through the contingency remain behind.

Smithy - Tier 3 (Subtype)
Creature Sub Type
1926.21

🔨⚙️ Smithy: Tier 3 Forge Master

A Tier 3 Smithy is an advanced metal craftsperson whose forging skill, workshop output, and strong professional reputation make them a major supplier of durable goods, fitted parts, and high-value metalwork. They are no longer simply producing reliable stock. At this tier, their methods, shop, and finished work carry real weight in trade and industry.

📚🔥 Training and Foundation

Tier 3 Smithies are extensively shaped by elite apprenticeship, guild advancement, military contracts, shipyard service, foundry work, or decades of disciplined forge practice. They understand heating stages, shaping sequence, tempering, stress points, riveting, fitting, repair, metal behavior, and production planning at a high level. Their craft is no longer just skilled. It is authoritative.

🧥🪵 Appearance and Bearing

These creatures usually appear in heavy leather aprons, reinforced gloves, thick boots, soot-marked work clothes, and practical gear built for heat, noise, and weight. Their hands, arms, and shoulders are often visibly developed from repetitive hammer work and hauling stock. They carry themselves like people used to solving practical problems through force, precision, and material judgment.

🔩📦 Typical Inventory

A Tier 3 Smithy commonly keeps quality nails, locks, hinges, chains, brackets, buckles, horseshoes, stove plates, fireplace tools, cooking hardware, knives, axes, chisels, hammers, saw fittings, wagon parts, reinforced tool sets, ship hardware, anchor fittings, musket components, barrel hoops, bayonet blanks, field repair kits, iron fasteners, steel stock, low- to mid-grade armor pieces, gate hardware, workshop tools, custom machine parts, and partially finished commissions for merchants, officers, shipyards, builders, or military depots. Their stock is selective, durable, and meant for serious use rather than casual sale.

🧠⚖️ Working Style

Their working style is disciplined, efficient, and production-aware. A Tier 3 Smithy plans jobs by material, heat cycle, labor time, and expected strain on the finished item. They waste less stock, produce more consistent results, and can handle custom orders, repeated contract work, and more demanding repairs without sacrificing reliability. Their focus is on structural quality, service life, and correct fit.

💰⛓️ Trade and Practical Role

What defines this subtype is high-value practical metalwork. Tier 3 Smithies support the working systems of a flintlock society: transport, shipping, kitchens, workshops, farms, military supply, and urban construction. Their work serves ship captains, officers, builders, quartermasters, merchants, engineers, wheelwrights, carpenters, and gunsmiths who need metal components that can survive repeated hard use. They are valued not just for stock on hand, but for the ability to produce the right answer to a specific need.

🏪🔥 Business and Workspace

Tier 3 Smithies usually work from major town forges, guild-backed workshops, dockyard yards, military contract houses, or multi-station smithhouses with apprentices, laborers, and steady supply chains. Their space is organized around forge, anvils, quench barrels, stock racks, filing benches, shaping tools, fuel stores, repair queues, and shelves of finished goods ready for pickup. A successful shop often functions as both manufacturing space and contract supplier.

🏙️👥 Common Roles

These creatures are commonly found as master blacksmiths, dockyard metal contractors, military hardware suppliers, toolsmiths, wagon and carriage part makers, ship fitting specialists, gate and lock makers, or workshop heads trusted with large and costly orders. In larger settlements, they are often the people consulted when the item must last, fit correctly, and not fail under pressure.

👑🪙 Place in Society

A Tier 3 Smithy holds real professional status. Merchants seek their contracts, officers value their reliability, and other trades depend on their output to complete their own work. They may not be aristocratic, but they carry economic weight because their work supports the material function of a district, port, or garrison.

📈🔨 Tier Meaning

Tier 3 represents a smithy that has grown into a major merchant-artisan. The core traits—metal shaping, practical inventory, heat control, and useful production—have matured into authority, high-value output, and meaningful trade influence. This is no longer just an ironwright. It is a forge master whose work helps keep transport, labor, and supply functioning.

Crossbow Bolt Case
 

  • Inventory Equipped:
  • Crossbow Bolt Case
    1 gp

  • Inventory Unequipped:
  • Bottle, Silver
    75 gp
  • Pot, Silver
    120 gp
  • Bowl, Silver
    75 gp
  • Bullseye Lantern
    10 gp
  • Chopsticks, Silver
    10 gp
  • Circlet
    30 gp
  • Cuirass Barding
    51.84 90 gp
  • Cup, Gold
    300 gp
  • Gold Ingot
    150 gp
  • Gold Slug
    1.5 gp
  • Cup, Silver
    30 gp
  • Fork, Silver
    8 gp
  • Half Plate Barding
    67.84 450 gp
  • Gauntlets, Iron
    25 gp
  • Prison Cell, Iron
    60 gp
  • Jug, Silver
    150 gp
  • Knife, Silver
    25 gp
  • Ladle, Silver
    30 gp
  • Lamellar Barding
    14 70 gp
  • Mail Shirt Barding
    48 60 gp
  • Merchant's Scale
    5 gp
  • Plate, Silver
    75 gp
  • Platter, Silver
    125 gp
  • Block and Tackle
    2 gp
  • Magnifying Glass
    50 2 gp
  • Brazier, Iron
    5 gp
  • Hempen Rope, 50 feet
    1 gp
  • Strainer, Iron
    7.5 gp
  • Spyglass
    20 gp
  • Spoon, Iron
    0.3 gp
  • Spatula, Iron
    0.4 gp
  • Skewer, Iron
    2 gp
  • Pot, Iron
    2 gp
  • Platter, Iron
    1.5 gp
  • Plate, Iron
    2 gp
  • Mining Pick
    2 gp
  • Blunderbuss
    2.26 300 gp
  • Glass Lens, Small
    0.5 gp
  • Glass Lens, Medium
    1.5 gp
  • Ladle, Iron
    0.25 gp
  • Knife, Iron
    0.3 gp
  • Jug, Iron
    2 gp
  • Iron Spike
    0.1 gp
  • Bracers, Iron
    300 15 gp
  • Bracelet, Iron
    1 gp
  • Hauberk Barding
    64 250 gp
  • Lamp, Hand
    1 gp
  • Fork, Iron
    0.3 gp
  • Crown, Silver
    30 gp
  • Lead Ore
    0.2 gp
  • Mail Shirt
    48 60 gp
  • Manacles
    -100 2 gp
  • Morningstar
    11.15 15 gp
  • Rapier
    7.71 25 gp
  • Reliquary
    200 gp
  • Scimitar
    7.94 25 gp
  • Box, Silver
    250 gp
  • Bracelet, Silver
    25 gp
  • Bracers, Silver
    150 90 gp
  • Bucket, Silver
    100 gp
  • Lead Ingot
    0.6 gp
  • Earrings, Silver
    1 gp
  • Greaves, Silver
    150 110 gp
  • Jar, Silver
    30 gp
  • Pan, Silver
    50 gp
  • Pin, Silver
    0.3 gp
  • Rod, Silver
    70 gp
  • Door, Small, Iron
    15 gp
  • Strongbox
    40 gp
  • Trident
    5.44 5 gp
  • Warhammer
    7.48 15 gp
  • 20 Crossbow Bolt
    0.05 gp
  • Amulet, Gold
    200 gp
  • Spatula, Silver
    30 gp
  • Spoon, Silver
    8 gp
  • Brigandine
    30 450 gp
  • Brigandine Barding
    30 40 gp
  • Bulwark
    -123.15 50 gp
  • Censer
    2 gp
  • Hard Hide
    0.5 gp
  • Soft Hide
    0.1 gp
  • Cuirass
    51.84 90 gp
  • Double-Bladed Scimitar
    4.16 100 gp
  • Glaive
    1.9 20 gp
  • Skewer, Silver
    75 gp
  • Greataxe
    2.39 30 gp
  • Greatsword
    5.67 50 gp
  • Halberd
    5.28 20 gp
  • Bell, Hand
    2 gp
  • Harpoon
    38.44 5 gp
  • Hauberk
    64 250 gp
  • Heavy Crossbow
    4.41 50 gp
  • Heavy Shield
    -129 40 gp
  • Iron Anchor
    250 gp
  • Lamellar
    14 150 gp
  • Sledgehammer
    2 gp
  • Wood Plank
    0.16 gp
  • Crowbar
    2 gp
  • Windchimes, Copper
    8 gp
  • Earrings, Copper
    0.6 gp
  • Crown, Copper
    10 gp
  • Scythe
    2.14 15 gp
  • Whetstone
    0.01 gp
  • Tinderbox
    0.05 gp
  • Tin Ingot
    0.9 gp
  • Tin Ore
    0.3 gp
  • Dustpan
    0.3 gp
  • Silver Ore
    3 gp
  • Iron Ore
    0.05 gp
  • Amulet, Silver
    25 gp
  • Silver Ingot
    15 gp
  • Silver Slug
    0.15 gp
  • Signet Ring
    5 gp
  • Signal Whistle
    3 gp
  • Shovel
    2 gp
  • Club
    10.76 0.1 gp
  • Phosphorus Slug
    1 gp
  • Phosphorus Block
    10 gp
  • Iron Cowbell
    0.5 gp
  • Rod, Iron
    1 gp
  • Rake, Iron
    0.5 gp
  • Pin, Iron
    0.05 gp
  • Pan, Iron
    1 gp
  • Iron Nail
    0.01 gp
  • Kettle, Iron
    0.5 gp
  • Jar, Iron
    1 gp
  • Hoe, Iron
    1 gp
  • Handsaw, Iron
    0.6 gp
  • Greaves, Iron
    150 2 gp
  • Door, Iron
    100 gp
  • Copper Slug
    0.03 gp
  • Chisel, Iron
    0.5 gp
  • Chain, 10 feet
    5 gp
  • Bucket, Iron
    1 gp
  • Iron Shears
    0.3 gp
  • Box, Iron
    10 gp
  • Boots, Iron
    150 8 gp
  • Hooded Lantern
    5 gp
  • Helmet
    40 gp
  • Hammer
    1 gp
  • Grappling Hook
    2 gp
  • Fishing Hook
    0.02 gp
  • Dagger
    4.1 2 gp
  • Shortsword
    5.68 10 gp
  • Flail
    10.14 10 gp
  • Bracelet, Copper
    5 gp
  • War Pick
    5.66 5 gp
  • Pike
    9.82 5 gp
  • Mace
    11.28 5 gp
  • Handaxe
    3.12 5 gp
  • Light Hammer
    3.29 2 gp
  • Spear
    11.87 1 gp
  • Hatchet
    3.12 1 gp
  • Pitchfork
    11.87 0.5 gp
  • Maul
    5.62 10 gp
  • Javelin
    11.46 0.5 gp
  • Sickle
    3.66 0.2 gp
  • Quarterstaff
    3.43 0.2 gp
  • Greatclub
    9.61 0.2 gp
  • Dart
    1.8 0.05 gp
  • Small Glass Case
    0.6 gp
  • Bracers, Copper
    150 20 gp
  • Amulet, Copper
    5 gp
  • Climbing Piton
    0.05 gp
  • Brazier, Copper
    15 gp
  • Copper Ingot
    3 gp
  • Forge
    75 gp
  • Mess Kit
    0.5 gp
  • Longsword
    4.01 15 gp
  • Light Crossbow
    1.85 25 gp
  • Large Saw
    12.51 5 gp
  • Gate, Large, Iron
    50 gp
  • Lance
    7.83 10 gp
  • Key
    0.3 gp
  • Wrench, Iron
    1 gp
  • Iron Thimble
    0.3 gp
  • Iron Spade
    0.3 gp
  • Battleaxe
    2.95 10 gp
  • Cup, Iron
    0.5 gp
  • Chopsticks, Iron
    0.1 gp
  • Cage, Brass
    12 gp
  • Bowl, Iron
    3 gp
  • Iron Slug
    0.01 gp
  • Bottle, Iron
    1.5 gp
  • Bit and Bridle
    2 gp
  • Leather strap
    0.2 gp
  • Iron Ingot
    0.15 gp
  • Smithing Tools
    15 gp
  • Anvil
    20 gp
  • Bottle, Gold
    750 gp
  • Platinum Ingot
    1500 gp
  • Platinum Slug
    15 gp
  • Bottle, Platinum
    3000 gp
  • Bowl, Gold
    750 gp
  • Bowl, Platinum
    6000 gp
  • Chopsticks, Gold
    50 gp
  • Chopsticks, Platinum
    500 gp
  • Cup, Platinum
    2000 gp
  • Fork, Gold
    250 gp
  • Fork, Platinum
    500 gp
  • Jug, Gold
    1250 gp
  • Jug, Platinum
    10000 gp
  • Knife, Gold
    250 gp
  • Knife, Platinum
    1750 gp
  • Ladle, Gold
    350 gp
  • Ladle, Platinum
    2000 gp
  • Plate Barding
    78 500 gp
  • Plate, Gold
    550 gp
  • Plate, Platinum
    2000 gp
  • Platter, Gold
    1100 gp
  • Platter, Platinum
    6000 gp
  • Pot, Gold
    2000 gp
  • Pot, Platinum
    24750 gp
  • Silver Hand Mirror
    5 gp
  • Skewer, Gold
    250 gp
  • Skewer, Platinum
    3000 gp
  • Spoon, Gold
    250 gp
  • Spoon, Platinum
    500 gp
  • Dragon Skull
    2000 gp
  • Helmet, Dragon Skull
    250 5000 gp
  • Dragon Turtle Carapace Piece
    200 gp
  • Half Plate, Dragon Turtle Carapace
    231.34 3000 gp
  • Plate, Dragon Turtle Carapace
    257.5 5000 gp
  • Shield, Dragon Turtle
    107.38 6760 gp
  • Box, Gold
    2000 gp
  • Bracelet, Gold
    500 gp
  • Bracers, Gold
    150 600 gp
  • Bucket, Gold
    800 gp
  • Crown, Gold
    250 gp
  • Earrings, Gold
    3 gp
  • Greaves, Gold
    150 1300 gp
  • Jar, Gold
    300 gp
  • Pan, Gold
    600 gp
  • Pin, Gold
    3 gp
  • Rod, Gold
    800 gp
  • Half Plate
    67.84 450 gp
  • Door, Huge, Iron
    3000 gp
  • Portcullis, Huge, Iron
    2000 gp
  • Plate
    78 900 gp
  • Amulet, Platinum
    2500 gp
  • Box, Platinum
    15000 gp
  • Bracelet, Platinum
    2500 gp
  • Bracers, Platinum
    450 6000 gp
  • Bucket, Platinum
    8000 gp
  • Crown, Platinum
    2250 gp
  • Earrings, Platinum
    30 gp
  • Jar, Platinum
    3000 gp
  • Necklace, Platinum
    2000 gp
  • Pan, Platinum
    6000 gp
  • Platinum Ore
    500 gp
  • Ring, Platinum
    2000 gp
  • Rod, Platinum
    8000 gp
  • Dragon Bones
    500 gp
  • 20 Crossbow Bolt
    0.05 gp

  • Skill Tier 8:
  • Smithing

Merchant - Tier 3 - City Merchant
Creature Sub Type
415

City Merchants are the opulent powerbrokers who rule the grand bazaars and towering emporiums of major metropolises, their lavish storefronts glittering with high-end wonders. 🪙 Spacious halls overflow with elite gear — masterwork weapons that hum with enchantment, potent elixirs capable of turning the tide of battle, and rare crafting materials like phoenix ash, abyssal crystal, and threads spun from starlight. They eagerly acquire the most valuable relics and dungeon treasures adventurers haul from perilous depths, converting legendary plunder into mountains of coin while offering the exact components needed for legendary creations. Backed by continent-spanning guilds bound by ironclad contracts, they command formidable protection: slight one and blacklists sweep across kingdoms, bounties ignite overnight, and entire trade empires close their doors to the offender.

Profit is their lifeblood and only true allegiance. City Merchants thrive on colossal financial risks — wagering fortunes on black-market artifacts, extending vast lines of credit to renowned parties, or cornering markets on scarce magical resources — yet they never risk their own skin. 🏪 Always one step ahead through whispered guild intelligence and enchanted ledgers, they’re the sophisticated allies (or calculated rivals) who can elevate a party from local heroes to realm-shaking legends. Smart adventurers nurture these relationships early; a City Merchant’s favor today can deliver the forbidden relic or high-stakes commission that turns tomorrow’s doom into destiny. 🪙

  • Inventory Unequipped:
  • 7750 Gold Coin
    1 gp
  • 15000 Copper Coin
    0.01 gp
  • 120000 Silver Coin
    0.1 gp
  • 10 Platinum Coin
    10 gp

  • Skill Tier 8:
  • Attention
  • Empathy

d100
Mod
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Effect 1 Effect 2 Ambience Music