Mason - Tier 1
Merchant - Tier 1 - Local Merchant
Merchants
Mason - Tier 1 (Subtype)
240 lbs
1
448.5

0 / 0
0
0
+30
1

  • Inventory Unequipped:
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp
  • 20 Masonry Tools
    15 gp
  • 20 Stone Ore
    0.05 gp
  • 20 Chalk, piece
    0.01 gp
  • 20 Iron Ingot
    0.15 gp
  • 20 Stone Block
    0.15 gp
  • 20 Forge
    75 gp
  • 20 Glass Furnace
    100 gp
  • 20 Wall, Medium, Stone
    80 gp
  • 20 Oven
    80 gp
  • 20 Phosphorus Ore
    3 gp
  • 20 Phosphorus Block
    10 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Plaster
    0.02 gp
  • 20 Door, Small. Stone
    20 gp
  • 20 Pillar, Small, Stone
    50 gp
  • 20 Wall, Small, Stone
    20 gp
  • 20 Statue, Bust
    5 gp
  • 20 Bed, Stone
    180 gp
  • 20 Chair, Stone
    50 gp
  • 20 Couch, Stone
    120 gp
  • 20 Countertop, Stone
    100 gp
  • 20 Door, Stone
    100 gp
  • 20 Table, Stone
    50 gp
  • 20 Statue, Tiny
    3 gp


  • Monster Bits:
  • 14 Humanoid Blood
    0.15 gp
  • 36 Animal Bone
    0.03 gp
  • 24 Animal Fat
    0.5 gp
  • 84 Animal Meat
    0.05 gp
  • 12 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

Rough-hewn granite blocks stack into your squat form, mortar veins cracking under strain. Callused hands grip a trowel, spreading wet lime that stings the air with chalky dust. You heft the next stone, its weight grinding against your unyielding frame, binding walls that whisper of enduring siege.

Merchant - Tier 1 - Local Merchant
Creature Sub Type
13

Local Merchants are the humble shopkeeps and street traders who keep the lifeblood of small towns and bustling city quarters flowing. 🪙 Operating cozy storefronts crammed with everyday wares — lanterns, rope, potions, and basic weapons — they eagerly buy the trinkets and minor relics adventurers drag back from nearby ruins. With a sharp eye and quicker smile, they turn dusty dungeon loot into ready coin while stocking the crafting materials heroes need to patch gear or brew simple remedies. Part of tight-knit local guilds, they enjoy quiet protection: harm one and the entire network quietly blacklists the offender with contracts and whispered warnings.

Driven by steady profit rather than grand schemes, Tier 1 Local Merchants take calculated financial risks — overstocking exotic herbs, extending credit to promising parties, or gambling on a shady shipment — but rarely step beyond the safety of their counters or guild wards. 🏪 They’re the friendly face of commerce that starting adventurers learn to trust (or haggle with), offering fair deals, local gossip, and the occasional rare find that sparks the next quest. Wise parties treat them well; today’s neighborhood merchant may one day hold the exact component needed to survive tomorrow’s danger. 🪙

  • Inventory Unequipped:
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp

  • Skill Tier 3:
  • Attention
  • Empathy

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.

Mason - Tier 1 (Subtype)
Creature Sub Type
6.5

🧱🔨 Mason: Tier 1 Stoneworker

A Tier 1 Mason is a working stone craftsperson defined by cutting, shaping, setting, and repairing stone for practical construction. In a flintlock fantasy setting, they are an essential building artisan whose value comes from turning raw stone into walls, foundations, steps, hearths, markers, and other structures meant to last.

📚⛏️ Training and Foundation

Tier 1 Masons are shaped by apprenticeship, quarry labor, guild instruction, public works, or years spent learning how stone splits, bears weight, and fails under poor placement. They understand measuring, cutting, dressing, mortar use, leveling, jointing, and the difference between rough structural work and finer fitted stone. This is not a laborer stacking rock by guesswork. It is a trained builder producing stable work that must hold under weather and load.

🧥🪨 Appearance and Bearing

These creatures usually appear in heavy aprons, work coats, gloves, boots, and practical clothing marked by stone dust, lime, mud, and chipped edges from constant site labor. Their hands are often rough, scarred, and strong from repeated hammer, chisel, and lifting work. Mallets, chisels, measuring cords, plumb lines, squares, wedges, and trowels are usually close at hand. Their bearing tends to be direct, physical, and used to judging quality by line, weight, and fit.

🧱📦 Typical Inventory

A Tier 1 Mason commonly keeps cut stone blocks, paving pieces, bricks, mortar mix, lime, trowels, chisels, hammers, wedges, plumb lines, measuring rods, stone dust, repair patches, hearthstones, steps, sill stones, grave markers, boundary stones, chimney pieces, drainage channels, small carved fittings, and partially finished construction or repair orders. Depending on the district, they may also stock dock stone, well rings, cellar lining, wall caps, or simple carved plaques.

🧠⚖️ Working Style

Their working style is measured, physical, and structure-focused. A Tier 1 Mason cuts to line, checks level often, beds stone carefully, and works in stages that keep weight distributed correctly. They are expected to produce durable work rather than decorative showpieces. A good one knows where to spend time on fit and where rougher work is acceptable so long as the structure remains sound.

💰🏗️ Trade and Practical Role

What defines this subtype is necessary structural utility. Tier 1 Masons make the stonework that supports homes, inns, walls, chimneys, bridges, wells, roads, graveyards, and public buildings. Their work serves builders, households, dockyards, temples, civic authorities, and anyone else who needs permanent material shaped and set correctly. In a flintlock fantasy economy, masonry is part of the fixed backbone of every serious settlement.

🏪🪵 Business and Workspace

Tier 1 Masons usually work from yard sites, quarry edges, public works lots, construction grounds, or small workshops with cutting tables, stacked stone, mortar bins, and shelters for tools and plans. Their business depends on access to stone, lime, labor, and transport strong enough to move heavy material. A busy operation may include apprentices, haulers, and general labor dividing cutting, mixing, carrying, and setting work.

🏙️👥 Common Roles

These creatures are commonly found as wall builders, chimney masons, grave marker cutters, step setters, hearth makers, well liners, road-edge stoneworkers, or practical building artisans serving towns with constant repair and construction needs. In settlements, they are often the people called when a structure must stop shifting, leaking, or collapsing.

👑🪙 Place in Society

A Tier 1 Mason usually holds modest but steady social value. They are rarely elegant, but they are widely respected when reliable because bad stonework fails visibly and good stonework can outlast its maker. In a flintlock fantasy setting, a dependable mason is part artisan, part builder, and part long-term support for civic life.

📈🧱 Tier Meaning

Tier 1 represents the earliest stage of the mason role: dependable stone cutting, modest construction inventory, practical structural work, and strong daily utility. The core fantasy is present—stone, mortar, line, weight, and lasting craft—but it remains grounded in ordinary building work rather than monumental architecture, major contracts, or elite sculptural prestige.

  • Inventory Unequipped:
  • 20 Masonry Tools
    15 gp
  • 20 Stone Ore
    0.05 gp
  • 20 Chalk, piece
    0.01 gp
  • 20 Iron Ingot
    0.15 gp
  • 20 Stone Block
    0.15 gp
  • 20 Forge
    75 gp
  • 20 Glass Furnace
    100 gp
  • 20 Wall, Medium, Stone
    80 gp
  • 20 Oven
    80 gp
  • 20 Phosphorus Ore
    3 gp
  • 20 Phosphorus Block
    10 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Plaster
    0.02 gp
  • 20 Door, Small. Stone
    20 gp
  • 20 Pillar, Small, Stone
    50 gp
  • 20 Wall, Small, Stone
    20 gp
  • 20 Statue, Bust
    5 gp
  • 20 Bed, Stone
    180 gp
  • 20 Chair, Stone
    50 gp
  • 20 Couch, Stone
    120 gp
  • 20 Countertop, Stone
    100 gp
  • 20 Door, Stone
    100 gp
  • 20 Table, Stone
    50 gp
  • 20 Statue, Tiny
    3 gp

  • Skill Tier 3:
  • Masoning

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music