Weaver - Tier 2
Merchants
Weaver - Tier 2 (Subtype)
Merchant - Tier 2 - Town Merchant
180 lbs
1
707.02

0 / 0
0
0
+30
1

Scarf, Silk
Clothes, Artisan’s
Pants, Cloth
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Vest, Silk
    30 gp
  • Scarf, Silk
    20 gp
  • Pants, Cloth
    0.8 gp

  • Inventory Unequipped:
  • 20 Scarf, Cloth
    1 gp
  • 20 Gambeson
    16 15 gp
  • 20 Pillow, Cloth
    0.75 gp
  • 20 Blouse, Cotton
    2 gp
  • 20 Blanket, Cloth
    2 gp
  • 20 Tunic, Cloth
    0.3 gp
  • 20 Cloth Towel
    0.3 gp
  • 20 Tabard, Cloth
    0.7 gp
  • 20 Skirt, Cloth
    0.5 gp
  • 20 Shawl, Cloth
    1.5 gp
  • 20 Hempen Rope, 50 feet
    1 gp
  • 20 Satchel, Cloth
    3 gp
  • 20 Sash, Cloth
    0.5 gp
  • 20 Ribbon, Cloth
    0.5 gp
  • 20 Pants, Cloth
    0.8 gp
  • 20 Cloth Napkin
    0.01 gp
  • 20 Hood, Cloth
    1 gp
  • 20 Girdle, Cloth
    1 gp
  • 20 Cloth Flag
    1 gp
  • 20 Ribbon, Silk
    3 gp
  • 20 Wool
    0.4 gp
  • 20 Skirt, Wool
    5 gp
  • 20 Shawl, Wool
    5 gp
  • 20 Scarf, Wool
    5 gp
  • 20 Wool Mittens
    4 gp
  • 20 Wick
    0.01 gp
  • 20 10 feet of string
    0.8 gp
  • 20 Silk Rope, 50 feet
    30 gp
  • 20 Backpack
    2 gp
  • 20 Silk, square, small
    1 gp
  • 20 Hood, Silk
    20 gp
  • 20 Silk (1 sq. yd.)
    10 gp
  • 20 Net
    5.3 1 gp
  • 20 Flax
    0.02 gp
  • 20 Hammock, Linen
    8 gp
  • 20 Ignoble Hat
    5 gp
  • 20 Doll, human
    3 gp
  • 20 Banner, Cloth
    0.06 1 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Screw Press
    30 gp
  • 20 Hand Fan
    0.8 gp
  • 20 Flying Kite
    0.3 gp
  • 20 Beret, Cotton
    1 gp
  • 20 Cotton Cloth (1 sq. yd.)
    0.5 gp
  • 20 Gloves, Cloth
    5 gp
  • 20 Cloak, Cloth
    1 gp
  • 20 Curtain, Cloth
    1 gp
  • 20 Bandana, Cloth
    0.3 gp
  • 20 Cape
    0.5 gp
  • 20 Bedroll
    1 gp
  • 20 Wool Cloth
    10 gp
  • 20 Linen Yarn
    0.5 gp
  • 20 Linen Cloth
    5 gp
  • 20 Weaving Tools
    15 gp
  • 20 Thread, cloth
    0.01 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Dress, Cloth
    1 gp
  • 20 Coif, Cloth
    1 gp
  • 20 Doll, Cat
    2 gp
  • 20 Bowstring
    0.2 gp
  • 20 Hemp Fiber
    0.05 gp
  • 20 Spinning Wheel
    20 gp
  • 20 Blanket, Wool
    3.45 gp
  • 20 Wool Yarn
    2 gp
  • 20 Loom
    30 gp
  • 20 Teddy Bear
    1 gp
  • 20 Wicker Basket
    1 gp
  • 20 Willow Fiber
    0.01 gp
  • 20 Two-Person Tent
    15 gp
  • 20 Wood Plank
    0.16 gp
  • 20 Torch
    0.01 gp
  • 20 Timber
    0.08 gp
  • 20 Paper, Sheet
    0.2 gp
  • 20 Blanket, Silk
    50 gp
  • 20 Blouse, Silk
    30 gp
  • 20 Dress, Silk
    30 gp
  • 20 Pillow, Silk
    20 gp
  • 20 Sash, Silk
    20 gp
  • 20 Scarf, Silk
    20 gp
  • 20 Shawl, Silk
    20 gp
  • 20 Skirt, Silk
    20 gp
  • 20 Vest, Silk
    30 gp
  • 20 Tapestry
    25 gp
  • 20 Wool Quilt
    30 gp
  • 1100 Gold Coin
    1 gp
  • 8000 Copper Coin
    0.01 gp
  • 28000 Silver Coin
    0.1 gp
  • 2 Platinum Coin
    10 gp


  • Monster Bits:
  • 40 Humanoid Blood
    0.15 gp
  • 108 Animal Bone
    0.03 gp
  • 72 Animal Fat
    0.5 gp
  • 248 Animal Meat
    0.05 gp
  • 36 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

Your hands, callused from endless labor, shape the iridescent scales into a harness of living coral and pearl. Salt-crusted fingers weave kelp threads through barnacle-studded frames, binding seafoam runes that pulse with tidal rhythm. The artifact hums against your skin, whispering of abyssal depths and unyielding currents.

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.

Weaver - Tier 2 (Subtype)
Creature Sub Type
67.5

🧵🪡 Weaver: Tier 2 Seammaster

A Tier 2 Weaver is a respected textile craftsperson whose fabric work, garment production, and stronger shop output make them a notable supplier of clothing and household cloth goods. They are no longer just producing basic commonwear. At this tier, their work is better fitted, more durable, and more trusted by customers with regular money to spend.

📚🧶 Training and Foundation

Tier 2 Weavers are deeply shaped by advanced apprenticeship, guild recognition, household contracts, commercial cloth work, or years of disciplined practice at loom, needle, and cutting table. They understand weave quality, fabric behavior, pattern cutting, fitting, repair, reinforcement, dye use, and the practical differences between garments made for labor, travel, service, and respectable public wear. Their craft is no longer just functional. It is skilled.

🧥✂️ Appearance and Bearing

These creatures usually appear in practical but better-kept aprons, dresses, vests, rolled sleeves, work belts, and clothing suited to measuring, cutting, pinning, and finishing garments through long hours. Their hands often show needle wear, dye staining, and calluses from loom and thread work. Their bearing is patient, exact, and more confident than that of a Tier 1 Clothier, with the habit of judging fabric, fit, and customer means at a glance.

👕📦 Typical Inventory

A Tier 2 Weaver commonly keeps bolts of wool, linen, and better-grade cloth, work shirts, fitted trousers, dresses, skirts, aprons, undershirts, shifts, stockings, gloves, caps, kerchiefs, scarves, cloaks, children’s clothes, winter wraps, blankets, curtains, table linens, repaired secondhand garments, buttons, ribbons, ties, thread spools, needles, measuring cords, mending kits, dye packets, sewing wax, and partially finished custom orders. Better shops may also stock officer-quality shirts, travel coats, sailor’s wear, mourning clothes, household uniforms, or modest decorative trim for wealthier buyers.

🧠⚖️ Working Style

Their working style is structured, material-aware, and fit-focused. A Tier 2 Weaver wastes less cloth, cuts more accurately, and produces garments that sit better on the body and last longer under wear. They can manage custom measurements, repeated household orders, and more demanding repair work without sacrificing consistency. Their goal is not elite fashion first. It is dependable quality, better fit, and stronger finish.

💰🪢 Trade and Practical Role

What defines this subtype is reliable textile utility with broader appeal. Tier 2 Weavers supply clothing and cloth goods that support everyday life, travel, service, and modest status display. Their work serves laborers, sailors, officers, clerks, merchants, households, and travelers who want something better than the cheapest available option but not true luxury. In a flintlock fantasy economy, they sit between necessity and respectability.

🏪🧺 Business and Workspace

Tier 2 Weavers usually work from established cloth shops, loom rooms, tailoring houses, guild-approved workshops, or busy neighborhood stores with bolts of fabric, pattern tables, cutting benches, hanging orders, and shelves of finished garments. Their business depends on reliable cloth supply, steady customer demand, and enough storage to keep both raw fabric and finished goods organized. A successful shop often includes apprentices, stitchers, or family labor handling weaving, cutting, mending, and finishing work.

🏙️👥 Common Roles

These creatures are commonly found as town clothiers, seamstresses, practical tailors, household garment suppliers, dockside clothing merchants, uniform stitchers, market textile sellers, or workshop weavers serving districts with stable demand for wearable, durable goods. In larger settlements, they are often the people chosen when fit and reliability matter more than novelty.

👑🪙 Place in Society

A Tier 2 Weaver holds modest professional status. Households return to them, merchants recommend them, and working customers trust them not to waste cloth or coin. They are not usually prestigious in the way elite fashion makers are, but they are valued because their work is visible, necessary, and tied directly to how people present themselves in daily life.

📈🧵 Tier Meaning

Tier 2 represents a weaver that has developed beyond basic cloth work into recognized professional skill. The core traits remain the same—fabric production, garment making, practical inventory, and textile utility—but they now operate with better stock, stronger fit, and clearer reputation. It is no longer just a working clothier. It is a true seammaster.

  • Inventory Unequipped:
  • 20 Scarf, Cloth
    1 gp
  • 20 Gambeson
    16 15 gp
  • 20 Pillow, Cloth
    0.75 gp
  • 20 Blouse, Cotton
    2 gp
  • 20 Blanket, Cloth
    2 gp
  • 20 Tunic, Cloth
    0.3 gp
  • 20 Cloth Towel
    0.3 gp
  • 20 Tabard, Cloth
    0.7 gp
  • 20 Skirt, Cloth
    0.5 gp
  • 20 Shawl, Cloth
    1.5 gp
  • 20 Hempen Rope, 50 feet
    1 gp
  • 20 Satchel, Cloth
    3 gp
  • 20 Sash, Cloth
    0.5 gp
  • 20 Ribbon, Cloth
    0.5 gp
  • 20 Pants, Cloth
    0.8 gp
  • 20 Cloth Napkin
    0.01 gp
  • 20 Hood, Cloth
    1 gp
  • 20 Girdle, Cloth
    1 gp
  • 20 Cloth Flag
    1 gp
  • 20 Ribbon, Silk
    3 gp
  • 20 Wool
    0.4 gp
  • 20 Skirt, Wool
    5 gp
  • 20 Shawl, Wool
    5 gp
  • 20 Scarf, Wool
    5 gp
  • 20 Wool Mittens
    4 gp
  • 20 Wick
    0.01 gp
  • 20 10 feet of string
    0.8 gp
  • 20 Silk Rope, 50 feet
    30 gp
  • 20 Backpack
    2 gp
  • 20 Silk, square, small
    1 gp
  • 20 Hood, Silk
    20 gp
  • 20 Silk (1 sq. yd.)
    10 gp
  • 20 Net
    5.3 1 gp
  • 20 Flax
    0.02 gp
  • 20 Hammock, Linen
    8 gp
  • 20 Ignoble Hat
    5 gp
  • 20 Doll, human
    3 gp
  • 20 Banner, Cloth
    0.06 1 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Screw Press
    30 gp
  • 20 Hand Fan
    0.8 gp
  • 20 Flying Kite
    0.3 gp
  • 20 Beret, Cotton
    1 gp
  • 20 Cotton Cloth (1 sq. yd.)
    0.5 gp
  • 20 Gloves, Cloth
    5 gp
  • 20 Cloak, Cloth
    1 gp
  • 20 Curtain, Cloth
    1 gp
  • 20 Bandana, Cloth
    0.3 gp
  • 20 Cape
    0.5 gp
  • 20 Bedroll
    1 gp
  • 20 Wool Cloth
    10 gp
  • 20 Linen Yarn
    0.5 gp
  • 20 Linen Cloth
    5 gp
  • 20 Weaving Tools
    15 gp
  • 20 Thread, cloth
    0.01 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Dress, Cloth
    1 gp
  • 20 Coif, Cloth
    1 gp
  • 20 Doll, Cat
    2 gp
  • 20 Bowstring
    0.2 gp
  • 20 Hemp Fiber
    0.05 gp
  • 20 Spinning Wheel
    20 gp
  • 20 Blanket, Wool
    3.45 gp
  • 20 Wool Yarn
    2 gp
  • 20 Loom
    30 gp
  • 20 Teddy Bear
    1 gp
  • 20 Wicker Basket
    1 gp
  • 20 Willow Fiber
    0.01 gp
  • 20 Two-Person Tent
    15 gp
  • 20 Wood Plank
    0.16 gp
  • 20 Torch
    0.01 gp
  • 20 Timber
    0.08 gp
  • 20 Paper, Sheet
    0.2 gp
  • 20 Blanket, Silk
    50 gp
  • 20 Blouse, Silk
    30 gp
  • 20 Dress, Silk
    30 gp
  • 20 Pillow, Silk
    20 gp
  • 20 Sash, Silk
    20 gp
  • 20 Scarf, Silk
    20 gp
  • 20 Shawl, Silk
    20 gp
  • 20 Skirt, Silk
    20 gp
  • 20 Vest, Silk
    30 gp
  • 20 Tapestry
    25 gp
  • 20 Wool Quilt
    30 gp

  • Skill Tier 6:
  • Weaving

Merchant - Tier 2 - Town Merchant
Creature Sub Type
135

Town Merchants are the prosperous shopkeepers and guild traders who dominate the marketplaces of mid-sized towns and thriving trade hubs. 🪙 With spacious storefronts bursting with superior gear — finely crafted weapons, potent mid-tier potions, enchanted tools, and rare crafting materials like griffon feathers or shadowsteel ingots — they eagerly purchase the more impressive relics and dungeon hauls adventurers bring back from deeper ruins. Operating under stronger regional guilds, they offer enhanced protection through binding contracts and swift retaliation: cross one and blacklists ripple across entire trade routes, while bounties ensure swift justice without the merchant ever lifting a finger.

Profit remains their true north, yet Town Merchants embrace bolder financial risks — wagering on high-value shipments, extending lines of credit to trusted parties, or investing in exotic stock that could yield fortunes or ruin. 🏪 They’re the reliable bridge between local peddlers and grander powers, always ready with local lore, special commissions, and the occasional magical oddity that turns a simple sale into the spark of a greater quest. Smart adventurers cultivate these relationships early; a Town Merchant’s favor today can unlock the exact rare component or urgent escort job that saves the party tomorrow. 🪙

  • Inventory Unequipped:
  • 1100 Gold Coin
    1 gp
  • 8000 Copper Coin
    0.01 gp
  • 28000 Silver Coin
    0.1 gp
  • 2 Platinum Coin
    10 gp

  • Skill Tier 6:
  • Attention
  • Empathy

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Effect 1 Effect 2 Ambience Music