Weaver - Tier 1
Merchants
Weaver - Tier 1 (Subtype)
Merchant - Tier 1 - Local Merchant
180 lbs
1
373.53

0 / 0
0
0
+30
1

Ribbon, Cloth
Scarf, Cloth
Clothes, Artisan’s
Pants, Cloth
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Pants, Cloth
    0.8 gp
  • Scarf, Cloth
    1 gp
  • Ribbon, Cloth
    0.5 gp

  • Inventory Unequipped:
  • 20 Thread, cloth
    0.01 gp
  • 20 Backpack
    2 gp
  • 20 Weaving Tools
    15 gp
  • 20 Linen Cloth
    5 gp
  • 20 Linen Yarn
    0.5 gp
  • 20 Wool Cloth
    10 gp
  • 20 Bedroll
    1 gp
  • 20 Cape
    0.5 gp
  • 20 Bandana, Cloth
    0.3 gp
  • 20 Banner, Cloth
    0.06 1 gp
  • 20 Cloak, Cloth
    1 gp
  • 20 Gloves, Cloth
    5 gp
  • 20 Cotton Cloth (1 sq. yd.)
    0.5 gp
  • 20 Beret, Cotton
    1 gp
  • 20 Flying Kite
    0.3 gp
  • 20 Hand Fan
    0.8 gp
  • 20 Screw Press
    30 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Paper, Sheet
    0.2 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Timber
    0.08 gp
  • 20 Torch
    0.01 gp
  • 20 Wood Plank
    0.16 gp
  • 20 Two-Person Tent
    15 gp
  • 20 Willow Fiber
    0.01 gp
  • 20 Wicker Basket
    1 gp
  • 20 Teddy Bear
    1 gp
  • 20 Loom
    30 gp
  • 20 Wool Yarn
    2 gp
  • 20 Blanket, Wool
    3.45 gp
  • 20 Spinning Wheel
    20 gp
  • 20 Hemp Fiber
    0.05 gp
  • 20 Bowstring
    0.2 gp
  • 20 Doll, Cat
    2 gp
  • 20 Coif, Cloth
    1 gp
  • 20 Curtain, Cloth
    1 gp
  • 20 Dress, Cloth
    1 gp
  • 20 Cloth Flag
    1 gp
  • 20 Girdle, Cloth
    1 gp
  • 20 Hood, Cloth
    1 gp
  • 20 Cloth Napkin
    0.01 gp
  • 20 Pants, Cloth
    0.8 gp
  • 20 Ribbon, Cloth
    0.5 gp
  • 20 Sash, Cloth
    0.5 gp
  • 20 Satchel, Cloth
    3 gp
  • 20 Scarf, Cloth
    1 gp
  • 20 Shawl, Cloth
    1.5 gp
  • 20 Skirt, Cloth
    0.5 gp
  • 20 Tabard, Cloth
    0.7 gp
  • 20 Cloth Towel
    0.3 gp
  • 20 Tunic, Cloth
    0.3 gp
  • 20 Blanket, Cloth
    2 gp
  • 20 Blouse, Cotton
    2 gp
  • 20 Pillow, Cloth
    0.75 gp
  • 20 Gambeson
    16 15 gp
  • 20 Hempen Rope, 50 feet
    1 gp
  • 20 Doll, human
    3 gp
  • 20 Ignoble Hat
    5 gp
  • 20 Hammock, Linen
    8 gp
  • 20 Flax
    0.02 gp
  • 20 Net
    5.3 1 gp
  • 20 Silk (1 sq. yd.)
    10 gp
  • 20 Hood, Silk
    20 gp
  • 20 Silk, square, small
    1 gp
  • 20 Ribbon, Silk
    3 gp
  • 20 Silk Rope, 50 feet
    30 gp
  • 20 10 feet of string
    0.8 gp
  • 20 Wick
    0.01 gp
  • 20 Wool Mittens
    4 gp
  • 20 Scarf, Wool
    5 gp
  • 20 Shawl, Wool
    5 gp
  • 20 Skirt, Wool
    5 gp
  • 20 Wool
    0.4 gp
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp


  • Monster Bits:
  • 30 Humanoid Blood
    0.15 gp
  • 81 Animal Bone
    0.03 gp
  • 54 Animal Fat
    0.5 gp
  • 186 Animal Meat
    0.05 gp
  • 27 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

Threads of ethereal silk spool from your fingertips, weaving into a shimmering web that binds the air itself. The loom hums with latent power, each strand pulsing like veins of captured moonlight. As Tier 1 awakens, fragile patterns form shields or snares, born from your will alone.

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 1 (Subtype)
Creature Sub Type
6.5

🧵🪡 Weaver: Tier 1 Clothier

A Tier 1 Weaver is a working textile craftsperson defined by practical fabric production, basic garment making, and the steady supply of clothing and household cloth goods for ordinary customers. In a flintlock fantasy setting, they are an essential trade worker whose value comes from turning fiber into usable fabric, then fabric into things people wear, mend, and live with every day.

📚🧶 Training and Foundation

Tier 1 Weavers are shaped by apprenticeship, family trade, guild instruction, household production, or years spent at loom, needle, and cutting table. They understand thread tension, fiber handling, simple dyes, stitching, patching, measuring, cutting, hemming, and the difference between workwear, commonwear, and household cloth. This is not a hobby sewer with scraps and guesses. It is a trained textile worker who can produce durable goods for daily use.

🧥✂️ Appearance and Bearing

These creatures usually appear in practical dresses, aprons, vests, rolled sleeves, work skirts, belts with scissors and measuring cords, and clothing marked by lint, chalk, thread, and dye. Their hands are often callused from loom work, needle use, and long hours of repetitive handling. Their bearing tends to be patient, detail-focused, and accustomed to fitting customers quickly and speaking in practical terms about cloth, wear, and repair.

👕📦 Typical Inventory

A Tier 1 Weaver commonly keeps bolts of plain cloth, wool panels, linen lengths, shirts, work trousers, aprons, undershirts, shifts, stockings, gloves, caps, kerchiefs, scarves, blankets, table runners, washcloths, curtains, patched secondhand garments, thread spools, buttons, ties, ribbons, mending kits, needles, measuring cords, simple dyes, and partially finished custom orders. Depending on the district, they may also stock sailors’ wear, winter wraps, children’s clothes, or heavy work smocks.

🧠⚖️ Working Style

Their working style is measured, repetitive, and fit-focused. A Tier 1 Weaver cuts cloth carefully, reduces waste, reinforces stress points, and makes garments meant to survive ordinary labor. They are expected to provide practical, wearable goods rather than elite fashion. A good one knows how to match fabric to climate, work, and budget, and how to mend rather than replace when coin is short.

💰🪢 Trade and Practical Role

What defines this subtype is necessary textile utility. Tier 1 Weavers make and repair the clothing and cloth goods that support daily life. Their work serves laborers, sailors, children, servants, travelers, families, and anyone else who needs garments that fit well enough, wear long enough, and cost less than imported luxury. In a flintlock fantasy economy, cloth is not optional. It is part of basic survival and social presentation.

🏪🧺 Business and Workspace

Tier 1 Weavers usually work from small loom rooms, attached home workshops, market stalls, tailoring corners, guild rooms, or neighborhood shops with bolts of cloth stacked near walls and half-finished pieces hanging from pegs. Their business depends on access to thread, wool, linen, dye, buttons, and steady customer demand. A busy shop may include apprentices or family labor dividing spinning, weaving, cutting, mending, and finishing tasks.

🏙️👥 Common Roles

These creatures are commonly found as town weavers, seamstresses, clothiers, menders, household textile workers, dockside clothing sellers, apprentice tailors, or practical garment makers serving neighborhoods with constant wear and tear. In settlements, they are often among the most consistently useful artisans because everyone eventually needs clothing altered, repaired, or replaced.

👑🪙 Place in Society

A Tier 1 Weaver usually holds modest but steady social value. They are rarely prestigious, but they are widely useful and often know the practical state of a neighborhood through what people need mended, replaced, or resized. In a flintlock fantasy setting, a reliable weaver is part merchant, part artisan, and part quiet support for everyday life.

📈🧵 Tier Meaning

Tier 1 represents the earliest stage of the weaver role: dependable cloth work, modest inventory, practical garments, and strong daily utility. The core fantasy is present—fabric, thread, fitting, mending, and textile trade—but it remains grounded in ordinary clothing and household goods rather than fine fashion, luxury tailoring, or major workshop authority.

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

  • Skill Tier 3:
  • Weaving

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

d100
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Effect 1 Effect 2 Ambience Music