Petunia Quickburrow
Merchants
Beastlings
Cook - Tier 1 (Subtype)
Merchant - Tier 1 - Local Merchant
120 lbs
0
102

0 / 0
0
0
+30
1

  • Inventory Unequipped:
  • 20 Cooking Tools
    15 gp
  • 20 Oven
    80 gp
  • 20 Flour
    0.1 gp
  • 20 Bread, Loaf
    0.2 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Egg
    0.01 gp
  • 20 Ground Cocoa
    0.5 gp
  • 20 Piece of Chocolate Strawberry Cake
    1.5 gp
  • 20 Strawberries
    0.01 gp
  • 20 Bottle of Milk
    0.1 gp
  • 20 Raw Milk
    -21.04 0.02 gp
  • 20 Sugar Cane
    0.5 gp
  • 20 Sugar, flask
    0.1 gp
  • 20 Muffin
    0.3 gp
  • 20 Animal Meat
    0.05 gp
  • 20 Cooked Animal Meat
    0.1 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Tallow
    0.55 gp
  • 20 Bundle Carrot
    0.02 gp
  • 20 Carrot, dry
    0.1 gp
  • 20 Potato
    0.01 gp
  • 20 Sweet Potato
    0.01 gp
  • 20 Tomato
    0.01 gp
  • 20 Tomato Juice
    3 gp
  • 20 Vegetable Soup
    0.7 gp
  • 20 Wick
    0.01 gp
  • 20 Candle
    0.8 gp
  • 20 Taper Candle
    0.9 gp
  • 20 Gelatin
    1 gp
  • 20 Bowl of Jello
    5 gp
  • 20 Cheese
    0.1 gp
  • 20 Wheat
    0.01 gp
  • 20 Animal Bone
    0.03 gp
  • 20 Pillar Candle
    2 gp
  • 20 Salt
    0.1 gp
  • 20 Salt Ore
  • 20 Saltwater Fish
    0.25 gp
  • 20 Fresh Water Fish
    0.05 gp
  • 20 Apple
    0.01 gp
  • 20 Apple Juice
    3 gp
  • 20 Orange
    0.05 gp
  • 20 Orange Juice
    3 gp
  • 20 Grape Juice
    3 gp
  • 20 Grapes, bunch
    0.01 gp
  • 20 Common Wine (Pitcher)
    0.2 gp
  • 20 Fine Wine (Bottle)
    10 gp
  • 20 Ale (Gallon)
    0.2 gp
  • 20 Ale (Mug)
    0.04 gp
  • 20 Pear Juice
    3 gp
  • 20 Pear
    0.01 gp
  • 20 Strawberry Juice
    3 gp
  • 20 Common Spices
    0.05 gp
  • 20 Rare Spices
    5 gp
  • 20 Uncommon Spices
    0.3 gp
  • 20 Bag of Pistachios
    0.01 gp
  • 20 Barley
    0.01 gp
  • 20 Bundle of Garlic
    50 0.01 gp
  • 20 Cabbage
    0.01 gp
  • 20 Common Mushroom
    0.02 gp
  • 20 Corn
    0.01 gp
  • 20 Corn, powdered, flasked
    0.3 gp
  • 20 Field Rations
    0.5 gp
  • 20 Fig
    0.01 gp
  • 20 Ginger
    0.1 gp
  • 20 Pumpkin
    0.05 gp
  • 20 Small Jar of Olives
    0.01 gp
  • 20 Turnips
    0.02 gp
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp


  • Natural Weapon(s):
  • Claw (d4)
    56.92


  • Passive Abilities:
  • Beastling Empathy
    500 gp 1


  • Monster Bits:
  • 28 Humanoid Blood
    0.15 gp
  • 72 Animal Bone
    0.03 gp
  • 48 Animal Fat
    0.5 gp
  • 168 Animal Meat
    0.05 gp
  • 24 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

Soft fur the color of dawn-kissed meadows cloaks your lithe frame, ears twitching at every rustle of leaves or clink of coin. Gentle eyes, wide and doe-like, mask the sharp ledger etched in your mind, while nimble paws grip a walking stick that hums with hidden steel. You tread the grey roads, bundle of herbs slung over your shoulder, prices shifting like shadows with each whispered deal.

Petunia Quickburrow — The Coinflower of the Roads

No one remembers exactly where Petunia Quickburrow was born—least of all Petunia herself. Ask her, and she’ll give you three different answers depending on how much coin you’ve got in your purse. What is known is that she hails from the wandering Grasswalker clans—rabbitfolk who long ago abandoned burrows for the endless road, trading roots and herbs between the edges of civilization.

Petunia learned early that kindness feeds the soul… but coin feeds survival.

A Merchant Forged by Hunger

As a kit, Petunia traveled with a modest caravan of Grasswalkers who believed in fair trade. They bartered honestly with humans, shared tea with elves, and avoided the darker roads entirely. That ended the winter her clan trusted the wrong town.

A human lord paid them in “silver” that turned out to be plated tin. By the time they realized, supplies were gone, and half the caravan didn’t survive the cold.

Petunia did.

And she learned.

“Fair trade is a luxury. Survival is business.”

The Birth of a Ruthless Trader

Petunia abandoned the old ways and carved out her own path—alone, fast, and utterly pragmatic. She built her reputation not on trust, but on availability.

  1. Humans need herbs? She’s there.
  2. Dwarves want rare roots? She’s already sold them—at a markup.
  3. Goblins need spoiled grain cheap? She’ll sell it… and call it “aged stock.”
  4. Orc warbands want stimulants and salves? She charges double—and they still pay.

She goes where others won’t.

And sells what others shouldn’t.

Walking the Grey Roads

Petunia’s greatest strength is that she belongs nowhere—and therefore, everywhere.

She drinks with dwarves in mountain halls, laughs with goblins in torch-lit caves, and haggles with elves beneath moonlit trees. Each group distrusts her… but needs her.

Even her enemies hesitate.

Because Petunia remembers everything:

  1. Who owes her coin
  2. Who tried to cheat her
  3. Who might pay more next time

Her ledgers are coded. Her smile is calculated. Her prices? Fluid.

The Mask of Softness

With her soft fur, gentle eyes, and polite tone, Petunia disarms nearly everyone she meets.

That’s the trick.

Behind that harmless exterior is a mind constantly measuring profit margins, risk, and leverage. She’ll charm you, flatter you, even share a meal…

Then charge you triple when you’re desperate.

And she sleeps just fine afterward.

Rumors Along the Road

Travelers whisper about her:

  1. That she once sold the same healing potion to both sides of a battle
  2. That she carries “insurance”—small vials of poison for when deals go bad
  3. That her walking stick hides a blade
  4. That she knows secret paths between the realms of light and dark

None of it is confirmed.

All of it is believable.

Petunia’s Philosophy

“Gold doesn’t care if you’re good or evil.
It only cares who’s holding it.”
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.

Beastlings
Creature Sub Type
56.5

Beastlings are animalistic creatures that walk upright but are typically more intelligent than their Beast counterpart.

They could have come from a cruel joke by a God, or a terrible Wizard experiment gone wrong. Whole communities, or cities of Beastlings could exist in campaign.

They do not look Humanoid, and look like a large animal which walks upright. This could mean that other creatures of the campaign world treat them as a Beast, the GM could decide to have DIS on Influence Skill Rolls vs a non-Beastling.

  • Speed:
  • Walking Speed: +30

  • Natural Weapon(s):
  • Claw (d4)
    56.92

  • Passive Abilities:
  • Beastling Empathy
    500 gp 1

  • Skill Tier 2:
  • Natural Weapon Skill

  • Random Name Table Male
  • Names - Beastling - Male - First Name

  • Random Name Table Female
  • Names - Beastling - Female - First Name

  • Random Name Table Last Name
  • Names - Beastling - Last Name

Cook - Tier 1 (Subtype)
Creature Sub Type
32.5

🍲🔪 Cook: Tier 1 Kitchen Hand

A Tier 1 Cook is a working food preparer defined by practical kitchen skill, ingredient handling, and the steady production of filling meals for ordinary customers. In a flintlock fantasy setting, they are an essential trade worker whose value comes from speed, consistency, and the ability to turn available supplies into edible, saleable food.

📚🥔 Training and Foundation

Tier 1 Cooks are shaped by apprenticeship, tavern work, shipboard kitchens, household service, military camp duty, or years spent learning through repetition in hot, crowded workspaces. They understand chopping, boiling, roasting, baking basics, salting, preservation, portioning, and the timing needed to keep meals moving. This is not a hobbyist with a pan. It is a trained kitchen worker who can feed people reliably under pressure.

🧥🔥 Appearance and Bearing

These creatures usually appear in aprons, rolled sleeves, work shirts, kerchiefs, and heat-worn clothing marked by grease, flour, ash, and steam. Burns, knife nicks, and callused hands are common. They often carry spoons, knives, towels, ladles, and strings of keys to pantry or storage rooms. Their bearing tends to be brisk, practical, and used to constant interruption.

🍞📦 Typical Inventory

A Tier 1 Cook commonly keeps bread loaves, stew pots, root vegetables, onions, garlic, dried beans, smoked meat, salted fish, lard, flour sacks, barley, oats, kitchen herbs, vinegar, cheese, preserved fruit, broth stock, pies, hand meals for travelers, cheap beer or watered wine depending on the establishment, and basic cooking tools such as knives, ladles, iron pans, clay pots, spit forks, and cutting boards. Better kitchens may also keep fresh poultry, game, imported spices, citrus, or sugar when available and affordable.

🧠⚖️ Working Style

Their working style is fast, repetitive, and supply-conscious. A Tier 1 Cook works in batches, stretches ingredients, watches spoilage, and plans around what can be sold before it turns. They are expected to feed customers consistently rather than impress them with rare technique. Waste is a problem, timing is constant, and a good cook knows how to make simple food dependable.

💰🥩 Trade and Practical Role

What defines this subtype is necessary service. Tier 1 Cooks keep inns, taverns, camps, ships, and households functioning by providing hot meals, preserved rations, and food people can afford regularly. Their work serves laborers, sailors, soldiers, travelers, clerks, and families who need something filling more than something fashionable. In a flintlock fantasy economy, a cook is often as important as the quality of the building around them.

🏪🪵 Business and Workspace

Tier 1 Cooks usually work from tavern kitchens, inn hearths, ship galleys, camp kitchens, market stalls, noble service wings, or street-side cookshops with limited but constant demand. Their workspace is organized around fire, storage, prep surfaces, knives, hanging meats, pantry shelves, barrels, and pots that stay in near-continuous use. A busy kitchen may include scullions, servers, apprentices, or family labor dividing washing, prep, and serving duties.

🏙️👥 Common Roles

These creatures are commonly found as tavern cooks, galley cooks, household kitchen staff, military camp cooks, pie sellers, market food vendors, bakery assistants, or inn workers responsible for feeding a steady flow of ordinary people. In settlements, they are among the most consistently necessary trade workers because hunger returns every day.

👑🪙 Place in Society

A Tier 1 Cook usually holds modest but steady social value. They are rarely prestigious unless attached to wealth, but they become known quickly if they are reliable, cheap, or capable of feeding large numbers without complaint. In a flintlock fantasy setting, a good cook is practical infrastructure, especially in ports, barracks, inns, and trade roads.

📈🍲 Tier Meaning

Tier 1 represents the earliest stage of the cook role: dependable meal production, modest inventory, practical kitchen skill, and strong daily utility. The core fantasy is present—heat, food, labor, and service through craft—but it remains grounded in ordinary kitchens rather than elite cuisine, major provisioning contracts, or famous culinary status.

  • Inventory Unequipped:
  • 20 Cooking Tools
    15 gp
  • 20 Oven
    80 gp
  • 20 Flour
    0.1 gp
  • 20 Bread, Loaf
    0.2 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Egg
    0.01 gp
  • 20 Ground Cocoa
    0.5 gp
  • 20 Piece of Chocolate Strawberry Cake
    1.5 gp
  • 20 Strawberries
    0.01 gp
  • 20 Bottle of Milk
    0.1 gp
  • 20 Raw Milk
    -21.04 0.02 gp
  • 20 Sugar Cane
    0.5 gp
  • 20 Sugar, flask
    0.1 gp
  • 20 Muffin
    0.3 gp
  • 20 Animal Meat
    0.05 gp
  • 20 Cooked Animal Meat
    0.1 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Tallow
    0.55 gp
  • 20 Bundle Carrot
    0.02 gp
  • 20 Carrot, dry
    0.1 gp
  • 20 Potato
    0.01 gp
  • 20 Sweet Potato
    0.01 gp
  • 20 Tomato
    0.01 gp
  • 20 Tomato Juice
    3 gp
  • 20 Vegetable Soup
    0.7 gp
  • 20 Wick
    0.01 gp
  • 20 Candle
    0.8 gp
  • 20 Taper Candle
    0.9 gp
  • 20 Gelatin
    1 gp
  • 20 Bowl of Jello
    5 gp
  • 20 Cheese
    0.1 gp
  • 20 Wheat
    0.01 gp
  • 20 Animal Bone
    0.03 gp
  • 20 Pillar Candle
    2 gp
  • 20 Salt
    0.1 gp
  • 20 Salt Ore
  • 20 Saltwater Fish
    0.25 gp
  • 20 Fresh Water Fish
    0.05 gp
  • 20 Apple
    0.01 gp
  • 20 Apple Juice
    3 gp
  • 20 Orange
    0.05 gp
  • 20 Orange Juice
    3 gp
  • 20 Grape Juice
    3 gp
  • 20 Grapes, bunch
    0.01 gp
  • 20 Common Wine (Pitcher)
    0.2 gp
  • 20 Fine Wine (Bottle)
    10 gp
  • 20 Ale (Gallon)
    0.2 gp
  • 20 Ale (Mug)
    0.04 gp
  • 20 Pear Juice
    3 gp
  • 20 Pear
    0.01 gp
  • 20 Strawberry Juice
    3 gp
  • 20 Common Spices
    0.05 gp
  • 20 Rare Spices
    5 gp
  • 20 Uncommon Spices
    0.3 gp
  • 20 Bag of Pistachios
    0.01 gp
  • 20 Barley
    0.01 gp
  • 20 Bundle of Garlic
    50 0.01 gp
  • 20 Cabbage
    0.01 gp
  • 20 Common Mushroom
    0.02 gp
  • 20 Corn
    0.01 gp
  • 20 Corn, powdered, flasked
    0.3 gp
  • 20 Field Rations
    0.5 gp
  • 20 Fig
    0.01 gp
  • 20 Ginger
    0.1 gp
  • 20 Pumpkin
    0.05 gp
  • 20 Small Jar of Olives
    0.01 gp
  • 20 Turnips
    0.02 gp

  • Skill Tier 5:
  • Cooking

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

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