Duma Stonebeard
Merchants
Smithy - Tier 2 (Subtype)
Enchanter - Tier 1 (Subtype)
Merchant - Tier 2 - Town Merchant
90 lbs
0
565.03

0 / 0
0
0
1

Crossbow Bolt Case
 

  • Inventory Equipped:
  • Crossbow Bolt Case
    1 gp

  • Inventory Unequipped:
  • Brazier, Iron
    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
  • Iron Cowbell
    0.5 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
  • Dustpan
    0.3 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
  • 20 Crossbow Bolt
    0.05 gp
  • Whetstone
    0.01 gp
  • Tinderbox
    0.05 gp
  • Tin Ingot
    0.9 gp
  • Tin Ore
    0.3 gp
  • Sledgehammer
    2 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
  • Mess Kit
    0.5 gp
  • Maul
    5.62 10 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
  • Forge
    75 gp
  • Anvil
    20 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
  • Dagger
    4.1 2 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 Slug
    0.03 gp
  • Copper Ingot
    3 gp
  • Block and Tackle
    2 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
  • Magnifying Glass
    50 2 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
  • Blunderbuss
    2.26 300 gp
  • Bottle, Silver
    75 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
  • Pot, Silver
    120 gp
  • Skewer, Silver
    75 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
  • Amulet, Gold
    200 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
  • Lead Ingot
    0.6 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
  • Crown, Silver
    30 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
  • Dream Dust
    5 gp
  • Quartz
    5 gp
  • Blue Quartz
    1 gp
  • Magical Crystal
    12 gp
  • Enchanting Tools
    100 gp
  • Wooden Workbench
    20 gp
  • Woodworking Tools
    15 gp
  • Totem
    10 gp
  • Rod, Wooden
    2 gp
  • Magical Rod
    10 gp
  • Gold Emblem
    30 gp
  • Magical Holy Emblem
    40 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Amulet
    40 gp
  • Reliquary
    200 gp
  • Magical Holy Reliquary
    300 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Sprig of Mistletoe
    0.02 gp
  • Quarterstaff
    3.43 0.2 gp
  • Magical Staff
    7 gp
  • Magical Wand
    10 gp
  • Wand
    2 gp
  • Garnet
    10 gp
  • Orbit Stone
    50 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Mace of Terror
    11.28 655 gp
  • Staff of the Python
    5.5 900.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Cleaning Stone
    100 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Dust of Sneezing and Choking
    150 gp
  • Gloves of Missile Snaring
    150 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Bead of Force
    200 gp
  • Eyes of Charming
    200 gp
  • Iron Bands of Bilarro
    200 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Ring of the Ram
    200 gp
  • Universal Solvent
    200 gp
  • Wand of Magic Detection
    200 gp
  • Wand of Magic Missiles
    200 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Hat of Disguise
    0.28 250 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Horn of Blasting
    250 gp
  • Ring of Jumping
    0.27 250 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Green Ribbon
    29.16 251 gp
  • Bag of Tricks, Tan
    300 gp
  • Ring of Evasion
    300 gp
  • Wind Fan
    0.49 300 gp
  • Medallion of Thoughts
    400 gp
  • Prayer Bead - Curing
    400 gp
  • Wand of Paralysis
    400 gp
  • Wand of Secrets
    400 gp
  • Boots of Levitation
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Ring of Invisibility
    0.65 500 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
  • 102 Animal Bone
    0.03 gp
  • 70 Animal Fat
    0.5 gp
  • 242 Animal Meat
    0.05 gp
  • 32 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

Broad shoulders strain under a forge-hammer slung across your back, its head etched with glowing runes that pulse like veins of molten ore. Callused hands, scarred from countless heats, grip a pack bulging with half-forged blades that whisper faintly in the wind. Stone-gray beard braided with iron links sways as you trudge the dusty road, eyes sharp beneath bushy brows, scanning for the next spark of purpose in worn steel.

Duma Stonebeard was born deep within a mountain hold where the rhythm of hammer on anvil was as constant as a heartbeat. Like many dwarves, his path seemed set—forge, craft, perfect.

But where others saw duty, Duma saw possibility.

From a young age, he wasn’t content with shaping steel alone. He lingered near the runesmiths, watching glowing sigils etched into armor, listening to the hum of magic binding itself to metal. To Duma, a blade wasn’t complete until it held something more than an edge.

Craft — Where Metal Meets Magic

While most smiths focused on strength and durability, Duma pursued something rarer:

Enchanted craftsmanship.

He believed a weapon should not only strike true—but carry intent.

  1. A hammer that grows heavier with each blow
  2. Armor that warms against winter winds
  3. Blades that hum softly when danger is near

Duma didn’t mass-produce. Each piece was personal—measured, balanced, and imbued with purpose.

To him, forging wasn’t labor.

It was conversation between fire and will.

The Wandering Smith

Unlike many dwarves who remain bound to their holds, Duma chose the road.

He travels with a portable forge, tools strapped across his broad frame, and a pack full of half-finished works waiting for the right owner to complete their story.

  1. He trades in towns, crossroads, and war camps
  2. Takes commissions from warriors, adventurers, and even nobles
  3. Repairs gear with care, often improving it beyond its original state

His prices are fair—surprisingly so—because Duma values good work over greedy coin.

Temperament — Easygoing, Until He Isn’t

Duma is known for his relaxed nature.

  1. Quick to laugh
  2. Willing to share a drink
  3. Patient with customers who don’t know the craft

He enjoys conversation almost as much as forging, and many deals are made over stories rather than strict negotiation.

But there is one line no one should cross:

Disrespect his craft.

Mock his work, question his skill without cause, or treat his creations as disposable—and the warmth vanishes instantly.

  1. His tone sharpens
  2. His patience ends
  3. And the forge-fire in him burns hot

Duma doesn’t forget insults easily… and he certainly won’t do business with those who offer them.

Philosophy of the Forge

“Steel’s got a soul, same as you.
You rush it, you break it.
You respect it… it’ll carry you farther than your own legs ever could.”

Reputation

Among travelers and warriors, Duma is known as:

  1. A master of practical enchantments
  2. A fair trader in a world of greedy merchants
  3. A smith whose work lasts longer than its wielder

Some say his items seem to “choose” their owners.

Duma just smiles at that.

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 2 (Subtype)
Creature Sub Type
130.55

🔨⚙️ Smithy: Tier 2 Ironwright

A Tier 2 Smithy is a respected metal craftsperson whose forging skill, broader stock, and more reliable output make them a notable supplier of tools, fittings, hardware, and working metal goods. They are no longer just producing basic necessities. At this tier, their work is stronger, cleaner, and trusted for heavier use.

📚🔥 Training and Foundation

Tier 2 Smithies are deeply shaped by advanced apprenticeship, guild recognition, military contracts, shipyard work, or years of disciplined forge practice. They understand heat control, shaping stages, tempering, riveting, filing, fitting, repair assessment, and the practical differences between working metals at a higher level than a common forgeman. Their craft is no longer just functional. It is skilled.

🧥🪵 Appearance and Bearing

These creatures usually appear in heavy aprons, reinforced gloves, rolled sleeves, work boots, and soot-marked clothing built for heat, sparks, and long hours at the forge. Their hands and forearms are often heavily scarred and conditioned by repetitive hammer work. They tend to carry themselves like people used to lifting stock, judging weight, and solving problems through material strength rather than words.

🔩📦 Typical Inventory

A Tier 2 Smithy commonly keeps high-quality nails, hinges, locks, buckles, chains, hooks, horseshoes, stove plates, fireplace tools, cooking hardware, knives, axes, hammers, chisels, shovel heads, wagon fittings, lantern frames, musket fittings, barrel hoops, reinforced brackets, basic armor pieces, tool sets, ship hardware, field repair parts, iron fasteners, steel blanks, and partially finished custom orders for workshops, farms, docks, or military buyers. Their stock is broader and more dependable than that of a Tier 1 Forgeman.

🧠⚖️ Working Style

Their working style is steady, procedural, and utility-focused. A Tier 2 Smithy plans jobs more efficiently, wastes less material, and produces cleaner, more consistent finished pieces. They can take on repair work, custom fitting, and more demanding commissions without losing reliability. Their goal is not decoration first. It is strength, fit, and long-term function under regular use.

💰⛓️ Trade and Practical Role

What defines this subtype is reliable heavy utility. Tier 2 Smithies provide the metal goods that working districts, shipyards, military depots, farms, and trade roads depend on. Their work serves teamsters, officers, ship captains, tavern owners, builders, wheelwrights, carpenters, gunsmiths, and any customer who needs metal components that can survive repeated strain. In a flintlock fantasy economy, they are part of the physical backbone of a settlement.

🏪🔥 Business and Workspace

Tier 2 Smithies usually work from established forges, guild-approved workshops, dockside metal shops, military contract yards, or busy town smithhouses with enough space for stock metal, finished inventory, and custom jobs. Their workspace is organized around forge, anvil, quench barrels, tool racks, fuel storage, filing benches, stock piles, and shelving for completed goods. Many have apprentices or hired hands to assist with bellows, hauling, finishing, and repetitive shaping work.

🏙️👥 Common Roles

These creatures are commonly found as town blacksmiths, dockyard forgers, military hardware suppliers, farriers with broader shop output, toolsmiths, wagon-part makers, ship fitting workers, or practical metal specialists serving districts with constant demand. In larger settlements, they are often the people called on when simple imported goods are not enough and the item needs to be made or repaired properly.

👑🪙 Place in Society

A Tier 2 Smithy holds modest professional status. Merchants respect them, laborers rely on them, and other trades often depend on their output to finish their own work. They are not usually prestigious in a noble sense, but their reliability gives them steady value and a stronger reputation than lesser metalworkers.

📈🔨 Tier Meaning

Tier 2 represents a smithy that has developed beyond basic forge output into recognized professional skill. The core traits remain the same—metal shaping, practical inventory, heat control, and useful production—but they now operate with greater consistency, broader stock, and clearer trade importance. It is no longer just a working forgeman. It is a true ironwright.

Crossbow Bolt Case
 

  • Inventory Equipped:
  • Crossbow Bolt Case
    1 gp

  • Inventory Unequipped:
  • Brazier, Iron
    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
  • Iron Cowbell
    0.5 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
  • Dustpan
    0.3 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
  • 20 Crossbow Bolt
    0.05 gp
  • Whetstone
    0.01 gp
  • Tinderbox
    0.05 gp
  • Tin Ingot
    0.9 gp
  • Tin Ore
    0.3 gp
  • Sledgehammer
    2 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
  • Mess Kit
    0.5 gp
  • Maul
    5.62 10 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
  • Forge
    75 gp
  • Anvil
    20 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
  • Dagger
    4.1 2 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 Slug
    0.03 gp
  • Copper Ingot
    3 gp
  • Block and Tackle
    2 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
  • Magnifying Glass
    50 2 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
  • Blunderbuss
    2.26 300 gp
  • Bottle, Silver
    75 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
  • Pot, Silver
    120 gp
  • Skewer, Silver
    75 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
  • Amulet, Gold
    200 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
  • Lead Ingot
    0.6 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
  • Crown, Silver
    30 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

  • Skill Tier 6:
  • Smithing

Enchanter - Tier 1 (Subtype)
Creature Sub Type
299.49

✨🔧 Enchanter: Tier 1 Imbuer

A Tier 1 Enchanter is a working magical craftsperson defined by item infusion, charged spellwork, and the practical binding of minor magical properties into physical objects. In a flintlock fantasy setting, they are a specialist trade worker who turns ordinary gear into useful arcane equipment for soldiers, merchants, officers, and wealthy civilians.

📚🪄 Training and Foundation

Tier 1 Enchanters are shaped by apprenticeship, arcane guild study, workshop training, temple craft traditions, or years of supervised item-binding work. They understand runes, anchor materials, charge limits, spell stability, and the difference between a temporary enhancement and a lasting enchantment. This is not a hedge mage waving power into a sword. It is a trained artisan who knows how to bind magic into matter without wasting materials or ruining the item.

🧥💠 Appearance and Bearing

These creatures usually appear in practical workshop coats, aprons, gloves, lenswork, and tool belts fitted with engraving picks, chalks, sigil stamps, wire, measuring tools, and wrapped focus stones. Their clothing often shows ink marks, metal dust, wax drips, gem filings, and traces of powdered reagents. Their bearing tends to be precise, patient, and inspection-focused, with more attention given to process and stability than display.

🪶📦 Typical Inventory

A Tier 1 Enchanter commonly stocks blank rings, plain amulets, etched bullets, rune-marked charms, focus crystals, treated wire, engraved plates, spell tags, warded lockets, minor protective tokens, charged lantern stones, simple weapon runes, temporary enhancement seals, insulating gloves, binding wax, powdered silver, inscribed cartridges, prepared gemstones, unfinished trinkets, and small enchanted objects with limited charges such as glow charms, heat stones, locking seals, spark rods, or low-grade protective brooches.

🧠⚖️ Working Style

Their working style is careful, measured, and limit-aware. A Tier 1 Enchanter inspects the base item, confirms material compatibility, chooses the effect, sets charge capacity, and binds the magic through inscription, ritual, or contained spellwork. They are expected to produce stable, useful results rather than dramatic masterpieces. Reliability matters more than ambition, because a failed enchantment can waste expensive materials or create a dangerous flaw.

💰🔮 Trade and Practical Role

What defines this subtype is applied magical utility. Tier 1 Enchanters make objects that solve practical problems: better storage, safer travel, minor protection, limited combat enhancement, or small conveniences that save time and labor. Their work serves officers, adventurers, locksmiths, merchants, gunsmiths, ship captains, and households wealthy enough to pay for arcane improvements. In a flintlock fantasy economy, they stand between pure spellcasting and manufactured magical goods.

🏪🪵 Business and Workspace

Tier 1 Enchanters usually work from small arcane workshops, guild stalls, rented back rooms, attached smithies, jewelers’ corners, or secure urban shops where tools, components, and finished items can be kept under control. Their workspace is built around benches, clamps, engraving tools, ledgers, test pieces, focus materials, locked cabinets, and padded shelves for fragile stock. A good one keeps records on effect duration, charge failure, and material loss.

🏙️👥 Common Roles

These creatures are commonly found as charm-makers, rune workers, arcane engravers, bullet binders, ward crafters, magical accessory sellers, apprentice item-binders, or workshop specialists producing low-grade enchanted goods for local sale. In settlements, they are often the people consulted when someone wants magic to stay in an object instead of being cast directly.

👑🪙 Place in Society

A Tier 1 Enchanter usually holds modest but valuable status. Common laborers may see them as expensive specialists, while officers, merchants, and adventurers see them as useful problem-solvers. In a flintlock fantasy setting, they often occupy a regulated middle ground between artisan, mage, and arms supplier, respected when reliable and watched closely when dealing in combat enchantments.

📈✨ Tier Meaning

Tier 1 represents the earliest stage of the enchanter role: basic item infusion, modest magical inventory, practical charged objects, and disciplined binding work. The core fantasy is present—magic fixed into matter, useful spell effects stored in gear, and arcane craftsmanship as trade—but it remains grounded in minor enchantments rather than rare relics, major permanent bindings, or high-tier magical manufacture.

  • Inventory Unequipped:
  • Dream Dust
    5 gp
  • Quartz
    5 gp
  • Blue Quartz
    1 gp
  • Magical Crystal
    12 gp
  • Enchanting Tools
    100 gp
  • Wooden Workbench
    20 gp
  • Woodworking Tools
    15 gp
  • Totem
    10 gp
  • Rod, Wooden
    2 gp
  • Magical Rod
    10 gp
  • Gold Emblem
    30 gp
  • Magical Holy Emblem
    40 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Amulet
    40 gp
  • Reliquary
    200 gp
  • Magical Holy Reliquary
    300 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Sprig of Mistletoe
    0.02 gp
  • Quarterstaff
    3.43 0.2 gp
  • Magical Staff
    7 gp
  • Magical Wand
    10 gp
  • Wand
    2 gp
  • Garnet
    10 gp
  • Orbit Stone
    50 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Mace of Terror
    11.28 655 gp
  • Staff of the Python
    5.5 900.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Cleaning Stone
    100 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Dust of Sneezing and Choking
    150 gp
  • Gloves of Missile Snaring
    150 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Bead of Force
    200 gp
  • Eyes of Charming
    200 gp
  • Iron Bands of Bilarro
    200 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Ring of the Ram
    200 gp
  • Universal Solvent
    200 gp
  • Wand of Magic Detection
    200 gp
  • Wand of Magic Missiles
    200 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Hat of Disguise
    0.28 250 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Horn of Blasting
    250 gp
  • Ring of Jumping
    0.27 250 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Green Ribbon
    29.16 251 gp
  • Bag of Tricks, Tan
    300 gp
  • Ring of Evasion
    300 gp
  • Wind Fan
    0.49 300 gp
  • Medallion of Thoughts
    400 gp
  • Prayer Bead - Curing
    400 gp
  • Wand of Paralysis
    400 gp
  • Wand of Secrets
    400 gp
  • Boots of Levitation
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Ring of Invisibility
    0.65 500 gp

  • Skill Tier 3:
  • Enchanting
  • Runeforging

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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