Innkeeper - Tier 1
Merchants
Innkeeper - Tier 1 (Subtype)
Merchant - Tier 1 - Local Merchant
200 lbs
1
393.2

0 / 0
0
0
+30
1

  • Inventory Unequipped:
  • Ale (Gallon)
    0.2 gp
  • Ale (Mug)
    0.04 gp
  • Common Wine (Pitcher)
    0.2 gp
  • Bottle of Milk
    0.1 gp
  • Drinking Water
    0.01 gp
  • Grape Juice
    3 gp
  • Orange Juice
    3 gp
  • Apple Juice
    3 gp
  • Pear Juice
    3 gp
  • Strawberry Juice
    3 gp
  • Tomato Juice
    3 gp
  • Bag of Pistachios
    0.01 gp
  • Bread, Loaf
    0.2 gp
  • Cheese
    0.1 gp
  • Cooked Animal Meat
    0.1 gp
  • Egg
    0.01 gp
  • Vegetable Soup
    0.7 gp
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp


  • Monster Bits:
  • 24 Humanoid Blood
    0.15 gp
  • 60 Animal Bone
    0.03 gp
  • 40 Animal Fat
    0.5 gp
  • 140 Animal Meat
    0.05 gp
  • 20 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

A stout human stands behind the scarred oak bar, callused hands polishing tankards with a rag stained by ale and grease. His apron hangs loose over a woolen tunic, pockets bulging with copper coins and a worn ledger. Bushy brows frame sharp eyes that scan the room, tallying patrons with a knowing nod, his voice a gravelly rumble offering rooms for a silver.

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.

Innkeeper - Tier 1 (Subtype)
Creature Sub Type
26.2

🏨🍺 Innkeeper: Tier 1 Host

A Tier 1 Innkeeper is a working hospitality merchant defined by practical management, steady provisioning, and the ability to keep food, drink, beds, and basic order available for travelers and locals. In a flintlock fantasy setting, they are a service trade worker whose value comes from reliability, local knowledge, and the maintenance of a place people can actually use.

📚🪵 Training and Foundation

Tier 1 Innkeepers are shaped by family trade, tavern service, kitchen work, bookkeeping, household management, or years spent learning how to run a public establishment without letting it collapse into debt, spoilage, or disorder. They understand room turnover, food stock, barrel management, customer handling, staffing, and the constant practical decisions that keep an inn open. This is not just a friendly bartender with keys. It is a working manager responsible for lodging, supplies, and routine control.

🧥🗝️ Appearance and Bearing

These creatures usually appear in practical shirts, aprons, waistcoats, skirts, rolled sleeves, aprons, belts with keys, ledgers, towels, and clothing suited for moving between kitchen, taproom, and doorway. Their appearance is often marked by long hours rather than elegance: flour, ale stains, grease, smoke, and the look of someone interrupted every few minutes. Their bearing tends to be brisk, watchful, and used to judging people quickly at the door.

🍞🛏️ Typical Inventory

A Tier 1 Innkeeper commonly keeps ale barrels, cheap wine, watered spirits, bread, stew ingredients, smoked meat, salted fish, onions, root vegetables, cheese, porridge grain, candles, lamp oil, firewood, blankets, straw mattresses, wash basins, soap, chamber pots, spare linens, mugs, plates, cutlery, stable feed, common room benches, and ledgers tracking meals, room use, and unpaid tabs. Better inns may also keep private-room stock, horse tack storage, travel rations, or lockboxes for guests.

🧠⚖️ Working Style

Their working style is practical, repetitive, and service-focused. A Tier 1 Innkeeper balances hospitality with caution, keeps supplies moving before they spoil, assigns rooms, settles disputes, watches tabs, and tries to keep customers fed, housed, and mostly sober enough not to destroy the premises. They are expected to provide dependable service rather than luxury. A good innkeeper knows how to stretch stock, manage staff, and notice trouble before it becomes expensive.

💰🍲 Trade and Practical Role

What defines this subtype is necessary hospitality. Tier 1 Innkeepers provide shelter, heat, food, drink, and local contact for merchants, sailors, soldiers, laborers, carters, messengers, and travelers. Their establishment often functions as lodging house, meal stop, meeting point, rumor exchange, hiring site, and temporary storage space all at once. In a flintlock fantasy economy, an inn is part business, part infrastructure.

🏪🔥 Business and Workspace

Tier 1 Innkeepers usually work from roadside inns, dockside lodging houses, market-adjacent taverns, coaching stops, or mixed-use establishments with a taproom below and rented rooms above. Their business depends on kitchen access, barrel storage, beds, stable arrangements, fuel, staff reliability, and enough local reputation to keep customers coming. A busy inn may include servers, cooks, stable hands, cleaners, and family members all dividing the workload.

🏙️👥 Common Roles

These creatures are commonly found as roadside hosts, tavern proprietors, coaching-stop managers, dockside lodging keepers, village public house owners, boarding house operators, or family-run inn managers serving steady streams of ordinary people. In settlements, they are often the people who know who arrived, who left, who drank too much, and who paid in real coin.

👑🪙 Place in Society

A Tier 1 Innkeeper usually holds modest but steady social value. They may not be prestigious, but they are often well-informed, broadly connected, and difficult to ignore because so many people pass through their doors. In a flintlock fantasy setting, a reliable innkeeper is part merchant, part local fixture, and part informal keeper of public routine.

📈🏨 Tier Meaning

Tier 1 represents the earliest stage of the innkeeper role: dependable lodging, modest inventory, practical hospitality, and strong daily utility. The core fantasy is present—food, beds, drink, warmth, and the management of a public house—but it remains grounded in ordinary service rather than elite accommodations, major contracts, or region-wide reputation.

  • Inventory Unequipped:
  • Ale (Gallon)
    0.2 gp
  • Ale (Mug)
    0.04 gp
  • Common Wine (Pitcher)
    0.2 gp
  • Bottle of Milk
    0.1 gp
  • Drinking Water
    0.01 gp
  • Grape Juice
    3 gp
  • Orange Juice
    3 gp
  • Apple Juice
    3 gp
  • Pear Juice
    3 gp
  • Strawberry Juice
    3 gp
  • Tomato Juice
    3 gp
  • Bag of Pistachios
    0.01 gp
  • Bread, Loaf
    0.2 gp
  • Cheese
    0.1 gp
  • Cooked Animal Meat
    0.1 gp
  • Egg
    0.01 gp
  • Vegetable Soup
    0.7 gp

  • Skill Tier 3:
  • Cooking
  • History
  • Influence
  • Empathy

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
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