Merchant Tier 1: Smithy, Human, Man
Humans
Smithy - Tier 1 (Subtype)
Merchant - Tier 1 - Local Merchant
140 lbs
0
420.85

6 / 6
12
12
30
14
1
5

Gloves, Cloth
Clothes, Artisan’s
Crossbow Bolt Case
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Crossbow Bolt Case
    1 gp
  • Clothes, Artisan’s
    1 gp
  • Shoes, Leather
    1 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Cloth
    5 gp

  • Inventory Unequipped:
  • Dart
    1.8 0.05 gp
  • Club
    10.76 0.1 gp
  • Greatclub
    9.61 0.2 gp
  • Quarterstaff
    3.43 0.2 gp
  • Sickle
    3.66 0.2 gp
  • Javelin
    11.46 0.5 gp
  • Dagger
    4.1 2 gp
  • Pitchfork
    11.87 0.5 gp
  • Hatchet
    3.12 1 gp
  • Spear
    11.87 1 gp
  • Light Hammer
    3.29 2 gp
  • Handaxe
    3.12 5 gp
  • Mace
    11.28 5 gp
  • Pike
    9.82 5 gp
  • War Pick
    5.66 5 gp
  • Battleaxe
    2.95 10 gp
  • Flail
    10.14 10 gp
  • Shortsword
    5.68 10 gp
  • Anvil
    20 gp
  • Forge
    75 gp
  • Smithing Tools
    15 gp
  • Iron Ingot
    0.15 gp
  • Leather strap
    0.2 gp
  • Bit and Bridle
    2 gp
  • Bottle, Iron
    1.5 gp
  • Iron Slug
    0.01 gp
  • Bowl, Iron
    3 gp
  • Cage, Brass
    12 gp
  • Chopsticks, Iron
    0.1 gp
  • Cup, Iron
    0.5 gp
  • Fork, Iron
    0.3 gp
  • Small Glass Case
    0.6 gp
  • Lamp, Hand
    1 gp
  • Hauberk Barding
    64 250 gp
  • Bracelet, Iron
    1 gp
  • Bracers, Iron
    300 15 gp
  • Iron Spike
    0.1 gp
  • Jug, Iron
    2 gp
  • Knife, Iron
    0.3 gp
  • Ladle, Iron
    0.25 gp
  • Glass Lens, Medium
    1.5 gp
  • Glass Lens, Small
    0.5 gp
  • Magnifying Glass
    50 2 gp
  • Mining Pick
    2 gp
  • Plate, Iron
    2 gp
  • Platter, Iron
    1.5 gp
  • Pot, Iron
    2 gp
  • Skewer, Iron
    2 gp
  • Spatula, Iron
    0.4 gp
  • Spoon, Iron
    0.3 gp
  • Spyglass
    20 gp
  • Strainer, Iron
    7.5 gp
  • Hempen Rope, 50 feet
    1 gp
  • Block and Tackle
    2 gp
  • Copper Ingot
    3 gp
  • Copper Slug
    0.03 gp
  • Brazier, Copper
    15 gp
  • Climbing Piton
    0.05 gp
  • Amulet, Copper
    5 gp
  • Bracelet, Copper
    5 gp
  • Bracers, Copper
    150 20 gp
  • Crown, Copper
    10 gp
  • Earrings, Copper
    0.6 gp
  • Windchimes, Copper
    8 gp
  • Crowbar
    2 gp
  • Wood Plank
    0.16 gp
  • Dustpan
    0.3 gp
  • Fishing Hook
    0.02 gp
  • Grappling Hook
    2 gp
  • Hammer
    1 gp
  • Helmet
    40 gp
  • Hooded Lantern
    5 gp
  • Boots, Iron
    150 8 gp
  • Box, Iron
    10 gp
  • Brazier, Iron
    5 gp
  • Bucket, Iron
    1 gp
  • Chain, 10 feet
    5 gp
  • Chisel, Iron
    0.5 gp
  • Iron Cowbell
    0.5 gp
  • Door, Iron
    100 gp
  • Greaves, Iron
    150 2 gp
  • Handsaw, Iron
    0.6 gp
  • Hoe, Iron
    1 gp
  • Jar, Iron
    1 gp
  • Kettle, Iron
    0.5 gp
  • Iron Nail
    0.01 gp
  • Pan, Iron
    1 gp
  • Pin, Iron
    0.05 gp
  • Rake, Iron
    0.5 gp
  • Rod, Iron
    1 gp
  • Iron Shears
    0.3 gp
  • Iron Spade
    0.3 gp
  • Iron Thimble
    0.3 gp
  • Wrench, Iron
    1 gp
  • Key
    0.3 gp
  • Lance
    7.83 10 gp
  • Gate, Large, Iron
    50 gp
  • Large Saw
    12.51 5 gp
  • Light Crossbow
    1.85 25 gp
  • Longsword
    4.01 15 gp
  • Maul
    5.62 10 gp
  • Mess Kit
    0.5 gp
  • Phosphorus Block
    10 gp
  • Phosphorus Slug
    1 gp
  • Scythe
    2.14 15 gp
  • Shovel
    2 gp
  • Signal Whistle
    3 gp
  • Signet Ring
    5 gp
  • Silver Slug
    0.15 gp
  • Silver Ingot
    15 gp
  • Amulet, Silver
    25 gp
  • Iron Ore
    0.05 gp
  • Silver Ore
    3 gp
  • Sledgehammer
    2 gp
  • Tin Ore
    0.3 gp
  • Tin Ingot
    0.9 gp
  • Tinderbox
    0.05 gp
  • Whetstone
    0.01 gp
  • 20 Crossbow Bolt
    0.05 gp
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp


  • Monster Bits:
  • 32 Humanoid Blood
    0.15 gp
  • 84 Animal Bone
    0.03 gp
  • 56 Animal Fat
    0.5 gp
  • 196 Animal Meat
    0.05 gp
  • 28 Soft Skin
    0.05 gp

A human man’s calloused hands grip a chipped axe, its oak handle worn smooth. Sweat beads on his brow, boots crunching dry leaves, as the blade bites into gnarled wood, splinters flying like dust.

Humans
Creature Sub Type
135 lbs 54.5

🌍🤺 Humans: Weavers of Destiny

Humans are Zin’s vibrant and adaptable race, their kaleidoscope of forms and ambitions threading through the world’s grand tapestry. 🌟 With diverse appearances and boundless drive, they shape civilizations, conquer challenges, and leave enduring legacies. Resilient and versatile, humans thrive in every corner of the realm, their short lives burning bright with innovation and courage, making them a force that reshapes history with every step.

🎭 The World’s Mosaic: Diverse and Dynamic

Humans embody a stunning array of heights, weights, and skin tones, each a unique stroke in Zin’s cultural canvas. 🧑‍🤝‍🧑 Standing 5 to 6 feet tall and weighing 100 to 200 pounds, their varied looks—dark curls, golden skin, or piercing eyes—reflect their adaptability. This diversity fuels their ability to flourish in deserts, forests, or cities. GMs can highlight their individuality, describing unique attire or quirks to showcase their multifaceted nature in vibrant roleplay.

🏰 Builders of Legacy: Architects of Eternity

Humans craft magnificent cities, from towering spires to sprawling ports, designed to outlast their fleeting lives. 🏛️ Governed by hereditary lines or enduring councils, these societies enshrine tradition and ambition, weaving heritage into stone. Their drive for legacy shapes Zin’s history, leaving monuments that echo for centuries. GMs can use human cities as campaign hubs, filled with political intrigue, ancient relics, or quests to uphold a family’s honor.

🛠️ A Well of Versatility: Masters of All Trades

Humans are Zin’s ultimate adventurers, their innate flexibility allowing them to excel as warriors, mages, rogues, or diplomats. ⚔️ They adapt swiftly, learning new skills or shifting roles as challenges arise, their quick minds solving problems with ingenuity. GMs can emphasize their versatility by crafting scenarios where humans pivot from combat to diplomacy, showcasing their ability to thrive in any situation.

🚀 Pushing the Boundaries: Trailblazers of the Unknown

Driven by relentless ambition, humans venture into uncharted lands, from perilous jungles to arcane ruins, seeking glory or knowledge. 🌌 Their risk-taking fuels exploration and innovation, often leading revolutions or discoveries that redefine Zin. GMs can cast humans as bold pioneers, with players leading expeditions or challenging ancient powers, their actions rippling across the world.

🏆 A Force to Be Reckoned With: Enduring Impact

Though short-lived compared to elves or dwarves, humans build institutions—empires, guilds, or temples—that endure beyond their years. 🏰 Their resilience and collective ambition make them a formidable presence, shaping Zin’s fate through sheer will. GMs can portray humans as catalysts for change, their cities or heroes driving campaigns toward epic conflicts or grand alliances.

🏞️ The Human’s Domain: Cities of Ambition

Humans dwell in bustling metropolises or hardy frontier towns, their homes reflecting their diverse cultures—ornate marble halls, wooden longhouses, or desert bazaars. 🌆 These settlements buzz with trade, intrigue, and innovation, often fortified by walls or diplomacy. GMs can design human domains as vibrant stages, where players navigate bustling markets, political schemes, or ancient ruins beneath city streets.

⚔️ Confronting Humans: Clash of Wills

Engaging humans tests adaptability, as their diverse skills make them unpredictable foes or allies. 🗡️ Warriors wield steel, mages conjure spells, and diplomats sway hearts, requiring tailored strategies to counter. Their ambition can be exploited—luring them with glory or treasure—but their resilience demands respect. GMs can craft encounters as multifaceted challenges, blending combat, negotiation, or intrigue to reflect human versatility.

🌌 Flame of Boundless Ambition

Humans are Zin’s radiant spark, their diverse threads weaving a saga of resilience and daring that lights the world’s path. 🌍 From building empires to braving the unknown, they embody the relentless pulse of progress, their ambition a fire that shapes destinies. Whether forging peace or seeking glory, they challenge heroes to embrace their own potential, crafting tales that echo through the ages in the ever-evolving tapestry of existence.

  • Speed:
  • Walking Speed: +30

  • Skill Tier 1:
  • Common Language Skill

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

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

  • Random Name Table Last Name
  • Names - Human - English - Last

Smithy - Tier 1 (Subtype)
Creature Sub Type
16.08

🔨⚙️ Smithy: Tier 1 Forgeman

A Tier 1 Smithy is a working metal craftsperson defined by practical forging skill, heat control, and the steady production of useful metal goods for daily life. In a flintlock fantasy setting, they are an essential trade worker whose value comes from durability, repeatability, and the ability to turn raw metal into tools, fittings, and basic equipment people actually need.

📚🔥 Training and Foundation

Tier 1 Smithies are shaped by apprenticeship, family trade, guild instruction, military contract work, or long shop experience at the forge. They understand fuel use, hammer control, heating stages, basic tempering, riveting, filing, shaping, and the differences between iron, steel, brass, copper, and other common working metals. This is not an amateur with a hammer. It is a trained metalworker who can produce functional goods that survive real use.

🧥🪵 Appearance and Bearing

These creatures usually appear in leather aprons, rolled sleeves, gloves, heavy boots, and work clothes marked by soot, scale, oil, and burn spots. Their hands are often scarred, callused, and strong from repeated hammer work. Tongs, hammers, chisels, punches, files, and measuring tools are usually close at hand. Their bearing tends to be direct, practical, and used to judging quality by feel, weight, and sound.

🔩📦 Typical Inventory

A Tier 1 Smithy commonly keeps nails, hinges, brackets, hooks, buckles, horseshoes, cooking hooks, pot handles, fireplace tools, knives, hatchets, simple tools, shovel heads, tongs, locks, chains, rivets, barrel hoops, lantern frames, cutlery blanks, iron fittings, wagon parts, stove plates, musket fittings, and partially finished repair jobs waiting on assembly or pickup. Depending on the district, they may also stock simple blades, farming tools, ship hardware, or low-grade armor pieces.

🧠⚖️ Working Style

Their working style is repetitive, heat-focused, and utility-driven. A Tier 1 Smithy cuts stock, heats metal, shapes it in stages, and finishes it through filing, riveting, punching, or simple assembly. They are expected to produce durable work rather than refined masterworks. Speed matters, but consistency matters more, especially when customers rely on the item for labor, travel, or trade.

💰⛓️ Trade and Practical Role

What defines this subtype is necessary metal utility. Tier 1 Smithies make the hardware of ordinary life: the pieces that hold doors, wagons, kitchens, docks, workshops, weapons, and tools together. Their work serves farmers, sailors, taverns, teamsters, soldiers, merchants, cooks, builders, and anyone else who needs metal goods that function without failing. In a flintlock fantasy economy, a smithy is part of local infrastructure.

🏪🔥 Business and Workspace

Tier 1 Smithies usually work from street forges, attached workshops, military yards, dockside shops, village smithhouses, or market-adjacent workrooms where smoke, noise, and cart access are manageable. Their space is organized around forge, anvil, quench barrel, fuel stores, racks of stock metal, tool walls, and shelves of finished or half-finished pieces. A busy shop may include apprentices or laborers handling bellows, carrying stock, or finishing simple parts.

🏙️👥 Common Roles

These creatures are commonly found as village blacksmiths, dockside metalworkers, military contract smiths, farriers, hardware makers, tool forgers, repair smiths, or general metal tradespeople serving neighborhoods with constant practical demand. In settlements, they are often among the most dependable and necessary artisans because other trades rely on their output.

👑🪙 Place in Society

A Tier 1 Smithy usually holds modest but steady status. They are rarely elegant, but they are widely respected when reliable because their failures are obvious and their successes are used every day. In a flintlock fantasy setting, a good smithy is a practical constant in towns, ports, forts, and trade roads.

📈🔨 Tier Meaning

Tier 1 represents the earliest stage of the smithy role: dependable forging, practical inventory, basic metal shaping, and strong daily utility. The core fantasy is present—heat, hammer, metal, and trade through useful production—but it remains grounded in ordinary workshop output rather than elite weapons, fine armor, or major industrial authority.

Crossbow Bolt Case
 

  • Inventory Equipped:
  • Crossbow Bolt Case
    1 gp

  • Inventory Unequipped:
  • Dart
    1.8 0.05 gp
  • Club
    10.76 0.1 gp
  • Greatclub
    9.61 0.2 gp
  • Quarterstaff
    3.43 0.2 gp
  • Sickle
    3.66 0.2 gp
  • Javelin
    11.46 0.5 gp
  • Dagger
    4.1 2 gp
  • Pitchfork
    11.87 0.5 gp
  • Hatchet
    3.12 1 gp
  • Spear
    11.87 1 gp
  • Light Hammer
    3.29 2 gp
  • Handaxe
    3.12 5 gp
  • Mace
    11.28 5 gp
  • Pike
    9.82 5 gp
  • War Pick
    5.66 5 gp
  • Battleaxe
    2.95 10 gp
  • Flail
    10.14 10 gp
  • Shortsword
    5.68 10 gp
  • Anvil
    20 gp
  • Forge
    75 gp
  • Smithing Tools
    15 gp
  • Iron Ingot
    0.15 gp
  • Leather strap
    0.2 gp
  • Bit and Bridle
    2 gp
  • Bottle, Iron
    1.5 gp
  • Iron Slug
    0.01 gp
  • Bowl, Iron
    3 gp
  • Cage, Brass
    12 gp
  • Chopsticks, Iron
    0.1 gp
  • Cup, Iron
    0.5 gp
  • Fork, Iron
    0.3 gp
  • Small Glass Case
    0.6 gp
  • Lamp, Hand
    1 gp
  • Hauberk Barding
    64 250 gp
  • Bracelet, Iron
    1 gp
  • Bracers, Iron
    300 15 gp
  • Iron Spike
    0.1 gp
  • Jug, Iron
    2 gp
  • Knife, Iron
    0.3 gp
  • Ladle, Iron
    0.25 gp
  • Glass Lens, Medium
    1.5 gp
  • Glass Lens, Small
    0.5 gp
  • Magnifying Glass
    50 2 gp
  • Mining Pick
    2 gp
  • Plate, Iron
    2 gp
  • Platter, Iron
    1.5 gp
  • Pot, Iron
    2 gp
  • Skewer, Iron
    2 gp
  • Spatula, Iron
    0.4 gp
  • Spoon, Iron
    0.3 gp
  • Spyglass
    20 gp
  • Strainer, Iron
    7.5 gp
  • Hempen Rope, 50 feet
    1 gp
  • Block and Tackle
    2 gp
  • Copper Ingot
    3 gp
  • Copper Slug
    0.03 gp
  • Brazier, Copper
    15 gp
  • Climbing Piton
    0.05 gp
  • Amulet, Copper
    5 gp
  • Bracelet, Copper
    5 gp
  • Bracers, Copper
    150 20 gp
  • Crown, Copper
    10 gp
  • Earrings, Copper
    0.6 gp
  • Windchimes, Copper
    8 gp
  • Crowbar
    2 gp
  • Wood Plank
    0.16 gp
  • Dustpan
    0.3 gp
  • Fishing Hook
    0.02 gp
  • Grappling Hook
    2 gp
  • Hammer
    1 gp
  • Helmet
    40 gp
  • Hooded Lantern
    5 gp
  • Boots, Iron
    150 8 gp
  • Box, Iron
    10 gp
  • Brazier, Iron
    5 gp
  • Bucket, Iron
    1 gp
  • Chain, 10 feet
    5 gp
  • Chisel, Iron
    0.5 gp
  • Iron Cowbell
    0.5 gp
  • Door, Iron
    100 gp
  • Greaves, Iron
    150 2 gp
  • Handsaw, Iron
    0.6 gp
  • Hoe, Iron
    1 gp
  • Jar, Iron
    1 gp
  • Kettle, Iron
    0.5 gp
  • Iron Nail
    0.01 gp
  • Pan, Iron
    1 gp
  • Pin, Iron
    0.05 gp
  • Rake, Iron
    0.5 gp
  • Rod, Iron
    1 gp
  • Iron Shears
    0.3 gp
  • Iron Spade
    0.3 gp
  • Iron Thimble
    0.3 gp
  • Wrench, Iron
    1 gp
  • Key
    0.3 gp
  • Lance
    7.83 10 gp
  • Gate, Large, Iron
    50 gp
  • Large Saw
    12.51 5 gp
  • Light Crossbow
    1.85 25 gp
  • Longsword
    4.01 15 gp
  • Maul
    5.62 10 gp
  • Mess Kit
    0.5 gp
  • Phosphorus Block
    10 gp
  • Phosphorus Slug
    1 gp
  • Scythe
    2.14 15 gp
  • Shovel
    2 gp
  • Signal Whistle
    3 gp
  • Signet Ring
    5 gp
  • Silver Slug
    0.15 gp
  • Silver Ingot
    15 gp
  • Amulet, Silver
    25 gp
  • Iron Ore
    0.05 gp
  • Silver Ore
    3 gp
  • Sledgehammer
    2 gp
  • Tin Ore
    0.3 gp
  • Tin Ingot
    0.9 gp
  • Tinderbox
    0.05 gp
  • Whetstone
    0.01 gp
  • 20 Crossbow Bolt
    0.05 gp

  • Skill Tier 3:
  • Smithing

Merchant - Tier 1 - Local Merchant
Creature Sub Type
463.08

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. 🪙

  • Essences:
  • Body: +2
  • Mind: +2
  • Soul: +2

Gloves, Cloth
Clothes, Artisan’s
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Shoes, Leather
    1 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Cloth
    5 gp

  • 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
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Effect 1 Effect 2 Ambience Music