Merchant Tier 1: Alchemist, Dark Dwarf, Man
Dark Dwarves
Merchant - Tier 1 - Local Merchant
Alchemist - Tier 1 (Subtype)
140 lbs
0
371.35

5 / 5
11
11
20
10
1
5

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
  • 20 Alchemy Tools
    15 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Antidote
    60 8 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Verdant Moss
    5 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Salvia Herb
    5 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Ooze Slime
    5 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Silver, powdered
    25 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Poison, Minor
    10 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Tiger Eye
    1 gp
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Flying
    50 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Potion of Poison
    20 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Acid, Vial
    16 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Glue
    1 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Tallow
    0.55 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lye
    0.1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Soap
    0.02 gp

  • At Will Spell(s):
  • Command Foe
    1


  • Monster Bits:
  • 40 Humanoid Blood
    0.15 gp
  • 105 Animal Bone
    0.03 gp
  • 70 Animal Fat
    0.5 gp
  • 245 Animal Meat
    0.05 gp
  • 35 Soft Skin
    0.05 gp

A dark dwarf man’s soot-blackened fingers trace a rune-carved axe, its edge glinting faintly. His braided beard brushes the weapon’s haft, boots scuffing ash as he kneels beside a smoldering forge’s crimson glow.

Alchemist is a Tier 1 merchant archetype for a dark dwarf man, skilled in brewing potions, elixirs, and alchemical reagents from rare herbs and minerals. He trades in hidden markets, supplying adventurers with healing draughts or volatile explosives, while guarding secretive forge-lore from his clan's shadowy halls.

Dark Dwarves
Creature Sub Type
65.45

Origins and Nature

Born from the scorched remains of Nasten’s fury, the Dark Dwarves are a cursed subrace of dwarves, twisted by the fire and brimstone of the underground. Unlike their surface-dwelling kin, who embody craftsmanship and resilience, Dark Dwarves are thin, wiry, and unnervingly cruel, their minds sharpened by magic and their hearts blackened by an insatiable thirst for power.

Where traditional dwarves build grand halls of stone and gold, the Dark Dwarves hollow out the very bones of the world, raising cities fueled by the breath of the earth itself. Volcanic vents power their forges, great pillars of obsidian hold their citadels aloft, and rivers of molten rock light their grim dominions beneath the surface. They do not mine; they rip the earth apart to feed their machines of war.

Appearance and Physiology

At a glance, a Dark Dwarf might pass for one of their surface cousins, but closer inspection reveals their ashen skin, hardened like cooled magma, and small, sharp tusks protruding from their lower jaws—a mark of their bloodline’s corruption. Their eyes glow dimly like embers, flickering when they channel their innate magic, a power that comes as naturally to them as forging steel does to their kin.

Unlike the stocky, broad-shouldered dwarves of the mountains, Dark Dwarves are leaner, built for cunning rather than brute strength. Their dexterous hands are accustomed to both spellcraft and cruelty, able to shape metal with precision or wield their infamous chain-whips, tools of torment and domination.

Society and Culture

Dark Dwarven society is built on enslavement. To them, labor is not a right but a privilege, one that only the strong are entitled to. Those beneath them—be they orcs, ogres, goblins, gnolls, or even unfortunate surface-dwellers—are shackled, beaten, and forced to toil in their magma-choked forges, working tirelessly on projects shrouded in secrecy.

Whispers speak of weapons unlike any the world has seen, destructive forces capable of annihilating entire cities, crafted in the depths where no light shines. Some say these are mere rumors, the fearful imaginings of those who have only glimpsed the horrors of Dark Dwarven rule. Others believe that one day, the world will wake to find entire kingdoms reduced to cinders—proof that the Dark Dwarves’ experiments have borne fruit.

The Cities of Ash and Flame

Dark Dwarven cities are unlike the grand halls of the surface dwarves. They are fortresses of cruelty, where the air is thick with soot and the streets echo with the wails of the enslaved. Black iron towers stretch toward cavern ceilings, linked by metal chains thick enough to hold a dragon. Rivers of lava are redirected through their strongholds, powering immense machines of war and unknown arcane devices.

Their citadels are ruled by The Brimstone Lords, ruthless sorcerer-kings who claim divine right from Nasten himself. The strong rule, the weak serve, and mercy is a foreign concept.

Magic and Warfare

Unlike surface dwarves, who are resistant to magic, Dark Dwarves embrace it fully, wielding it as both a tool and a weapon. Their spells are not born of study or divine favor but forged through suffering and fire, branded into their very bones.

Their warriors are pyromancers and warlocks, setting battlefields ablaze with enchanted chains and fire-forged weapons. Even their smiths weave destructive magic into their creations, crafting armor that bleeds heat, blades that drink the life from their victims, and cursed relics that twist the mind.

Their soldiers do not march in ranks like men, nor do they charge like orcs. They stalk the battlefield like hunters, striking from the shadows, crippling their foes before the final blow.

Faith: Worship of Nasten, Prince of Fire and Brimstone

Despite their name, Dark Dwarves do not worship the forces of darkness. They do not whisper prayers to shadowy gods or make pacts with demons. Instead, they revere Nasten, the Prince of Fire and Brimstone, the god of destruction, wrath, and domination.

To them, Nasten is not merely a deity—he is proof that only the strong survive. The flames of his hatred forged the world, and they believe it is their duty to reshape it in his image, to reduce the weak to ash and build an empire worthy of his gaze.

Their priests are battle-warmages, clad in armor blackened by fire, leading their kin into war with flames licking at their fingertips. Their temples are not places of worship but furnaces, where offerings of steel, blood, and suffering are made in Nasten’s name.

The Terror They Bring

Dark Dwarves are not a race content to dwell in the shadows forever. They are patient, but never idle. Their ambitions are whispered on the wind, carried by terrified escapees and desperate survivors. Some say they seek to conquer the underworld itself, making even the demons bow before them. Others fear their gaze has turned upward, toward the lands above, where kingdoms rest unaware of the inferno waiting beneath their feet.

When a Dark Dwarf warband emerges from the depths, it is not for conquest—it is for destruction. They do not seek gold, nor land, nor glory. They seek only to burn.

  • At Will Spell(s):
  • Command Foe
    1

  • Speed:
  • Walking Speed: +20

  • Damage Type Resistance:
  • Fire

  • Immune to Status Effect:
  • Frightened

  • Skill Tier 1:
  • Common Language Skill
  • Dwarvish Language Skill
  • Nagh Language Skill

  • Random Name Table Male
  • Names - Dark Dwarf - Male - First Name

  • Random Name Table Female
  • Names - Dark Dwarf - Female - First Name

  • Random Name Table Last Name
  • Names - Dark Dwarf - Last Name

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

Alchemist - Tier 1 (Subtype)
Creature Sub Type
6.5

⚗️🧪 Alchemist: Tier 1 Compounder

A Tier 1 Alchemist is a trained maker of chemical, medicinal, and experimental substances defined by practical knowledge, careful preparation, and a working belief that materials can be refined into something greater. In a flintlock fantasy setting, they are part apothecary, part proto-scientist, and part occult craftsman, operating where medicine, chemistry, and speculative transformation overlap.

📚🔥 Training and Foundation

Tier 1 Alchemists are shaped by apprenticeships, university study, guild training, temple laboratories, battlefield medicine, or years of trial-and-error in small workshops. They understand heat control, distillation, measurement, preservation, mineral processing, herbal extraction, and the safe handling of unstable compounds. This is not a hedge herbalist with a few bottles. It is a disciplined practitioner with repeatable methods and a structured workspace.

🧥🫙 Appearance and Bearing

These creatures usually appear in practical coats, aprons, gloves, satchels, and belts fitted with small tools, wrapped vials, and storage cases. Their clothing often shows stains from powders, oils, smoke, acids, or plant extracts. Burn marks, inked notes, cracked goggles, and careful labeling are common. Their bearing tends to be precise, distracted, and work-focused, with more attention given to process than presentation.

🧪📦 Typical Inventory

A Tier 1 Alchemist commonly stocks tinctures, poultices, antiseptic washes, mineral salts, acids, lamp oil compounds, smoke pellets, preserving agents, reagents, basic tonics, sealed herbs, powders for testing metals, glass vials, ceramic jars, mortar-and-pestle kits, measuring spoons, filters, charcoal tablets, and unfinished experimental mixtures. Some also keep small stocks of stimulants, sleeping draughts, burn salves, or low-grade blasting compounds depending on local law and demand.

🧠⚖️ Working Style

Their working style is methodical, cautious, and batch-oriented. A Tier 1 Alchemist follows procedure, records outcomes, and works toward consistency rather than brilliance. They may speculate about transmutation, universal medicine, or bodily perfection, but their day-to-day trade usually centers on useful compounds people will actually buy: medicine, solvents, preservatives, cleaners, reagents, and controlled combustibles.

💰🜂 Trade and Practical Role

What defines this subtype is applied transformation. Tier 1 Alchemists make substances that solve immediate problems while pursuing theories that promise greater breakthroughs later. Most earn money through medicines, industrial compounds, and specialty mixtures rather than true miracles. Their work serves physicians, merchants, miners, gunsmiths, sailors, perfumers, and anyone who needs reliable substances prepared under controlled conditions.

🏪🧾 Business and Workspace

Tier 1 Alchemists usually work from small laboratories, attached apothecaries, rented back rooms, university corners, shipboard medicine lockers, or guarded urban shops where fire and fumes can be managed. Their business depends on supply chains for herbs, salts, metals, glassware, alcohol, and fuel. A good one keeps orderly shelves, labeled drawers, written formulas, and locked storage for unstable stock.

🏙️👥 Common Roles

These creatures are commonly found as apothecary assistants, military compounders, dockside chemical suppliers, university experimenters, mining camp refiners, plague-town medicine brewers, or independent shopkeepers selling useful but limited alchemical goods. In settlements, they are often valued for being able to produce remedies and reactions other trades cannot.

👑⚗️ Place in Society

A Tier 1 Alchemist usually holds a mixed reputation. Practical people value them for medicines, solvents, and controlled compounds. Suspicious people view them as dangerous dabblers surrounded by fumes, fragile glass, and expensive mistakes. In a flintlock fantasy setting, they often stand between accepted trade and unsettling possibility, respected when useful and watched when ambitious.

📈🧪 Tier Meaning

Tier 1 represents the earliest stage of the alchemist role: controlled preparation, practical compounds, modest inventory, and disciplined material knowledge. The core fantasy is present—refinement, transformation, medicine, and the pursuit of greater secrets—but it remains grounded in useful trade goods rather than major transmutations or legendary breakthroughs.

  • Inventory Unequipped:
  • 20 Alchemy Tools
    15 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Antidote
    60 8 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Verdant Moss
    5 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Salvia Herb
    5 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Ooze Slime
    5 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Silver, powdered
    25 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Poison, Minor
    10 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Tiger Eye
    1 gp
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Flying
    50 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Potion of Poison
    20 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Acid, Vial
    16 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Glue
    1 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Tallow
    0.55 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lye
    0.1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Soap
    0.02 gp

  • 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.

  • Skill Tier 3:
  • Alchemy

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