Merchant Tier 1: Enchanter, Demonfolk, Woman
Demonfolks
Merchant - Tier 1 - Local Merchant
Enchanter - Tier 1 (Subtype)
140 lbs
0
738.24

6 / 6
12
12
30
14
60
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
  • 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

  • At Will Spell(s):
  • Fire Bolt
    20 0
  • Thaumaturgy
    0


  • Monster Bits:
  • 24 Humanoid Blood
    0.15 gp
  • 63 Animal Bone
    0.03 gp
  • 42 Animal Fat
    0.5 gp
  • 147 Animal Meat
    0.05 gp
  • 21 Soft Skin
    0.05 gp

A demonfolk woman’s clawed hands wield a smoldering whip, its thorny length glowing crimson. Her scaled tail sways, boots grinding ash, as the whip cracks, trailing sparks of molten, sulfur-scented flame.

Demonfolks
Creature Sub Type
95

🔥👹 Demonfolks: Born of Chaos and Flame

Demonfolks, forged in the searing crucible of the Endless Abyss, are Zin’s harbingers of destruction, their bloodlines tracing back to ancient demons who once ravaged the mortal plane. 🌋 Wreathed in infernal fire and tempered by agony, they wield chaotic might that makes them both feared and formidable. With hearts ablaze and resilience born of suffering, Demonfolks are a tempest of power, their presence a warning of the Abyss’s unrelenting wrath.

🌑 Abyssal Origins: Spawned in Torment

Demonfolks descend from demons who breached Zin’s realms, their lineage steeped in the chaos and flame of the Abyss. 🩸 Shrouded in dread, their origins speak of cataclysmic pacts or unholy births that bind them to a realm of eternal torment. Game Masters can craft their beginnings as eruptions of demonic invasion or cursed unions, casting Demonfolks as agents of ruin or reluctant heirs of chaos.

🦴 Fierce Form: Ember and Menace

Tall and imposing, Demonfolks bear marks of their infernal heritage—glowing eyes, smoldering skin, or jagged horns. 🔥 Clad in scorched armor or flowing cloaks that flicker like flames, their presence radiates heat and danger. GMs can describe their molten aura or thunderous steps, evoking a primal terror that shakes even the bravest hearts.

🪄 Infernal Might: Power of the Abyss

Demonfolks channel the Abyss’s chaotic energies, unleashing torrents of flame, shattering earth with a gesture, or twisting minds with dread. 🌪️ Their resilience shrugs off pain, making them relentless in battle. GMs can showcase their powers as cataclysmic displays—blazing infernos or quaking rifts—turning encounters into apocalyptic struggles where the ground burns and the air screams.

🏰 Realms of Ruin: Citadels of Flame

Demonfolks dwell in scorched fortresses or abyssal chasms, their lairs pulsing with heat and littered with the bones of foes. 🖤 These domains, whether hidden in Zin’s wastelands or carved into volcanic depths, are bastions of chaos. GMs can design them as fiery labyrinths, where players face molten traps or demonic minions to confront the heart of infernal power.

⚔️ Confronting Demonfolks: Defying the Inferno

Battling Demonfolks tests courage against their overwhelming might. 🛡️ Holy wards or ice-born magic can douse their flames, while exploiting their reckless fury may turn their strength against them. GMs can stage clashes as desperate stands amid blazing ruins, where players must outlast their fiery onslaught or risk being consumed by chaos.

🌌 Legacy of Eternal Fire

Demonfolks are Zin’s blazing scourge, their infernal blood a conduit for chaos and destruction. 👹 From ashen strongholds, they unleash flames that reshape the world, their wrath a testament to the Abyss’s might. Whether as apocalyptic foes or tragic outcasts, they challenge heroes to quench their fire or be burned, their saga a roar of unrelenting fury that echoes through Zin’s ages.

  • At Will Spell(s):
  • Fire Bolt
    20 0
  • Thaumaturgy
    0

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Nightsight: +60

  • Damage Type Resistance:
  • Fire

  • Skill Tier 1:
  • Abyssal Language Skill
  • Bending Weapon Skill
  • Common Language Skill

  • Random Name Table Male
  • Names - Devilfolk & Demonfolk - Male - First

  • Random Name Table Female
  • Names - Devilfolk & Demonfolk - Female - First

  • Random Name Table Last Name
  • Names - Devilfolk & Demonfolk - Virtue (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

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

d100
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Effect 1 Effect 2 Ambience Music