Merchant Tier 2: Smithy, Dark Elf, Man
Dark Elves
Merchant - Tier 1 - Local Merchant
Smithy - Tier 1 (Subtype)
140 lbs
0
455.85

6 / 6
12
12
30
14
60
1
5

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

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

  • Inventory Unequipped:
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp
  • 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


  • Monster Bits:
  • 48 Humanoid Blood
    0.15 gp
  • 126 Animal Bone
    0.03 gp
  • 84 Animal Fat
    0.5 gp
  • 294 Animal Meat
    0.05 gp
  • 42 Soft Skin
    0.05 gp

A dark elf man’s lithe fingers grip a blackened dagger, its blade etched with crimson runes. His velvet cloak brushes cobblestones, hair glinting violet, as the dagger hums, pulsing with faint, shadowy energy.

Dark Elves
Creature Sub Type
96.5

🖤⚔️ Dark Elves: Sovereigns of Cruel Ambition

Dark Elves, stripped of the Titans’ light for their ancient betrayals, are Zin’s merciless reavers, thriving in frigid underworlds and icy wastes. 🧊 Their cold beauty masks a ruthless heart, devoted to dark gods through slavery, sacrifice, and hedonistic indulgence. Masters of sorcery and seafaring, they raid distant shores, sowing terror to fuel their quest for power and elusive immortality. In their shadowed realms, Dark Elves weave a legacy of cruelty, their every act a defiant claim to dominion over a world they scorn.

🌑 Shattered Legacy: Origins of Exile

Cast out for jealousy and treachery, Dark Elves lost the Titans’ gift, their banishment forging a race fueled by spite and ambition. 🔥 Embracing dark powers, they swore allegiance to cruel deities, trading compassion for sorcery and supremacy. Their origins lie in a sundered kinship, their once-noble heritage twisted into a vendetta against their elven cousins. Game Masters can craft their beginnings as a cursed diaspora or a pact with forbidden entities, positioning Dark Elves as vengeful exiles or harbingers of chaos.

🦴 Cold Allure: Beauty and Menace

Tall and lithe, Dark Elves mirror their elven kin but exude a chilling elegance—pale skin, sharp features, and eyes that gleam with malice. 🗡️ Clad in dark silks or rune-etched armor, their long hair, adorned with obsidian and blood-red gems, signals their cruel nobility. Their grace belies a predatory strength, honed for slaughter. GMs can describe their icy beauty or sinister poise, evoking dread as their blades flash or their laughter echoes like breaking glass.

🧙‍♀️ Dark Sorcery: Masters of Forbidden Magic

Dark Elves wield potent dark magic, their innate talent twisted to summon daemonic energies, weave illusions, or rend souls. 🔮 Their sorcery, fueled by blood and sacrifice, defies mortal limits but risks corruption. As they grow, they master spells that bind minds or unleash chaos. GMs can showcase their magic as devastating displays—blasts of shadow or summoned horrors—turning battles into nightmares where the air itself betrays the foe.

⚔️ Ruthless Warriors: Blades of Cruelty

In battle, Dark Elves are relentless, their agility and cunning matched by a sadistic zeal. 🩸 Wielding serrated blades, crossbows, or enchanted spears, they strike with precision, delighting in pain. Their armies, bolstered by enslaved beasts and frenzied zealots, overwhelm through fear and ferocity. GMs can craft encounters as brutal ambushes, with Dark Elves exploiting weaknesses or sowing panic, challenging players to match their merciless tactics.

🏰 Realms of Agony: Citadels of Naggaroth

Dark Elves dwell in towering cities of black stone, carved into icy cliffs or subterranean caverns, their spires piercing storm-wracked skies. 🖼️ These fortresses brim with dungeons of wailing slaves and altars drenched in blood, sustained by raids and dark rituals. GMs can design their realms as oppressive labyrinths, where players navigate treacherous courts, evade assassins, or infiltrate sacrificial temples to thwart dark schemes.

🗝️ Confronting Dark Elves: Dance with Malice

Facing Dark Elves demands resilience against their sorcery and terror tactics. 🛡️ Holy relics or radiant magic disrupt their spells, while exploiting their arrogance—through deception or defiance—can provoke reckless errors. Their reliance on slaves offers openings to sow rebellion. GMs can craft encounters as high-stakes duels or infiltrations, blending combat with intrigue as players face a foe who revels in betrayal and bloodshed.

🌌 Vortex of Vengeful Desire

Dark Elves are Zin’s shadowed scourge, their cold hearts pulsing with hatred and ambition, their blades carving misery into the world’s flesh. 🖤 From icy citadels, they unleash raids and sorcery, dreaming of a dominion built on broken foes. Whether enslaving nations or warring with their kin, they challenge heroes to face their cruelty or join their dark ascent. In their blood-soaked halls, the Druchii spin tales of unrelenting vengeance, daring the bold to extinguish their malevolent flame or be consumed by its wrath.

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Nightsight: +60

  • Contesting Roll ADV vs Status Effect:
  • Charmed

  • Skill Tier 1:
  • Bending Weapon Skill
  • Common Language Skill
  • Elvish Language Skill
  • Nagh Language Skill
  • Umbral Language Skill

  • Skill Tier 3:
  • Attention
  • Sneak

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

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

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

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

d100
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Effect 1 Effect 2 Ambience Music