Merchant Tier 2: Smithy, Dark Dwarf, Woman
Dark Dwarves
Merchant - Tier 1 - Local Merchant
Smithy - Tier 1 (Subtype)
140 lbs
0
380.94

5 / 5
11
11
20
10
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

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


  • 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 dwarf woman’s calloused hands grip a rune-etched pickaxe, its iron head sparking against obsidian veins. Her braided hair swings, boots crunching soot, as sweat glistens on her soot-streaked, muscular arms.

In bustling market towns, a Tier 1 merchant alchemist—often a stout Dark Dwarf woman with soot-streaked braids—brews potions from rare herbs and metals. Her stall sells healing elixirs and minor enchantments, drawing pilgrims and adventurers. As a commoner artisan, she haggles shrewdly, amassing modest wealth while guarding dwarven recipes.

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

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