Merchant Tier 2: Enchanter, Demonfolk, Woman
Demonfolks
Merchant - Tier 2 - Town Merchant
Enchanter - Tier 2 (Subtype)
140 lbs
0
2004.92

7 / 7
13
13
30
16
60
1
5

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

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

  • Inventory Unequipped:
  • 1100 Gold Coin
    1 gp
  • 8000 Copper Coin
    0.01 gp
  • 28000 Silver Coin
    0.1 gp
  • 2 Platinum Coin
    10 gp
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Wand of Magic Missiles
    200 gp
  • Wand of Magic Detection
    200 gp
  • Universal Solvent
    200 gp
  • Ring of the Ram
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Hat of Disguise
    0.28 250 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Iron Bands of Bilarro
    200 gp
  • Eyes of Charming
    200 gp
  • Bead of Force
    200 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Gloves of Missile Snaring
    150 gp
  • Dust of Sneezing and Choking
    150 gp
  • Medallion of Thoughts
    400 gp
  • Ring of Invisibility
    0.65 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Boots of Levitation
    0.38 500 gp
  • Wand of Secrets
    400 gp
  • Wand of Paralysis
    400 gp
  • Prayer Bead - Curing
    400 gp
  • Quartz
    5 gp
  • Wind Fan
    0.49 300 gp
  • Ring of Evasion
    300 gp
  • Bag of Tricks, Tan
    300 gp
  • Green Ribbon
    29.16 251 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Ring of Jumping
    0.27 250 gp
  • Horn of Blasting
    250 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Magical Rod
    10 gp
  • Quarterstaff
    3.43 0.2 gp
  • Sprig of Mistletoe
    0.02 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Magical Holy Reliquary
    300 gp
  • Reliquary
    200 gp
  • Magical Holy Amulet
    40 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Emblem
    40 gp
  • Gold Emblem
    30 gp
  • Cleaning Stone
    100 gp
  • Rod, Wooden
    2 gp
  • Totem
    10 gp
  • Woodworking Tools
    15 gp
  • Wooden Workbench
    20 gp
  • Enchanting Tools
    100 gp
  • Magical Crystal
    12 gp
  • Blue Quartz
    1 gp
  • Dream Dust
    5 gp
  • Magical Wand
    10 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of the Python
    5.5 900.2 gp
  • Mace of Terror
    11.28 655 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Orbit Stone
    50 gp
  • Garnet
    10 gp
  • Wand
    2 gp
  • Magical Staff
    7 gp
  • Staff of Fire
    4.93 4050.2 gp
  • Magic 8-Ball
    1.8 4650 gp
  • The Gospel
    12.39 5102 gp
  • Ambercore Greatsword
    10.62 5150 gp
  • Staff of Frost
    30.93 5400.2 gp
  • Scimitar of Speed
    7.94 5675 gp
  • Blade of Betrayal
    4.01 6115 gp
  • Staff of the Woodlands
    3.98 6850.2 gp
  • Sun Blade
    5.22 8815 gp
  • Arrow-Catching Shield
    39.88 1510 gp
  • Grand Shield of the Protector
    -66.71 5030 gp
  • Shield of Missile Attraction
    79.88 5110 gp
  • Plate Armor of Etherealness
    94.35 8400 gp
  • Spellguard Shield
    289.88 10010 gp
  • Control Rod, Silver
    550 gp
  • Dust of Dryness
    550 gp
  • Ring of Animal Influence
    550 gp
  • Ring of Shooting Stars
    550 gp
  • Wand of Fear
    550 gp
  • Boots of Speed
    1.13 600 gp
  • Circlet of Blasting
    600 gp
  • Fang of the Beast King
    3.1 600 gp
  • Lantern of Revealing
    2 600 gp
  • Tome of Unstable Magic
    650 gp
  • Wand of Fireballs
    650 gp
  • Wand of Lightning Bolts
    650 gp
  • Chime of Opening
    700 gp
  • Dust of Disappearance
    700 gp
  • Wand of Web
    700 gp
  • Helm of Telepathy
    0.86 800 gp
  • Cape of the Mountebank
    2.31 900 gp
  • Stone of Controlling Earth Elementals
    2.07 900 gp
  • Wand of Polymorph
    900 gp
  • Glyphwoven Mantle
    1.65 920 gp
  • Goggles of Night
    12 1000 gp
  • Ioun Stone, Protection
    20 1000 gp
  • Periapt of Wound Closure
    1.96 1000 gp
  • Ring of Warmth
    1000 gp
  • Wand of the War Mage +1
    1000 gp

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


  • 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 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 2 - Town Merchant
Creature Sub Type
810.08

Town Merchants are the prosperous shopkeepers and guild traders who dominate the marketplaces of mid-sized towns and thriving trade hubs. 🪙 With spacious storefronts bursting with superior gear — finely crafted weapons, potent mid-tier potions, enchanted tools, and rare crafting materials like griffon feathers or shadowsteel ingots — they eagerly purchase the more impressive relics and dungeon hauls adventurers bring back from deeper ruins. Operating under stronger regional guilds, they offer enhanced protection through binding contracts and swift retaliation: cross one and blacklists ripple across entire trade routes, while bounties ensure swift justice without the merchant ever lifting a finger.

Profit remains their true north, yet Town Merchants embrace bolder financial risks — wagering on high-value shipments, extending lines of credit to trusted parties, or investing in exotic stock that could yield fortunes or ruin. 🏪 They’re the reliable bridge between local peddlers and grander powers, always ready with local lore, special commissions, and the occasional magical oddity that turns a simple sale into the spark of a greater quest. Smart adventurers cultivate these relationships early; a Town Merchant’s favor today can unlock the exact rare component or urgent escort job that saves the party tomorrow. 🪙

  • Essences:
  • Body: +3
  • Mind: +3
  • Soul: +3

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

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

  • Inventory Unequipped:
  • 1100 Gold Coin
    1 gp
  • 8000 Copper Coin
    0.01 gp
  • 28000 Silver Coin
    0.1 gp
  • 2 Platinum Coin
    10 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 6:
  • Attention
  • Empathy

Enchanter - Tier 2 (Subtype)
Creature Sub Type
1426.36

✨🔧 Enchanter: Tier 2 Runesmith

A Tier 2 Enchanter is a respected magical craftsperson whose item infusion, charge work, and stable arcane bindings make them a notable specialist in trade, arms, and utility goods. They are no longer just producing minor charms and simple imbued objects. At this tier, their work is more reliable, more durable, and more valuable to serious clients.

📚🪄 Training and Foundation

Tier 2 Enchanters are deeply shaped by advanced apprenticeship, guild certification, workshop service, arcane study, temple craft traditions, or years of supervised binding work on increasingly expensive items. They understand runic structure, charge retention, material compatibility, spell anchoring, failure patterns, and the limits of temporary versus permanent enhancement. Their craft is no longer just careful. It is specialized.

🧥💠 Appearance and Bearing

These creatures usually appear as established rune workers, arcane engravers, weapons binders, ward crafters, jewelry enchanters, or workshop mages with a known professional reputation. Their clothing is practical and protective, often including fitted coats, aprons, gloves, lenswork, tool satchels, and wrapped kits of engraving picks, sigil plates, wire, clamps, and focus stones. Their bearing is precise, controlled, and used to handling fragile or costly materials with constant attention.

🪶📦 Typical Inventory

A Tier 2 Enchanter commonly stocks charged rings, warded amulets, inscribed bullets, rune-etched pistol components, protective brooches, spark rods, glow stones, heat stones, lock seals, alarm charms, reinforced weapon runes, temporary enhancement tags, bound lantern crystals, ward plates, prepared focus gems, silvered wire coils, engraved lockets, enchanted powder flasks, stabilized charm tokens, low-grade permanent accessories, and partially completed custom commissions for officers, merchants, adventurers, gunsmiths, and wealthy households. Their inventory is more expensive and more dependable than that of a Tier 1 Imbuer.

🧠⚖️ Working Style

Their working style is measured, documented, and stability-focused. A Tier 2 Enchanter tests the base item carefully, confirms compatibility, selects the proper magical framework, and binds the effect with greater precision than a lesser artisan. They can produce stronger charged effects, more consistent utility items, and better long-term enchantments. Their goal is not spectacle. It is function, durability, and controlled arcane output.

💰🔮 Trade and Practical Role

What defines this subtype is refined magical utility. Tier 2 Enchanters make goods that serve real needs in security, travel, warfare, communication, and personal protection. Their work supports navy officers, gunsmiths, merchants, noble households, expedition leaders, and arcane professionals who need gear to hold magic reliably rather than briefly. In a flintlock fantasy economy, they occupy an important place between mage, artisan, and supplier of enhanced equipment.

🏪🪵 Business and Workspace

Tier 2 Enchanters usually work from proper arcane workshops, guild-backed studios, attached smithies, jewelry houses, military contract rooms, or secure urban shops with controlled access. Their workspace is organized around engraving benches, focus materials, test rigs, ledgers, rune references, padded storage, locked cabinets, and designated stations for delicate binding work. Many also keep apprentices, assistants, or runners to handle stock and commissions.

🏙️👥 Common Roles

These creatures are commonly found as arcane engravers, charm merchants, rune-bound gunsmith partners, jewelry enchanters, ward installers, military binding specialists, guild enchanters, or workshop heads producing stable magical goods for local elites and professional buyers. In larger settlements, they are often the people consulted when the item matters too much for a novice to risk.

👑🪙 Place in Society

A Tier 2 Enchanter holds modest professional status with meaningful economic value. Officials may regulate them, merchants may compete for their output, and clients with money often prefer established names over cheaper work. In a flintlock fantasy setting, they are respected as practical arcane specialists whose goods can improve trade, survival, and controlled violence.

📈✨ Tier Meaning

Tier 2 represents an enchanter that has developed beyond basic item infusion into recognized professional skill. The core traits remain the same—magical binding, charged objects, useful inventory, and disciplined enchantment—but they now operate with greater refinement, stronger goods, and clearer reputation. It is no longer just a working imbuer. It is a true runesmith.

  • Inventory Unequipped:
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Wand of Magic Missiles
    200 gp
  • Wand of Magic Detection
    200 gp
  • Universal Solvent
    200 gp
  • Ring of the Ram
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Hat of Disguise
    0.28 250 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Iron Bands of Bilarro
    200 gp
  • Eyes of Charming
    200 gp
  • Bead of Force
    200 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Gloves of Missile Snaring
    150 gp
  • Dust of Sneezing and Choking
    150 gp
  • Medallion of Thoughts
    400 gp
  • Ring of Invisibility
    0.65 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Boots of Levitation
    0.38 500 gp
  • Wand of Secrets
    400 gp
  • Wand of Paralysis
    400 gp
  • Prayer Bead - Curing
    400 gp
  • Quartz
    5 gp
  • Wind Fan
    0.49 300 gp
  • Ring of Evasion
    300 gp
  • Bag of Tricks, Tan
    300 gp
  • Green Ribbon
    29.16 251 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Ring of Jumping
    0.27 250 gp
  • Horn of Blasting
    250 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Magical Rod
    10 gp
  • Quarterstaff
    3.43 0.2 gp
  • Sprig of Mistletoe
    0.02 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Magical Holy Reliquary
    300 gp
  • Reliquary
    200 gp
  • Magical Holy Amulet
    40 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Emblem
    40 gp
  • Gold Emblem
    30 gp
  • Cleaning Stone
    100 gp
  • Rod, Wooden
    2 gp
  • Totem
    10 gp
  • Woodworking Tools
    15 gp
  • Wooden Workbench
    20 gp
  • Enchanting Tools
    100 gp
  • Magical Crystal
    12 gp
  • Blue Quartz
    1 gp
  • Dream Dust
    5 gp
  • Magical Wand
    10 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of the Python
    5.5 900.2 gp
  • Mace of Terror
    11.28 655 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Orbit Stone
    50 gp
  • Garnet
    10 gp
  • Wand
    2 gp
  • Magical Staff
    7 gp
  • Staff of Fire
    4.93 4050.2 gp
  • Magic 8-Ball
    1.8 4650 gp
  • The Gospel
    12.39 5102 gp
  • Ambercore Greatsword
    10.62 5150 gp
  • Staff of Frost
    30.93 5400.2 gp
  • Scimitar of Speed
    7.94 5675 gp
  • Blade of Betrayal
    4.01 6115 gp
  • Staff of the Woodlands
    3.98 6850.2 gp
  • Sun Blade
    5.22 8815 gp
  • Arrow-Catching Shield
    39.88 1510 gp
  • Grand Shield of the Protector
    -66.71 5030 gp
  • Shield of Missile Attraction
    79.88 5110 gp
  • Plate Armor of Etherealness
    94.35 8400 gp
  • Spellguard Shield
    289.88 10010 gp
  • Control Rod, Silver
    550 gp
  • Dust of Dryness
    550 gp
  • Ring of Animal Influence
    550 gp
  • Ring of Shooting Stars
    550 gp
  • Wand of Fear
    550 gp
  • Boots of Speed
    1.13 600 gp
  • Circlet of Blasting
    600 gp
  • Fang of the Beast King
    3.1 600 gp
  • Lantern of Revealing
    2 600 gp
  • Tome of Unstable Magic
    650 gp
  • Wand of Fireballs
    650 gp
  • Wand of Lightning Bolts
    650 gp
  • Chime of Opening
    700 gp
  • Dust of Disappearance
    700 gp
  • Wand of Web
    700 gp
  • Helm of Telepathy
    0.86 800 gp
  • Cape of the Mountebank
    2.31 900 gp
  • Stone of Controlling Earth Elementals
    2.07 900 gp
  • Wand of Polymorph
    900 gp
  • Glyphwoven Mantle
    1.65 920 gp
  • Goggles of Night
    12 1000 gp
  • Ioun Stone, Protection
    20 1000 gp
  • Periapt of Wound Closure
    1.96 1000 gp
  • Ring of Warmth
    1000 gp
  • Wand of the War Mage +1
    1000 gp

  • Skill Tier 6:
  • Enchanting
  • Runeforging

d100
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Effect 1 Effect 2 Ambience Music