Merchant Tier 2: Smithy, Forest Gnome, Woman
Forest Gnomes
Smithy - Tier 1 (Subtype)
Merchant - Tier 1 - Local Merchant
35 lbs
0
489.85

5 / 5
12
12
25
13
1
5

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

  • Inventory Equipped:
  • Crossbow Bolt Case
    1 gp
  • Clothes, Artisan’s
    1 gp
  • Shoes, Leather
    1 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Cloth
    5 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
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp


  • Monster Bits:
  • 10 Humanoid Blood
    0.15 gp
  • 25 Animal Bone
    0.03 gp
  • 16 Animal Fat
    0.5 gp
  • 60 Animal Meat
    0.05 gp
  • 6 Soft Skin
    0.05 gp

Stocky frame in moss-green tunic, leather gloves stiff with sap, belt jingling with tiny tools, boots soft and silent, hair knotted with twigs, copper goggles pushed atop a soot-smudged forehead.

Forest Gnomes
Creature Sub Type
134

🌿🪄 Forest Gnomes: Weavers of Illusion

Forest Gnomes are Zin’s elusive woodland folk, dwelling in tranquil communes hidden deep within ancient forests. 🌳 Small and sprightly, they wield potent illusions and a deep bond with nature to protect their secluded homes. With nimble minds and a knack for animal kinship, they thrive in harmony with the wild, their magic cloaking them from threats as they guide the forest’s creatures to safety.

🌲 Origins of the Wild: Born of Leaf and Shadow

Forest Gnomes trace their roots to primal fey spirits, their lineage woven into Zin’s oldest groves. 🍃 Gifted with illusionary magic by woodland deities, they emerged as guardians of the forest, their lives entwined with its rhythms. This heritage drives their protective instincts and love for the wild.

🦴 Delicate Form: Elusive and Graceful

Barely three feet tall, Forest Gnomes are slight, with earthy skin, mossy hair, and eyes that shimmer like dew. 🦋 Clad in leaf-woven tunics or bark-like cloaks, they blend seamlessly into their surroundings. Their nimble movements and soft steps make them ghosts in the underbrush.

🪄 Illusory Magic: Masters of Deception

Forest Gnomes wield innate magic, crafting illusions to hide paths or vanish from sight. 🌫️ Their affinity for animals lets them commune with beasts, guiding them to food or safety. In danger, they conjure mirages or turn invisible, outwitting foes with cunning and guile.

🏡 Hidden Communes: Sanctuaries of Nature

Forest Gnome communes are tucked in glades or hollows, veiled by enchantments and twisting trails. 🌱 Vines and bioluminescent fungi light their homes, where they live in harmony with woodland creatures. These sanctuaries are near-impossible to find, guarded by illusion and vigilance.

⚔️ Confronting Forest Gnomes: Chasing Shadows

Facing Forest Gnomes tests perception against their trickery. 🛡️ Illusions misdirect attackers, while summoned beasts or hidden traps thwart pursuit. Only keen senses or anti-magic can pierce their deceptions, as they vanish into the forest’s embrace.

🌌 Legacy of the Wild Veil

Forest Gnomes are Zin’s silent protectors, their illusions shielding the wild from harm. 🌿 Their bond with nature and mastery of deception weave a legacy of quiet resilience, their hidden enclaves a haven of peace. Elusive and wise, they dance through Zin’s forests, guardians of its secrets.

  • Speed:
  • Walking Speed: +25

  • Skill Roll ADV:
  • Psyche

  • Skill Tier 1:
  • Common Language Skill
  • Gnomish Language Skill

  • Skill Tier 3:
  • Bending Weapon Skill
  • Inspection

  • Random Name Table Male
  • Names - Forest Gnome - Male - First Name

  • Random Name Table Female
  • Names - Forest Gnome - Female - First Name

  • Random Name Table Last Name
  • Names - Forest Gnome - Last Name

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

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

d100
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Effect 1 Effect 2 Ambience Music