Weaving, sewing, quilting, tapestries — these arts were part of what common people did in the times that inspire fantasy storytelling. It’s rare that these professions are featured as heroes, but they should be. They are community leaders or practitioners of the quiet circle, often of women unempowered in a society.
From these origins one may rise to be a powerful Artificer, a storytelling Bard, a Mastermind Rogue, a healing Druid, a Cleric of Peace, a vengeful Paladin. Or something else.
The weaver is not soft, though they can make great fabrics. A quilter is not necessarily warm to all. These are the people who toil with nimble fingers and converse with those too often overlooked by authority.
These are the people who see destiny in fabric.
Originally published 23 May 2023 Updated on 14 August 2026
You are an independent artisan who makes fabric or clothes or blankets. Your specific art is less important than what you do with it. Your friends and colleagues know things and count on you.
Authority may overlook your presence, but you know their tenor and can hide what they are looking for — whether that’s a person or a thing.
Clothier (5e)
Skill Proficiencies: Insight, Sleight of Hand Tool Proficiencies: Disguise Kit, Weaver’s Tools Languages: No additional Equipment: Blanket, 3 candles, chalk, cloths (either common or winter), 3 needles, spool of thread, pouch, 5 gold
Feature: As the Wheel Wills
You have a certain comfort and understanding that you aren’t always in control. You have advantage on saves against fear, charm and other enchantments after the first round in these conditions.
Additionally, you are able to find and protect secrets. When using Insight or Sleight of Hand to keep or discover secrets you do so with double proficiency.
Personality: use the Folk Hero and Guild Artisan as guidance.
Clothier (5.5e / 2024)
Ability scores: Dexterity, Wisdom, Charisma Feat: As the Wheel Wills Skill Proficiencies: Insight, Sleight of Hand Tool Proficiency: Weaver’s tools Equipment: Blanket, 3 candles, chalk, cloths (either common or winter), 3 needles, spool of thread, pouch, 5 gold or 15 gold
Origin Feat: As the wheel wills
We are only threads. You have a certain comfort and understanding that you aren’t always in control. You have advantage on saves against fear, charm and other enchantments after the first round in these conditions.
In the circle. You are able to find and protect secrets. When using Insight or Sleight of Hand to keep or discover secrets you may roll a d4 proficiency bonus times per Long Rest.
Skill Proficiencies: Insight, Sleight of Hand Additional Proficiencies: Weaver’s tools Equipment: Blanket, 3 candles, chalk, cloths (either common or winter), 3 needles, spool of thread, pouch, 5 gold or 15 gold
Talent
You are familiar with fate and the conversations among the hidden folk that keep a community running. Pick one of the following;
Field medic
Scrutinous
Ritualist (Arcana)
Design Goals
Avoiding the Folk Hero’s problem of “if you’re already a hero you shouldn’t be level 1” is my primary goal with the Clothier. It’s the primary goal with many of the backgrounds I’ve created. Common people become heroes through playing D&D — although someday I’ll make a False Hero, one who hasn’t yet been heroic.
Fernando Pessoa once said “Sometimes, when I wake up at night, I feel invisible hands weaving my destiny.”
I also wanted to capture the magic of weaving and other arts of cloth. These aren’t arts that I understand. They are arts that I want to celebrate.
From the literature that inspires D&D the lines from Wheel of Time about “the Wheel weaves as the Wheel wills” prodded me into action.
Finally there are some important quilters in my life. This background goes out to them too. Whether by stitch, by arms long or short, they are the fabric of our lives. A quilter can tell a story in squares and thread. Hopefully this story helps tell theirs.
Custom Backgrounds for 5th edition Dungeons & Dragons
The clattering of tin as they come over the hill; a belly laugh as the tinker learns of some gossip from mother; the circle of enraptured youth as a tale that is at most half-true is told; the fussing over a minor repair for a family that has no goods to offer in service.
In fantasy the Tinker is a trope that captures a travelling fixer who knows news, rumor, and myth. Their wealth rides a donkey or canoe with them and every community on their circuit is home and an unknowable set of peoples. Now, you too can play a Tinker.
Maybe you grew up in a family of smiths, or were raised by bards, or maybe you were kind of good at a lot of arts, but not really good at one in particular. Whatever your past you decided to leave the ‘civilized’ world and help those families on the frontier. When things break you fix them.
When communities break you share that information with others who need to hear it. You carry as much information as you do tin. Your donkey is your only friend on the trails throughout the wilds. Everyone you meet trusts you, even the bandits, brigands and raiders. They need your services too.
Tinker (5e/2104)
Skill Proficiencies: Performance, Insight Tool Proficiencies: Tinker’s Tools, Vehicle (Land or Water) Languages: None Equipment: Donkey/Mule/Pony (if water vehicles chosen a canoe, rowboat or skiff is appropriate), Tinker’s Kit, 1 Pound Each Tin, Copper, Iron, Pack Saddle, 3 Pots, Traveler’s Clothes, Pouch with 5 Gold
Feature: I Can Fix It
Facing a mundane device that is broken you are able to fix it, even if you don’t have the proper supplies and parts. This repair may only last a few minutes or a few hours, though it is enough for the device to last through it’s next use. You may wind up using a copper coin, or a bit of string, or a knife during this repair. This feature can be used to fix ammunition, traps, broken wheels, or other adventuring equipment. The repair is not permanent.
Tinker (5.5e / 2024)
Ability scores: Dexterity, Intelligence, Charisma Feat: I Can Fix It (or choose between Linguist or Skilled) Skill Proficiencies: Performance, Insight Tool Proficiency: TInker’s Tools Equipment: Donkey/Mule/Pony (if water vehicles chosen a canoe, rowboat or skiff is appropriate), Tinker’s Kit, 1 Pound Each Tin, Copper, Iron, Pack Saddle, 3 Pots, Traveler’s Clothes, Pouch with 17 Silver or choose 30 gold.
Origin Feat: I Can Fix It
Ingenious repair. You can repair a broken piece of non-magical Adventuring Gear using another piece of gear using the Utilize Action. The repair lasts one minute and after that both items are broken.
Idle hands make waste. When another character is crafting you count as two assistants, reducing the time it takes to craft non-magical gear.
Skill Proficiencies: Performance, Insight Additional Proficiencies: Tinker’s tools Equipment: Donkey/Mule/Pony (if water vehicles chosen a canoe, rowboat or skiff is appropriate), Tinker’s Kit, 1 Pound Each Tin, Copper, Iron, Pack Saddle, 3 Pots, Traveler’s Clothes, Pouch with 17 Silver
Talent
You are familiar with the a broad selection of peoples, their cultures, their tools, and their stories. Pick one of the following;
Polyglot
Scrutinous
Trade Skills
Ritualist (Arcane) — rare.
Tinker Design Goals
Throughout the literature that inspires Dungeons & Dragons are tales of itinerant workers who travel the barely civilized wildernesses drifting between villages. Primarily they are fixers, using bits of tin, copper, iron, leather, etc to repair farming tools or kitchen utensils in the homesteads too far from smithys.
The fiction also has these tinkers as storytellers. They aren’t bards, as their magic is just the magic of carrying tales of other households, villages, and empires to people who long for information, but don’t want to live in places where information is common. The Tinker tells their tales around a fire or a meal, informing the group through storytelling. At their next stop they will share what they’ve learned. Every encounter is a bit of knowledge to share in an attempt to connect the frontier lands despite weather and monsters that keep those connections broken.
For these reasons the Tinker has Performance and Insight. Consideration was made for History. That would seem to indicate an intellectual rather than a tale-teller. Insight made sense because of the way the literature has the Tinker connect to the families year after year.
Custom Backgrounds for 5th edition Dungeons & Dragons
Paths and ways in a fantasy world are not just occupied with masses of people walking with a few nobles on horseback. They are also clogged with carriages and carts delivering goods. In my own world one NPC used two giant turkeys to pull his coffee delivery cart. The players enjoyed the presence of this NPC so much they kept bringing him back up.
The cabbie or ferien are taxis for a world where there are dragons and very expensive teleport circles.
Cabbie
You help carry people and goods between neighborhoods and distances. Working in urban areas either on the land or water you know the paths between places and the peoples who inhabit them.
The cabbie may pull their own cart, use a pony or even have experience with a two-horse carriage. Often they have a stool to help their clientele into their car. Also willing to talk, even when the occupant isn’t interested, the cabbie can learn the happenings of a region or distract that occupant in such a way that they are susceptible to crimes.
Cabbie (5e / 2014)
Skill Proficiencies: Insight, Deception or Persuasion Tool Proficiencies: Vehicles (pick one of land or water) Languages: One additional language, often from a culture that is nearby the home of the character Equipment: Cart, carriage, rowboat, gondola, sailboat (pick one), a lantern with 3 flasks of oil, traveler’s clothes, a trinket, 2 days rations, pouch with 25 silver
Feature: Talk too much
You are a skilled conversationalist that frequently goes on and on. These long talks are often consuming and distracting. Some cabbies and feriens may have allies who use that speech as a distraction to pick pockets or similar events.
Additionally, you pick up the streets, rivers or flyways of a new city quickly almost never getting lost in natural urban areas.
Personality
Use the Folk Hero and Fisher for guidance.
Alternate: Ferien
First, let’s get this out of the way. There’s no simple gender neutral word for ferryman. Similar to Anagod on World Anvil, I appreciate the older English word ferien. As you expect the cabbie knows the streets of a city or the ways between villages, the ferien works the waterways of a land — rivers, canals, lakes and shores.
A scene in Venice – public domain
It’s pretty simple to make the Ferien version. Choose Vehicles (water) and then pick a rowboat, canoe, gondola or tiny sailboat for the vehicle. Nothing else needs to change.
Cabbie (5.5e / 2024)
Ability scores: Charisma, Strength, Wisdom Feat: Talk Too Much Skill Proficiencies: Insight, Deception or Persuasion Tool Proficiency: Navigator’s Tools (2024 depreciated Vehicles) Equipment: Cart, carriage, rowboat, gondola, sailboat (pick one), a lantern with 3 flasks of oil, traveler’s clothes, a trinket, 2 days rations, pouch with 25 silver or 20 gold.
Origin Feat: Talk Too Much
Shoulder talking. When talking to creature with which you share a language (or culture) you are able to distract a non-hostile creature. An ally attempting use Sleight of Hand, Stealth, or Deception against that creature has advantage in the current minute.
Paths and landmarks. After spending an hour in a bar, market, restaurant or other third place in a new non-magical urban area you are unable to get lost.
Cabbie (Black Flag)
Skill Proficiencies: Insight, Deception or Persuasion Additional Proficiencies: Vehicle (land, water to be a ferrien) Equipment: Cart, carriage, rowboat, gondola, sailboat (pick one), a lantern with 3 flasks of oil, traveler’s clothes, a trinket, 2 days rations, pouch with 25 silver or 20 gold.
Talent
You are familiar with the conversations and flow of urban places, used to finding your way through new cities and old while talking to people across social class, faiths or ancestries. Pick one of the following;
Polyglot
Trade Skills
Aware
Design Goals
Watching Shadow & Bone, or the Lion, the Witch and the Wardrobe, you see that those who manage transportation are part of fantasy stories. Whether the carriage driver or the polemaster in a gondola, these characters deserve the opportunity to be heroes.
Maybe because I’ve been focused on the bog-city of Sheljar for Dungeon 23 I thought it was time to share this background publicly. The bog-city, or an island city, must have peoples who are dedicated to navigating the waters.
This post was originally written for 5e in January 2023 and updated for 5.5e and Black Flag in July 2026.
Custom Backgrounds for 5th edition Dungeons & Dragons
Not all desert communities are near an oasis. Long ago the Spineblooms settled in a desert area where the West Thundermoon River took a slow bend. Along that bend in the shallow salty marsh they do their best to raise some rice, as well as some fruited cacti, peppers, vines and largeflower onions in pods.
Originally the Spineblooms were a group of goliath druids, frequently connected to storms and fire. For many generations they’ve lived on The Bend in earthen huts only partially protruding from the ground.
Now, most are not magical. Instead they raise birds — herons (to fish), mynahs (pest control), bulbuls (warnings), waders (fishers) — in an aviary. They frequently trade their rice and catch upriver at the Multunyn Trading Post.
The Location
Based on a sketch by the player that included domed buildings mostly underground
Ensuring environmental oddities of The Ferments are included.
Thundermoon River
Slow, wide and muddy at The Bend, the Thundermoon River floods every early spring and during storms. It is the source of water which has to be filtered prior to use.
Auntie Dauthia Spinebloom kée Dustcaller is here during the daytime, fishing.
Elemental affinity: Water
Hazards: People frequently get stuck in the sands, animals do not. Every second round in the river a person must make a DC: 12 Strength check or be restrained.
Allies: Birds from the aviary are common here.
Max occupancy: 10 medium creatures.
The River connects to Spinebloom Commons (the main home) and lower river marsh.
Lower rice marsh
Less productive than upper marsh, the lower marsh is an edge of wild marsh plants and some rice that isn’t farmed. Within the plants one may find a mud mephit rehydrating, or the chwinga family that settled in the Farm.
Elemental affinity: Mud, water, salt
Hazards: Some chwingas settled here after the mephit flood.
Allies: The chwingas may insist they are allies while acting like foes, or they are foes acting like allies.
Occupancy: 5 medium creatures.
Lower rice marsh connects to the Upper Marsh, Spinebloom Commons and to Thundermoon River.
Spinebloom commons
The main home is inside the Commons. It has a large kitchen and a conversation pit with several small beds cut into the earth at the edges. These ‘rooms’ are frequently sectioned off with blankets or robes, with only a tiny shelf for personal goods. At the entry to the hut is a placement for staves, cudgels and gardening equipment.
Every member of the Spineblooms spends significant portions of their days in the Commons. They will clean items, repair them, play, and gather. All property is communal and the next person will want to use it shortly — it gets left there.
Elemental affinity: Hearth, dust, earth
Hazards: Interior has several changes in elevation. The kitchen has many flare ups that could occur. During certain lunar conditions the conversation pit has a dust devil in the center. Exterior is cluttered with loose tools, toys, cleaning pans and other small chore sites. It is difficult terrain and an improvised weapon is always at hand. Creatures knocked prone may take damage from the clutter.
Allies: There are always Spinebloom children present. Roll 2d4 to see how many. Half will be small. 1d4-1 adults are also present.
Occupancy: 8 medium creatures outside and 8 medium creatures inside.
Spinebloom Commons is centrally located and connects to every other zone, except the Path of Dragons.
Guarase traded for many, many books. This works as a Library from Bastions with a single research project per week of Scheming.
Upper rice marsh — also known as Marsh Chwinga
Once upon a time the upper marsh was highly productive for rice, eels and herbs. Now it has long furrows of damage from two dragon/ken invasions and the curse of the chwingas make it flourish for foods while everyone dreads entering the space.
Elemental affinity: Water, mud, plants
Hazards: Chwingas may take a soul. When a creature drops to zero HP and fails two or more death saves the chwingas can choose to stabilize it, mud wrap the body and have it kept until the mud breaks. There is currently an elven mage encased. The Spineblooms have not attempted to free the elf as its group tried to damage their home.
Allies: In this space the Chwingas act through their blue thoughts, sideways from morality of people.
Occupancy: 7 medium creatures.
Chwinga marsh connects to the lower marsh, the Commons and the aviary.
Unkie homes
Adult and middle aged men are the Unkies. They are kept aside from the Commons and the Aunties. They maintain the extremely competitive nature of goliaths, using their abilities and size to show off during the days.
Most of the Spinebloom Unkies came of age during The Awakening. The elements rage within them, frequently out of control. Lalok is peaceful. Others have wandered away with the few that stay not quite fitting in with the farm’s demeanor weaving with nature and kin to grow and thrive as one.
Elemental affinity: Hearth, fire, air, water
Hazards: These homes have doors with locks and they can be barred from the outside. Random spouts of elemental anger pop up regularly.
Allies: Unkies are usually around, but disorganized and will wrestle solo.
Occupancy: 5 medium creatures outside. Each hut fits 1.
Unkie homes connect to the Aunties, to the Commons, to the River and to the path.
The Unkies are also trained to Rally and Funnel (militia actions).
Auntie homes
Most of the women of the family live in smaller huts here by ones and twos. These small dugouts are protection from the elements, but few have cooking hearths.
Two took significant damage during a dragon attack, one of which collapsed and is now a pit.
Elemental affinity: Hearth, dust
Hazards: The pit-home is a ten-foot fall.
Allies: Aunties are frequently in the area able to help with militia actions.
Occupancy: This is a larger space able to hold 12 medium creatures outside.
Auntie homes connect to the Unkie homes, the path, the aviary and the Commons.
Fruitful Aviary
A mix of cacti and spined bushes the aviary is the home of the non-waterfowl that companion with the Spineblooms. Some of the cacti have fruits that the family eat, turn into jam, and use for meads.
Unkie Lalok Goateye Spinebloom is found at the aviary most times of the day, sometimes sleeping near the spiney bushes. He can create a small pool of water for the bird bath if need be.
Elemental affinity: Plants, water
Hazards: The maze of briars and cacti are spiny everywhere. Those knocked prone will take damage.
Allies: Many birds and Unkie Lalok are present
Occupancy: 4 medium creatures usually separated by the plants.
The fruitful aviary connects to the Commons, the Path of Dragons, the auntie homes and the upper marsh.
Inside the fruitful aviary is an optical telegraph that looks like a large, janky spire. The telegraph connects to Ellis Mills at Pirna Farms. Three small mousekin operate it and stay in a small hut at its base.
Path of dragons
A few months ago this path was simply “the path.” It is bare trail with scratched ruts in hard dirt that heads towards the West Thundermoon Mountains.
Then dragons and their ken attacked. They attacked again. Since the river is where the Maltunyans visit, the path is now the Path of Dragons. Everyone assumes more dragons are coming soon. They left one of their own behind.
Elemental affinity: Dust, sand
Hazards: Drakes, dragons and their Ken may come at any time.
Allies: None
Occupancy: There is no limit.
The Path connects to the Auntie and Unkie homes.
Recently Guarase created a system of locks and canals to flood the path of dragons. A militia action can activate these. When this happens the Path of Dragons becomes difficult terrain and the rushing waters cause disadvantage on Dex-based d20 Tests.
Ask a Spinebloom and Auntie Dauthia is a Spinebloom. If you can convince Duathia to talk she may, eventually tell you she’s a Dustcaller, a separate desert goliath collective that lives even more remotely. She’s mastered the ability to use small dust devils to carry fishing lures and nets around the river, until she catches something.
Every member of the family has a different tale about what Auntie Dauthia did before they found her injured along the path. She was a thief, a sorcerer, clergy with the Reformed Church of Quar, a warrior of the wilds or some other mystical thing. They all agree that there is no better fisher in all the land and likely the world.
Unkie Lalok Goateye Spinebloom
Lalok once left the home to work in a caravan. He’s wandered the Ferments and Western Wildes, seen Telse and the Evereflow, visited the Cliffs of Galinor, and Fort Ooshar. He’s seen everything.
He’ll never tell you about his encounters protecting the caravan. It”s the cities and his friends he tells tales of while sipping on cacti mead and with a flutter of sandpipers around him. He still has a massive pike, a shield the size of a table and a helm missing a third of an eye ridge where is slightly bulging ‘goateye’ is.
Adversaries
Chwingas
These elemental sprites act on their own will, with purposes that center the elements, not people. Though intelligent, it is impossible for normal kin to understand what the chwingas want. They are extremely active when Unkies or ken are in the area. If someone tries to visit the encased elf the chwingas attempt to block that path through mischief and thievery.
Dragons and their ken
Twice ken and dragons struck at the Farm. They damaged upper marsh while attacking the Auntie homes and the Commons. These powerful magic users are not local to The Ferments and remind most of the myths of a time unification, before companionship.
Goblins
A recent raiding party from the south indicated that these goblins know how they can harvest the fires and flames of The Ferments to power their smog-buggies and other creations — as long as someone from The Ferments is with them.
One goblin is now trapped with the chwinga.
Downtime and Quests
Guarase is searching for answers as to why the dragons and their ken came to the Spineblooms. The two attacks leave few clues and lots of damage.
There is a body and two members of the family were away during The Awakening when magic came back to The Ferments.
Traveling the harsh lands of the Ferments? Find everything you need at WEST THUNDERMOON TRADING POST!!! Settled in the foothills of the Thundermoon Mountains a half a day’s ride west of Ourten, WEST THUNDERMOON TRADING POST is the go to location to find all of your hunting and travelling needs.
Run by the Maltunyn family for generations, they’re knowledge of the local terrain, as well as their selection of only the finest gear will ensure your travels will be safe and comfortable. Or you could pick up some of the finest furs and rations provided by master hunter Velthuria Maltunyn, and her daughter Keesrah. If you need a quick repair, or even an herbal remedy or two, Cay Maltunyn has you covered.
With the experience of generations, and a deep love of the land and air, the WEST THUNDERMOON TRADING POST is a must for any serious travelers of the Thundermoon Mountains. Visit the WEST THUNDERMOON TRADING POST today!!!
You can find that brochure throughout the villages and homesteads of the Thundermoon Mountains in The Ferments.
Keesrah Maltunyn, a human guide and drakewarden ranger with a raven named Crow, is the player character who calls the trading post home.
The West Thundermoon Trading Post is about two days south by southeast from Orten. The post is on the southerly road towards a desert region. That road runs roughly parallel to the Thundermoon River. In the hills and mountains are a few fishing and hunting families.
Ensuring environmental oddities of The Ferments are included.
Zonal word map of the Trading Post
Guarded entry
A wooden wall surrounds the Trading Post. The entry is where all merchants and visitors arrive. There are two large doors, which are barred at night. A guard stand rises to the left of the doors, as one exits. It can hold one medium creature and grants them half cover. A ladder provides access.
Elemental affinity: None.
Hazards: Breaking down the closed door requires a DC: 15 Strength check.
The guarded entry connects to the lava forge, the merchant stalls and the loafing sheds.
Lava Forge
A small semi-open air forge where Cay works as a sometime smith. The heat and bellows are from an active fissure where magma surges underneath the trading post. Malk, the goblin captain, now helps out. Malk and Borkin also store their own clutter there, including the smog-buggy.
Elemental affinity: Earth, fire, lava
Hazards: Those knocked prone who fail their DC by five or more take 1d8 fire damage from the forge. Forced movement can result in the tools of the trade being knocked all over, turning the Lava Forge into difficult terrain. Oh, and beware of a lava flare — who knows when that will happen.
Allies: Cay, Malk and Borkin may be present
Occupancy: Four medium creatures.
The lava forge connects to the guarded entry, to the trading stalls and the hunting gate.
Trading stalls
One large and two smaller open stalls sit in the large enclosed central space of the post. Various homesteads and outsiders come through with their wares on a seasonal basis. There’s a central fire pit with some large stones and simple benches frequently with a stew pot and hot beverages available.
Elemental affinity: Fire, air
Hazards: The cook pit can become a fire hazard, doing 1d8 damage to those who fall into it and setting their flammable gear on fire. It provides 10′ of bright light and 10′ of dim light at night.
Allies: Neighbors may be present depending on the season. They will almost always limit their help to rallying the Maltunyns.
Occupancy: 3 in the large stall, 2 in each small stall and room for 12 more medium creatures.
The trading stalls connect to every other zone except the hunting gate.
Loafing sheds
Like everyone in the Six Kingdoms the Maltunyns have space for beloved animals. These sheds are designed for equines, canines as well as the rare bovine or more exotic companions. There are small cabinets for feed and tack.
Elemental affinity: Cold, air
Hazards: When occupied the animals could be feisty.
Allies: None typically
Occupancy: 7 medium creatures.
The loafing shed connects to the guarded entry, the trading stalls and the Maltunyn home.
Hunting gate
Known for the gate that Caile leaves open it’s actually the place where Cay raises herbs. There’s also the gate to the hills where Keesrah and Velthuria hunt. It’s also a lower land, near the river.
Elemental affinity: Water, plants
Hazards: During heavy rains the mud creates difficult terrain. A rapid freeze after rains can lead to icy conditions.
Allies:
Occupancy:
Thundermoon River bridge
A few weeks ago there was a small wooden bridge over the river. Then the mephit mudslide took it out. Now a ford those that cross must be wary of mud mephits who settled in the area after the slide. Heavy rains may bring them back and upriver there is a threat that the open lava could change the river’s path.
Elemental affinity: Mud, water, maybe lava
Hazards: During floods the ford is impassable terrain without aids — ropes, other people or animal companions. Mud mephits may strike at random, the little chaos beasties they are.
Allies: One of the Maltunyn animal companions are frequently in the area.
Occupancy: This is a large space without a limit as it connects to the hills and mountains.
Thundermoon River bridge connects to the hunting gate.
Maltunyn home
A two-story wooden building, the ground floor of the home is mostly accessible to the general public. The main room is a mix of general store with goods on consignment, smithed tools, dried or smoked meats and a few tables with chairs for visitors. This room can be entered from either the hunting gate through a small side door or the main entry connecting to the trading stalls. An outer stair to the second floor reaches the roof of the loafing sheds and a narrow platform along the wall running to the guard stand. There’s a small open kitchen/stove with a root cellar stretching under the homestead wall near the river.
The second floor is two bedrooms and a small aviary.
Elemental affinity: Smoke
Hazards: Bar fights are rare, mostly because Cay is a smith and Velthuria is a scout.
Allies: If the trading post has visitors one of the family or goblins is always present.
Occupancy: 10 medium creatures
Up above the roof of the second floor is a small optical telegraph. A small group of mousekin operate it while living in a converted trading stall.
Velthuria is Keesrah’s mother. A human scout with a small dog, she is the primary hunter and runs the operations such as rentals of the three stalls for merchants.
Cay is Keesrah’s father. A human smith with a miniature pony, he uses a magma powered forge, Cay can craft anything with metals. He also grows herbs.
Caile is Keesrah’s brother, a human with a small dog. Smitten with one of the Drudzhar Caile sometimes wanders off on his own. Ally, but adversary sometimes.
Malk is a goblin captain and was saved in session one. A colonialist they are searching for resources for the Queen. They may become an adversary.
Borkin is a goblin cart driver. They are less colonial and more willing to help the Maltunyns, especially in defense and general labor. Malk is still their boss.
The family is trained at rallying defenses and ranged attacks.
Henkel family
River fishers in the ponds and streams of the low Thundermoons the Henkel family are halflings with river dogs. They are indebted to Keesrah after she rescued Taier one of their younger teens.
The Henkel family are trained at pestering and melee attacks by Keesrah.
Adversaries
Clan Drudzhar
A group of goliaths who live higher in the Thundermoon Mountains. Clan Drudzhar and the Maltunyn’s have been arguing, and sometimes openly fighting, over hunting territory in the mountains for years. One of their children is in love with Caile.
Their home is high in the scrub mountains and was recently near the mud mephit floods. They and the Maltunyns use different styles of traps and will frequently destroy each other’s snares. Birds of prey are their most common companions.
Elements of mud and lava
Mud mephits, magmin and lava elementals roam the Thundermoons. These adversaries are manifestations of The Ferments, a land that refuses to be tamed.
Children of Chorl
Punch-chickens raided a market stall, but quick action by Keesrah and her acquaintance Ellis ended the theft and the punch chickens. The two later learned that the Children of Chorl raided Ourten too. These human-animal hybrids seem to be hiding in the hills or plateau near Pirna Farms, now Ellis Mill.
Kon colonialists
While saving the lives of Malk and Borkin pushed off the investigation by the Queen’s goblins into how the resources of The Ferments could replace the tar trees of their homeland. That colonial raid and investigation may expand.
Downtime and Quests
Keesrah is researching how to create Serpent Scale Mail armor. She’s learned that the elemental drakes do not leave behind enough resources. The dragonkin raiding Spinebloom Farms do. Keesrah completed her armor.
Previously some work was done to reinforce the guarded entry which connects to the road Outsiders arrive along.