1. Locations

Trade Circle

"Ho, trailwalkers—think twice before selling your good gear for a dribble of coin at the Bastion. That iron pot, your oiled cloak, even your climbing line—still sound? Then come trade proper. A clean rope might earn you a Cairn Token, carved to ward the dead and turn them back with a priest’s strength. Or better yet, offer up a well-made helm or tool, and you might just walk away with a Briarjack Roothound—one of our bred beasts, thorn-limbed and scent-deep, who tracks like a bloodhound and bites like a devil. City coin’s half-worth out here. Trade with us and earn wild strength, not dust and excuses."

Buying and selling in the Trade Circle requires some role playing rather than just shopping.

Once a week, the local barbarian tribes are invited in to trade their goods to adventurers and members of the bastion. This fosters relationships with the tribes and provides an exchange of information that is vastly more extensive than any Ember Bastion patrols could acquire.

Here's a typical list of what you might find that day:

🛒 Ember Bastion Trade Circle

Operated by: Jarla Suth & the Flintjaw Cousins

Trade Note:
Useful trade goods and equipment of good craftsmanship or wilderness relevance—rope, tools, preserved food, warm garb, rare herbs, or weaponry—can be bartered here at full value when deemed useful to the tribes. In Ashkarin, such items fetch half price at best, often with suspicion or delay. Value is determined by utility, not polish. Items must be practical for survival, travel, war, or rituals.

🐕 Animals & Animal Gear

ItemPrice/gpTribeDescription
Dog Totem Collar4Brannok FreebornLeather collar with loyalty glyph. Dog gains +1 morale checks.
Hollow-Gourd Call Bell4Brannok FreebornSoft tone reaches forest creatures and trained beasts. Find 1d6+1 food when foraging instead of 1d6.
Ram-Herding Pup12Irkathi StonemarchAlpine-trained guard dog, clever and calm.
Brannok Longhound20Brannok FreebornYoung hound trained for tracking, loyal to the death. Excellent scent range. +1 tracking checks.
Fangmail Dog Harness15Irkathi StonemarchLeather harness with bone plates. Grants AC +1 to trained hounds.
Briarjack Roothound25Ashen KnollsmenThorny root-grown hound. Bites latch and trip prey; avoids sunlight and fire. Dogs hate the scent—cannot be in same party with dogs. Lives only a few months unless replanted.

🛠 Tools & Equipment

ItemPrice/gpTribeDescription
Bone-Needle Stitching Kit1Ashen KnollsmenIncludes bone needle, gut thread, and herbal wax for field repairs or tattoos.
Lashwood Tent Stakes (4)1Irkathi StonemarchBone-reinforced stakes; resists tugging by beasts or wind.
Creel Basket (Boarhide)1Brannok FreebornWaterproof woven root-fiber, designed for foraging. Holds 200 coins.
Beastcall Whistle2Brannok FreebornCarved antler; emits predator call audible to trained dogs only.
Cliff-Hook Line (30')6Thundrakir ClansClawed iron hooks lashed to braided rope. Ideal for icy cliffside ascents.
Snowshoes of the Hunt8Thundrakir ClansWide-frame bone and sinew snowshoes; triple-wrapped for deep snow.
Scorchbone Fire-Starter3Irkathi Stonemarch*Char-clay shard. Burns hot, lights fires in damp air, even when wet. 

🧿 Ritual Items & Charms

ItemPrice/gpTribeDescription
Barrow-Twig Torch (3)2Ashen KnollsmenGlows pale. Flickers when undead are within 30 feet.
Fetish of the Screech Owl6Ashen KnollsmenBone fetish. +1 to initiative when surprised at night, single use.
Fire-Rune Dye Ink (vial)3Irkathi StonemarchGlows faintly in heat. Used for tattoos or glyphs.
Spirit-Hair Fetish Braid10Brannok FreebornTwine & hair braid, worn on the arm. Helps resist fey charm (Reroll). Single use.
Moon-Stone Worry Talisman15Ashen KnollsmenGlowing rune-stone. Reroll failed save vs. Paralysis & Fear. Single use.
Bloodoak Totem10Ashen Knollsmen+1 to saves vs. Death or Poison. Single use.
Cairn Token10Ashen KnollsmenBurial charms. Increase turned undead by 1 HD if scattered.

🌀 Tribal Magic & Warding

ItemPrice/gpTribeDescription
Storm-Knot Fetish8Thundrakir ClansTangled thread sculpture. Unravels near arcane influence.
Herbal Wrap (limit 5)20Ashen KnollsmenField poultices. Heal 1 HP per use, stave off bleeding. Good for one week.
Ogrehide Belt Pouch4Irkathi StonemarchSecret-lining pouch, stitched from treated ogre hide. Holds 50 coins.

🥖 Food & Survival

ItemPrice/gpTribeDescription
Hearth-Rune Stamped Bread1Irkathi StonemarchHard loaf pressed with warming sigils. Eaten cold or hot, it lifts spirits and staves off fear of the dark.
Tundra-Fern Foddercake2Thundrakir ClansDense, fortified food brick for pack beasts. Prevents cold fatigue and hoof rot for up to 3 days.
Saltcap Dust (vial)2Seeping SonsFine, grayish powder made from marsh-fungus. Preserves up to 10 lbs of meat into iron rations.
Bitternut Meal Cakes (3)3Brannok FreebornGround nut and seed patties. Sustains an adult for a day. Mildly bitter, but filling and portable.
Barrow-Bark Tea Bundle3Ashen KnollsmenBitter, iron-rich tea made from bark and roots. Wards off sickness; grants +2 to saves vs. disease for 1 day.
Sun-Grain Clusters (4 pcs)4Skarathi FlamebornCrunchy clusters of roasted grains, ash-fruit, and dried herbs. Boosts morale; +1 to saves vs. fear for 1 hour.
Ember-Cured Jerky (1 wk)5Skarathi FlamebornLong-lasting strips of fire-spiced goat meat. Counts as 1 week of iron rations. Revives a weary step.
Marchroot Draught7Ashen KnollsmenHerbal tonic that removes the need for rest after a forced march. Second use is dangerous.
Rimebar Seal Cracklings6Rimeforged KinSalty strips of seal fat and cured bark meat. Sustains warmth in frigid climes; +1 to saves vs. cold for 24 hours.

Briarjack Roothound
Medium Plant-Construct Hybrid, Neutral

Tribes in Attendance

9edadd51-d1c0-4abb-a33e-4c667de57ffd.jpgBrannok Freeborn

Clad in bark-dyed leathers, the Brannok archers arrive on shaggy hill ponies, their great hounds padding silently at their sides. Their cloaks are woven from goat wool and thorn-brush netting, providing camouflage in forest and field alike. They speak plainly, often with the faint lilt of song, and prize loyalty over coin. From the high hollows and rolling woods west of Ashkarin, the Brannok view this trade not as commerce, but as an oath-binding rite.

NPC: Hadrin Two-Whistles, a wiry hunter with a half-missing ear and laughing eyes.
"If your coin’s good and your scent’s clean, we’ll trade. If not—walk the long way home, friend."


Thundrakir Clans

Towering and horn-helmed, the Thundrakir emerge from the frost-choked passes with axes strapped to their backs and wind-burned faces painted in storm runes. They hail from the northern spines of Draxigar, where ice and thunder rule. Their voices boom like avalanches, but they are surprisingly gentle with children and dogs. Feasting is their diplomacy; to drink and share salted meats is to bind temporary peace.

NPC: Vurni Skull-Knitter, an elderly woman with a braid like a rope coil and ice beads on her beard.
"I saw you flinch. Good. Means you’re alive. Now take this mead and tell me what you fear."


Irkathi Stonemarch

Grim and deliberate, the Irkathi arrive on rams the size of ponies, their braided beards bound in bronze rings. They wear hide-and-mail armor etched with feud glyphs, and their speech is slow, each word measured like stone. From the high ridges of the Blackfang Foothills, they are craftsmen and warriors both, known for their stone-hard deals and long, glacial tempers.

NPC: Drogan the Third Brother, whose bald pate is tattooed with the names of his slain kin.
"If I trade you this, and you misuse it, your name will rest beside theirs."


Ashen Knollsmen

Ritual-painted and tattooed with clan-line spirals, the Knollsmen approach in slow formation, bearing cudgels and totems. From the barrowlands east of Ashkarin, they honor their dead with every deal, setting small stones or feathers beside what they offer. They mutter prayers as they trade, and their faces betray nothing. Outsiders may find them eerie—but never dishonest.

NPC: Morra the Oathwife, tall and unblinking, her hands always folded until a deal is struck.
"The stone remembers. So do I. Let’s not lie to either."