Background

Mafera took over the abandoned Saltmarsh smithy over forty years ago, restoring it from disrepair into one of the town’s most relied-upon workshops.

Raised in the Tor Mountains by a dwarven master smith, she inherited his tools, his anvil, and a shrine to Moradin. After his death, she left the dwarven holds and came to Saltmarsh, where she rebuilt the forge, married a local carpenter, and raised her son, Jasker.

The anvil is unmistakably dwarven, old, heavy, and quietly magical. Items forged upon it are known for their durability. On rare occasions (1-in-20), a crafted weapon or armor gains a +1 bonus.

A small bronze shrine to Moradin stands within the forge. Though human, Mafera maintains dwarven traditions, offering quiet prayers before beginning her work.


Dwarven Relations

The dwarves of the mining operation remain divided.

  • Some respect her skill and adherence to tradition

  • Others question her right to possess dwarven tools and relics

Mafera maintains a cordial relationship with Manistrad Copperlocks, who is intrigued by her upbringing and craftsmanship. The two occasionally share drinks and stories, though not all dwarves share Copperlocks’ openness.

Mafera does not engage in debate.

She lets her work speak.


Forge Staff

Mafera does not work alone.

She has two other blacksmiths from the village, whom she has trained, one human and one halfling, that works with her son.

  • Jasker – Journeyman; trusted with full pieces and custom work under Mafera’s eye

The three move with practiced rhythm, rarely needing to speak while working. Orders are constant, and the forge is almost never idle.

To outsiders, it appears as a well-run workshop.

To those who spend time there, it feels more like a family.


At the Table

  • The forge is always active unless something is wrong

  • One of the three is always present, even if Mafera is not

  • Conversation overlaps with hammering, heat, and movement

  • PCs are rarely ignored—but may need to wait their turn

Dwarven Anvil — Goods & Services

Warhammer (+1, rare result)
Balanced with dwarven precision. When the anvil’s blessing takes hold, these are considered exceptional even by dwarves.

Shield (+1, rare result)
Reinforced and weight-balanced. Known locally for “holding when it should fail.”



Weapons

  • Dagger

  • Handaxe

  • Light Hammer

  • Spear

  • Shortsword

  • Warhammer

Armor & Protection

  • Chain Shirt

  • Scale Mail

  • Breastplate (custom order)

  • Shield

Tools & Trade Goods

  • Smith’s Tools

  • Carpenter’s Tools

  • Fishing Hooks & Harpoons

  • Nails, Spikes, Hinges

  • Pitons & Grappling Hooks

Ammunition & Small Goods

  • Crossbow Bolts

  • Arrowheads

  • Throwing Knives

Livestock & Utility

  • Horseshoes (set of 4)

  • Mule shoes, wagon fittings, iron bands for wheels


Repair & Forge Services

(Prices assume typical Saltmarsh economy—adjust as needed)

Weapon Repair

  • Minor repair (edge, dent, sharpening): 5 sp

  • Standard repair (damaged weapon): 1–2 gp

  • Heavily damaged / reforging: 5+ gp

Armor Repair

  • Patchwork / strap repair: 5–10 sp

  • Medium repair (dents, broken links): 2–5 gp

  • Heavy repair (serious damage): 5–15 gp

Shields

  • Minor repair: 5 sp

  • Reinforcement or rebuild: 1–3 gp


Specialty Work

  • Custom orders: +25–50% cost

  • Rush jobs: double cost

  • Dwarven-style work (on request): respected, but slower



Dwarven Anvil Quality

  • All items are exceptionally durable

  • On a 1-in-20, a weapon or armor becomes +1

  • Items from this forge are recognized as true craft, not mass work