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.
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.
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.
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
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
(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
Patchwork / strap repair: 5–10 sp
Medium repair (dents, broken links): 2–5 gp
Heavy repair (serious damage): 5–15 gp
Minor repair: 5 sp
Reinforcement or rebuild: 1–3 gp
Custom orders: +25–50% cost
Rush jobs: double cost
Dwarven-style work (on request): respected, but slower
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