- Relicker*. Mostly third order relics lying around and sham devotional tracts. Has 1d6-2 1st or 2nd order relics. For each, roll to generate the item as relicker presents it: GENERATE RELIC.
- Unlicensed alchemist**. Small shop, cramped, ingredients packed everywhere. 1d6-2 potions for sale. Use this to GENERATE EACH POTION's appearance as it is unveiled from within a snug wrapping of fox fur.
- This alchemist can make potions with the following fx:
- Emotional projection: focus on an object within sight, or concentrate on a known object anywhere. It will change color to reflect your mood as long as the potion and your concentration lasts.
- Read emotional projections: your eyes sense the emotional state, color-coded, of every object in the world that has emotional states.
- This alchemist is always needing and will pay good coin or trade in kind for:
- Sweat of a murderer
- Reproductive fluids of an adulterer
- Teeth of a happy child
- Tears of widow married fifty years
- This alchemist is paying off a corrupt authority to turn a blind eye to his business, but the authority is demanding more and more. You seem like the sort who could help.
- Locksmith. Door-curtain of scrap keys, rugs and tapestries of linked keys.
- Glad to make copies of keys, asks no questions, DOESN'T NEED TO KNOW.
- For the right coin, maybe he'll take a look at a lock and see if he knows who made the key. If it's in the neighborhood, odds are he made it. Outside the neighborhood, he'll recognize the lock of a famous smith so the players will know who to go to next.
- Carpenter. Really fine chairs, the walls are covered with them: rocking chairs, stools, all carved with intricate swirls and curves > when your eyes relax, someone trained in religion might recognize the name of an ancient god in the pattern > act interested in his worship, and carpenter will admit he's a cultist, will tell you more if you come to next meeting.
- Will present d6-2 of his finest items: rocking chair, stool, ottoman, chaise lounge.
- More or less a month's wages for each.
- +XP for spending money on them if you take them back to your place or give them as a gift. If spending money normally grants XP in your campaign, spending money on these grants 2x XP.
- However, if you sit in these items you find yourself outside his shop or outside the meeting place of the cult without explanation once or twice a month, and the chair (or whatever) seems warmer and more soothing with the passing of time.
* Relickers: for each relic, 1/6 genuine, 1/6 of those magical. Relickers usually do not know which ones are genuine or magical. Third order relics are those that have touched second or first order relics. They are basically worthless. Second order relics touched the body of a holy person. First order relics are part of the holy person. Second orders sell for maybe a month's wages. First orders (depending on the fame of the saint concerned) sell for at least 10x that.
** An alchemist can make other potions than the ones listed, but they're not very interesting. Just boring Advil-like medicine and other products that you might see advertised gaudily on the internet.