Mira's Tallowfin Fletchery

Est. 2025 Human Ranger

Mira's Tallowfin Fletchery

The shop smells faintly of tar, smoke, and brine. Netting and half-made shafts hang from the rafters; a gull skull carved with dozens of tiny nicks sits above t...

MI

Shopkeeper

Mira Tallowfin, a Human Ranger (Lvl 3)

Keeper's Species

Human

5 Weapons11 MiscEst. 502 gp

Shop Inventory

(16)
Weapons5

A hand-shaped shortbow of yew, well-balanced for quick shots. Popular with fishermen who double it as a small harpoon launcher.

Made from salt-seasoned yew; resists warping in sea air.

A longer, powerful bow crafted from layered driftwood and yew. Favoured for longer-range hunting over cliffs and reefs.

Layered with tar to resist moisture; slightly slower draw than shortbow.

A short-handled harpoon head with a socket that can be affixed to stout shafts or launched from a heavy bow/staff.

Designed for hauling; a successful hit may allow the wielder to attempt to secure a catch or anchor lines.

A finely balanced, handcrafted shortbow. Smoother draw and slightly greater range than an ordinary shortbow.

Finer string and balance may grant a DM bonus to range increments or accuracy in select circumstances.

Thin darts suitable for a blowgun — useful for small-game hunting or making quiet distractions.

Some darts can be fitted with small fishing barbs for catching birds or bait.
Miscellaneous11

Twenty iron-headed arrows with goose-feather fletching. Reliable and inexpensive.

Spare steel points for re-tipping arrows. Standard issue in the village.

Narrow, slightly bodkin-shaped points intended to punch through tougher hides and lighter armor.

Designed for penetration; DMs may treat as more effective against non-magical armor at their discretion.

Arrows with rounded tips for training or nonlethal captures — useful for village competitions and hunting for market rather than meat.

Intended for nonlethal use; may be used to knock target unconscious at DMs discretion.

A heavy-headed arrow with folding barbs and a short length of cord — ideal for hauling fish or snagging cargo.

When used to secure a creature or object (DM call), it helps anchor—gives advantage on checks to hold or retrieve the snagged item, once per use.

An elegantly fletched arrow whose shaft is faintly warm. A single <Featherflight> arrow was a specialty of Mira's mentor.

Atk This arrow grants +1 to attack and damage when fired; disappears after striking or missing beyond 200 feet (one use).

A small lure made from mother-of-pearl and a sliver of a singing shell. It hums faintly when in water.

Once per day, grants advantage on a single Wisdom (Survival) or Strength (Fishing) check to catch fish or lure a sea-creature; the effect lasts for one cast.

A leather quiver with a padded lining to keep arrows dry and quiet. Comes with small pockets for nocks and spare points.

N/A

A plain leather quiver that holds twenty arrows. Cheap, serviceable, and replaceable.

A viscous sea-resin Mira uses to waterproof fletchings and bonds. Keeps wood and feathers from swelling.

Applied to arrows or bows: resists moisture and reduces chance of rot; DM may grant advantage on checks vs. water damage for a day.

Mira will re-fletch, replace nocks, and re-tip up to ten arrows. Turnaround usually same day unless the shop is crowded.

MI

Mira Tallowfin

HumanRangerLvl 3

Shop Atmosphere

The shop smells faintly of tar, smoke, and brine. Netting and half-made shafts hang from the rafters; a gull skull carved with dozens of tiny nicks sits above the workbench. Mira whistles sea shanties when she works and keeps a battered wooden bowl by the counter for offerings—small trinkets left by grateful fishers. She'll barter a little for useful trinkets (shells, old coins) but insists on proper payment for her magical pieces. If she likes a customer's story, she may throw in a repaired arrow or a free feather.
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