The Green Quiver
Est. 2026 • Wood Elf Ranger
The Green Quiver
Apprenticeships and Advanced Jobs Offered: 1) Apprentice Tracker - Duration: 1 week (daily guidance). Pay: 3 gp + simple lodgings. XP reward: 50 XP (suggested;...
Shopkeeper
Sylwen Thalior, a Wood Elf Ranger (Lvl 5)
Keeper's Species
Wood Elf
Shop Inventory
(17)A finely made yew shortbow, balanced for quick, accurate shots from the trees.
A longbow carved from seasoned heartwood, strung with sinew. Best for open clearing shots.
A wide net woven with thin cords; made to bring down flapping or small-to-medium quarry.
Whispered-shaft arrows fletched with padded vanes to reduce noise and disturbance.
A finely balanced apprentice-made shortbow with leather-wrapped grip and quick draw.
Standard hunting arrows, fletched with feathers from local birds for stable flight.
A well-stitched quiver with extra pouches for fletching supplies and a small sharpening stone.
A hunting trap for snares and holding medium beasts until the hunter returns.
A small leather kit stocked with supplies to tend wounds in the field and stabilize the dying.
A coil of sturdy rope, well-suited to fieldcraft and climbing.
A resin-soaked torch for lighting paths and keeping wolves at bay.
A small wooden box with greens and browns for face and limb camouflage.
A simple wooden flute used to call birds and small beasts or to signal a hunting party.
A leaf-patterned cloak woven from treated grasses and bark; favored by trackers who need to disappear among leaves.
Soft leather armor dyed in leaf tones to blend with the forest.
Studded leather reinforced at vital points; a popular choice for ranger apprentices.
A small glass phial with a ruby-red liquid that eases wounds and restores vigor.
Sylwen Thalior
Shop Atmosphere
“Apprenticeships and Advanced Jobs Offered: 1) Apprentice Tracker - Duration: 1 week (daily guidance). Pay: 3 gp + simple lodgings. XP reward: 50 XP (suggested; award at DM discretion). - Tasks: Trail following, sign-reading, nocturnal watch, basic scouting. - Skills learned: Survival, Stealth, Perception. Tool proficiencies gained: optional short training in herbalism for tracking scents. - Notes: Good for characters who want Survival proficiency; the apprentice receives regular mentor feedback and a simple reference journal. 2) Apprentice Fletcher - Duration: 1 week (hands-on in workshop). Pay: 2 gp + materials discount. XP reward: 40 XP. - Tasks: Fletching arrows, basic bow maintenance, minor repairs on quivers and stringing. - Skills learned: Sleight of Hand, basic Woodcarver's tools or Fletching technique (counts as tool proficiency for simple fletching tasks). - Notes: Completers receive a 10% discount on arrow purchases and minor repairs for 1 month. 3) Apprentice Trapper - Duration: 3-5 days. Pay: 2 gp per successful trap plus bonus 1 gp for game delivered. XP reward: 50 XP. - Tasks: Setting and camouflaging traps, choosing locations, safe handling and transport of small quarry. - Skills learned: Survival, Animal Handling, Trapmaking basics. 4) Guide (Advanced job) - Requirements: Successful completion of Tracker apprenticeship or equivalent experience. Duration: hired per day. - Pay: 5 gp per day + provisions. XP reward: 150 XP for a multi-day successful contract. - Tasks: Leading parties through forest, navigation, planning safe routes, negotiating with local spirits or inhabitants. - Skills learned: Navigation, Leadership, Survival at advanced level. Guides may teach signatures for local flora and fauna tracking. 5) Senior Bowcrafter (Advanced job) - Requirements: Fletcher apprenticeship plus demonstrated craftsmanship. Pay: 10 gp per finished quality bow (can be higher for custom commissions). XP reward: 200 XP per significant project. - Tasks: Crafting longbows and shortbows, selecting wood, tuning and finishing, training apprentices in bowmaking. - Skills learned: Woodcarver's tools mastery, minor artifice for compound stringing, quality-control for ranged weapons. 6) Master Tracker Contract (Advanced job) - Requirements: Proven track record and referrals. Pay: 25 gp per contract (may include a share of bounty), XP reward: 300 XP (sizable contract). - Tasks: Locate specific beasts or lost persons, interpret complex sign, set ambushes, coordinate field teams. - Skills learned: Advanced Survival, Deception of trails, leadership of tracking parties. General notes on pay and XP: The listed pay is what the shop typically offers to locals and adventuring apprentices. XP grants are suggested to be awarded by the DM if they use XP; they represent the value of training and successful completion of tasks for low-level characters. Apprenticeships include hands-on mentorship: apprentices earn tool proficiencies or half-proficiency in relevant checks for the duration as part of learning. Advanced jobs often require demonstration of skill and referrals from the shopkeeper. Shop Quirks and Extras: - The shop runs a "trade-for-service" ledger: those who cannot pay full coin may trade furs, pelts, rare herbs, or perform a training task for credit. - The owner keeps a corkboard of field jobs, bounties on troublesome forest beasts, and requests from elven lodges seeking guides. - The shop hums with quiet bird calls at dawn; the owner trains songbirds to fetch small fletching supplies.”
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