Ineldal's Elucidated Magic Trinkets Emporium
606 year old Elf construction, small sized
Location: Vanndis Town
Owned by: Ineldal the First
Built into a living tree, this small tree house is accessed by a rope ladder. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Aredin | Shopkeep's Apprentice | 28 | Female | Elf | She is an adolescent elf with grey eyes, light-brown hair in a plait, and light pink skin. |
| Galadmil the First | Shopkeep's Assistant | 488 | Male | Elf | He is an adult elf with copper eyes, short curly brown hair, a clean shaven face, and medium brown skin. |
| Glorfinor the Second | Housekeeper | 314 | Male | Elf | He is an adult elf with brown eyes, balding dark-brown hair, a clean shaven face, and medium brown skin. |
| Iminos | Housekeeper | 96 | Male | Elf | He is an adolescent elf with copper eyes, short black hair in a side parting, and medium brown skin. |
| Ineldal the First | Shopkeep | 525 | Female | Elf | She is an adult elf with one brown eye (her left is covered by an eye-patch), black hair in a plait, and medium brown skin. |
| Nimrooth the Second | Housekeeper | 278 | Female | Elf | She is an adult elf with one grey eye (her right is closed and scarred), short curly dark-brown hair, and light brown skin. |
| Serinan the First | Housekeeper | 453 | Female | Elf | She is an adult elf with brown eyes, dyed black hair in a plait, and black skin. |
Family Tree
- Ineldal the First (♀/525) + Galadmil the First (♂/488/Ineldal's husband)
- Glorfinor the Second (♂/314/Ineldal's son) + Nimrooth the Second (♀/278/Ineldal's daughter in-law)
- Serinan the First (♀/453/Ineldal's sister)
- Iminos (♂/96/Ineldal's grandson in-law)
Items for sale
At this location, items are priced between 103% and 117% of their base value.
| Available | Price | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Concealable amber glowing fish | uncommon | A small fish carved of amber. A command word "people" is scratched on the design. If you speak the word, it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. When the fish is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
| 1 | Negotiable | Giving fireworks of melody | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the firework. This property cannot be used again until after a long rest. After 100 days, the firework's property stops working. If the firework finds a new owner that has not owned it before, the property will work again. |
| 1 | 101 - 500 gp | Necklace of adaptation | uncommon |
Requires attunement. While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
| 1 | Negotiable | Rust Monster figurehead of over-sized reminiscing | uncommon | A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster figurehead attached, if you concentrate your mind, you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. The figurehead is twice as large as an average figurehead. |
| 1 | Negotiable | Silver knock penny | uncommon | This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. |
| 1 | Negotiable | The light dice of darkness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. The dice feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.