Carantros' Arcane Magic Trinkets Emporium
800 year old Elf construction, small sized
Location: Cair Shaurra
Owned by: Carantros the Second
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 |
|---|---|---|---|---|---|
| Carantros the Second | Shopkeep | 557 | Male | Elf | He is an elderly elf with grey eyes, a auburn and grey streaked quiff, a clean shaven face, and light brown skin. |
| Daerny the First | Housekeeper | 365 | Male | Elf | He is an adult elf with brown eyes, short black hair in a side parting, a clean shaven face, and black skin. |
| Eldirri | Shopkeep's Apprentice | 72 | Female | Elf | She is an adolescent elf with blue eyes, long flowing brown hair, and light brown skin. |
| Eledhri the First | Shopkeep's Assistant | 560 | Female | Elf | She is an elderly elf with amber eyes, short silver hair in a side parting, and light brown skin. |
| Eledhri the Second | Housekeeper | 302 | Female | Elf | She is an adult elf with amber eyes, long flowing auburn hair, and light brown skin. |
| Finwhor the Second | Shopkeep's Assistant | 429 | Male | Elf | He is an adult elf with grey eyes (behind a pair of spectacles), red and grey streaked hair in a ponytail, a clean shaven face, and pale white skin. |
| Galadriede the Second | Housekeeper | 447 | Female | Elf | She is an adult elf with amber eyes, short auburn hair, and light brown skin. |
| Inde | Housekeeper | 133 | Female | Elf | She is an adult elf with grey eyes, long tied back auburn hair, and light brown skin. |
| Ingonhil the Second | Housekeeper | 136 | Male | Elf | He is an adult elf with brown eyes, very short black hair, a clean shaven face, and black skin. |
| Quennaron | Shopkeep's Assistant | 135 | Male | Elf | He is an adult elf with one blue eye (his right is covered by an eye-patch), balding light-brown and grey streaked hair, a clean shaven face, and light brown skin. |
| Seriri | Housekeeper | 445 | Female | Elf | She is an adult elf with grey eyes, long auburn hair with a fringe cut, and light brown skin. |
Family Tree
- Carantros the Second (♂/557) + Eledhri the First (♀/560/Carantros' wife)
- Galadriede the Second (♀/447/Carantros' daughter) + Finwhor the Second (♂/429/Carantros' son in-law)
- Eledhri the Second (♀/302/Carantros' granddaughter) + Daerny the First (♂/365/Carantros' grandson in-law)
- Ingonhil the Second (♂/136/Carantros' great-grand-child) + Quennaron (♂/135/Carantros' great-grand-child in-law)
- Inde (♀/133/Carantros' great-grand-child)
- Seriri (♀/445/Carantros' sister)
Items for sale
At this location, items are priced between 88% and 90% of their base value.
| Available | Price | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Darkmantle figurehead of lavish melody | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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 figurehead. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. |
| 1 | 501 - 5,000 gp | Dimensional shackles | rare | You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
| 1 | Negotiable | Fleek's subtle book of chilling tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then the ambient temperature is reduced by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The tickets is hidden from detect magic. |
| 1 | Negotiable | Humming fireworks of navigation | uncommon | A bundle of 2 fireworks. When a firework is lit and allowed to explode, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The firework makes a very slight humming sound at all times. |
| 1 | Negotiable | Pristine shoe of Worg disguise | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, a magical illusion disguises you as a Worg for 10 minutes. You don't gain any of its abilities. The illusion ends for if you attack, cast a spell, or make physical contact with another creature. This property cannot be used again until after a long rest. The shoe is in pristine condition. |
| 1 | Negotiable | Robust purse of darkness | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch cannot be destroyed by non-magical means. |
| 1 | Negotiable | The disappearing dice of reminiscing | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. After each use the GM should roll a d20. On a 1, the dice goes missing the next time it is stowed away. |
| 1 | Negotiable | The over-sized wizard's hat of calming | uncommon | This wizard's hat has it's command word "thought" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you feel at peace. This property cannot be used again until after a long rest. The hat is twice as large as an average hat. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.