Tidewater Mystics Emporium: Difference between revisions
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{{Infobox Shop|title=Tidewater Mystics Emporium|shoptype=Magic Items and Spells|location=Tarrinport, Joriah|owner=Nerida Saltwhisper|services01=Magic Items and Spells, including acquisition|services02=Weather Divination|services03=Fortune Telling|services04=Ship Blessing|services05=Message Service}} | |||
=== Location === | === Location === | ||
Tidewater Mystics Emporium is located in [[Tarrinport]], [[Joriah]], near the markets by the shore, easy to locate by the shifting colours of the stone and thriving plant life that look like they should only survive underwater. This is the only permanent magic shop in town and is often trading with the merchants that specialise in magical products and materials. | Tidewater Mystics Emporium is located in [[Tarrinport]], [[Joriah]], near the markets by the shore, easy to locate by the shifting colours of the stone and thriving plant life that look like they should only survive underwater. This is the only permanent magic shop in town and is often trading with the merchants that specialise in magical products and materials. | ||
=== Atmosphere and Appearance === | === Atmosphere and Appearance === | ||
The enchanted stone walls of this two story structure shift between deep ocean blues and seafoam greens depending on the light and the tide, never failing to draw attention with the aquatic plant life that lives in the cracks of the stone; sea anemones and coral sway in the wind as if they were still underwater, thriving. Delicate silver filigree create wave patterns across the surface and a sign hangs above the door, a piece of living coral that spells the shop's name in bioluminescent letters that pulse slightly, like a heartbeat. There are two large spiral shells on either side of the door, serving as planters for sea grasses that sway in non-existent currents. | |||
Heading inside, the sounds of the port fade, replaced by the gentle whisper of distant ocean depths. The floor is smooth sea glass in shades of blue and green and feel a little damp underfoot but not slippery. The ceiling appears to be domed and looks like the underside of the oceans surface, complete with shifting patterns of light filtering down from above with the occasional silhouette of a fish, sea turtle or shark passing overhead, however touching the ceiling reveals it to be flat, solid stone. The walls are lined with living coral shelves growing on petrified wood that slowly grow and re-shape themselves, kelp curtains that divide the different sections of the shop and a tide pool in a large circular depression in the middle of the shop where a sea elf sits cross legged; items float and bob in the water, including paper and scrolls that don't appear to be getting wet, the water never spills or makes anything wet. On one wall is massive aquarium filled with exotic sea creatures, with small compartments that house what you assume to be the most valuable items in the shop, guarded by curious octopi and watchful seahorses that can bring items closer to the glass for inspection. | |||
The second floor contains a few rooms; her enchantment workshop, divination grotto and living quarters. The enchantment workshop contains a large desk appears to be carved from a single massive pearl, various scrolls and papers covering a significant portion of the tabletop. Wooden desks are lined across one wall and similar coral shelving line the other wall, surrounded by floating orbs of water that contain magical components and covered in elaborate alchemical apparatus, various maps and charts cover the walls however whether it's for decoration or utility is difficult to determine. There is a circular skylight in the ceiling that focuses moonlight into a beam, enabling Nerida to utilise the moon for special enchantments. The divination grotto is a dark, circular room, hidden behind dark kelp curtains with a shallow pool filled with luminescent water providing the only light. There are cushions beside the water for customers to sit on while Nerida reads the patterns of the glowing water to answer their questions. Nerida's bedroom is scarcely seen by anyone other than Nerida herself. | |||
=== Staff === | === Staff === | ||
'''Nerida Saltwhisper''', an elegant sea elf female appearing to be in her late 30s despite being 200+ years old, she has long silver-blue hair that seems to drift slightly behind her, as if caught in a gentle current. Her pale blue skin has a subtle pearl-like shimmer and she wears complementary flowing robes of sea-silk that shift between blue and green depending on your angle of view. She established her shop 50 years ago after moving from the underwater kingdom of Thalassos, her deep knowledge of sea magic made her invaluable. She has a calming quality to her, most patrons will feel more relaxed while in her shop and she speaks in a gentle cadence, however she is fiercely protective of her knowledge, her work and the ocean - nothing is to be sold to anyone with ill-will towards the ocean. | |||
=== Stock === | |||
==== Consumables ==== | |||
Potion of Healing 50 gold | |||
Potion of Climbing 50 gold | |||
Potion of Water Breathing 50 gold | |||
Potion of Greater Healing 100 gold | |||
Potion of Gaseous Form 200 gold | |||
Feather Token (Anchor) 200 gold | |||
Feather Token (Boat) 1000 gold | |||
==== Wearable ==== | |||
Armour +1 1000 gold | |||
Cloak of the Manta Ray<ref>'''Cloak of the Manta Ray:''' While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. | |||
- Official Content</ref> 1000 gold | |||
Gloves of Swimming and Climbing 300 gold | |||
Goggles of Night 800 gold | |||
Kraken Hat<ref>'''Kraken Hat''' (Requires Attunement): Tentacles swirl lazily around the rim of this magic captain’s hat. While wearing this hat, you can comprehend and telepathically communicate with any Beast or Monstrosity within 60 feet that has a Swim speed as with the Speak With Animals spell. | |||
Tentacle Parry. As a reaction when a creature hits you with a melee weapon attack, you can cause the hat’s tentacles to wrap around the weapon and reduce the damage dealt by the attack by 2d10. If this reduces the damage to 0, you can use the tentacles to grasp the weapon for 1 minute. While the weapon is grasped, it can’t be used and if the weapon’s wielder can’t or won’t let go of it, the creature is Grappled as long as it holds on to the weapon. A creature can pull the weapon free by using an action and succeeding on a DC 13 Strength (Athletics) check. Once used, this property can’t be used again until the next dawn. | |||
- Wanderer's Guide to Enchanted Emporiums</ref> 500 gold | |||
Ring of Water Elemental Command<ref>'''Ring of Water Elemental Command''' (requires attunement): This ring is linked to the Elemental Plane of Water. | |||
While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water. | |||
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. | |||
You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. | |||
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: | |||
You can breathe underwater and have a swimming speed equal to your walking speed. | |||
You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges). | |||
- Official Content</ref> 6000 gold | |||
Ring of Water Walking 600 gold | |||
==== Weapons ==== | |||
Trident of the Depths 15000 gold | |||
Wand of Secrets 300 gold | |||
Weapon +1 500 gold | |||
Weapon +2 5000 gold | |||
Wind Fan 200 gold | |||
==== Non-Combat ==== | |||
Decanter of Endless Water 1000 gold | |||
Driftglobe<ref>'''Driftglobe:''' The glass sphere can be activated by speaking one of its command words, at which it will cast either the ''Light'' or ''Daylight'' spell as indicated by the user. The ''Daylight'' effect refreshes at dawn each day. It can also be commanded, while it is illuminated, to float no more than 5 feet from the ground within 60 feet of the person who spoke the command, and will follow that person within 60 feet. If prevented from doing so, the light will go out and it will sink to the ground. | |||
- Critical Role</ref> 750 gold | |||
Folding Boat 5000 gold | |||
Jug of Endless Wind<ref>'''Jug of Endless Wind:''' This stoppered metal jug weighs 2 pounds. As an action, you can remove the stopper and speak one of three command words, whereupon wind pours out of the jug until the end of your next turn. Choose from the following options: | |||
• “Gust” produces a wind strong enough to move an object that is neither held nor carried and that weighs no more than 50 pounds up to 20 feet away from you, or push one Medium or smaller creature up to 10 feet away from you unless it succeeds on a DC 13 Strength saving throw. | |||
• “Wall” produces a whirling wind in a 10-foot radius around you that moves with you. Until the start of your next turn, the area is difficult terrain for creatures other than you, and arrows, bolts, and other ordinary projectiles launched at targets within the area automatically miss. | |||
• “Leap” produces a wind that allows you to immediately fly up to 30 feet without provoking opportunity attacks. | |||
- Wanderer's Guide to Merchants and Magic</ref> 800 gold | |||
Observer's Spyglass<ref>'''Observer's Spyglass:''' This spyglass has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge and speak its command word to activate its magic. For the next minute, while looking through the spyglass you gain advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can see normally in darkness, both magical and nonmagical, and through any natural phenomena such as heavy rain, falling snow, or mist that would normally cause an area to be lightly or heavily obscured. | |||
- Wanderer's Guide to Merchants and Magic</ref> 600 gold | |||
Teacup Holster<ref>'''Teacup Holster:''' While holding the teacup, you can use an action to speak the holster’s command word and have the cup magically fill with scalding hot (“Tea. Hot.”) or iced (“Tea. Cold.”) tea of the flavor of tea leaves contained in the side pouch. If the pouch is empty, the cup fills with flavorless water instead. Once the holster has produced 2 gallons of liquid, it can’t produce more until the next dawn. | |||
- Wanderer's Guide to Merchants and Magic, Lux's Teacup Holster</ref> 100 gold | |||
=== Services === | |||
Consultation Services: Maritime magical advice for 10 gold per hour | |||
Custom Enchantments: Prices negotiated based on complexity, includes ship hull protections, weather resistance, sea creature communication and navigation improvements | |||
Divination Services: | |||
* Tide Reading: Predicts weather and sea conditions (5 gold) | |||
* Ship's Fortune: Reveals potential dangers on upcoming voyages (25 gold) | |||
* Lost at Sea: Locates missing vessels or persons (50 gold) | |||
Item Identification: 25 gold per item | |||
Magical Research: 100 gold per day for specific maritime magical knowledge | |||
Messaging Service: 1 silver piece per sending message, however you must be able to describe them enough for Nerida to become familiar with the person for the spell to work | |||
=== Additional Entities and Interests === | === Additional Entities and Interests === | ||
Nerida is from the underwater of kingdom of Thalassos, but she keeps it quiet as she does not want to become a spectacle, nor risk bringing danger to her home kingdom. She has exclusive trade routes with the kingdom. | |||
=== Item Descriptions === | |||
Latest revision as of 21:07, 11 January 2026
| Type | Magic Items and Spells |
|---|---|
| Location | Tarrinport, Joriah |
| Owner | Nerida Saltwhisper |
Services
- Magic Items and Spells, including acquisition
- Weather Divination
- Fortune Telling
- Ship Blessing
- Message Service
Location
Tidewater Mystics Emporium is located in Tarrinport, Joriah, near the markets by the shore, easy to locate by the shifting colours of the stone and thriving plant life that look like they should only survive underwater. This is the only permanent magic shop in town and is often trading with the merchants that specialise in magical products and materials.
Atmosphere and Appearance
The enchanted stone walls of this two story structure shift between deep ocean blues and seafoam greens depending on the light and the tide, never failing to draw attention with the aquatic plant life that lives in the cracks of the stone; sea anemones and coral sway in the wind as if they were still underwater, thriving. Delicate silver filigree create wave patterns across the surface and a sign hangs above the door, a piece of living coral that spells the shop's name in bioluminescent letters that pulse slightly, like a heartbeat. There are two large spiral shells on either side of the door, serving as planters for sea grasses that sway in non-existent currents.
Heading inside, the sounds of the port fade, replaced by the gentle whisper of distant ocean depths. The floor is smooth sea glass in shades of blue and green and feel a little damp underfoot but not slippery. The ceiling appears to be domed and looks like the underside of the oceans surface, complete with shifting patterns of light filtering down from above with the occasional silhouette of a fish, sea turtle or shark passing overhead, however touching the ceiling reveals it to be flat, solid stone. The walls are lined with living coral shelves growing on petrified wood that slowly grow and re-shape themselves, kelp curtains that divide the different sections of the shop and a tide pool in a large circular depression in the middle of the shop where a sea elf sits cross legged; items float and bob in the water, including paper and scrolls that don't appear to be getting wet, the water never spills or makes anything wet. On one wall is massive aquarium filled with exotic sea creatures, with small compartments that house what you assume to be the most valuable items in the shop, guarded by curious octopi and watchful seahorses that can bring items closer to the glass for inspection.
The second floor contains a few rooms; her enchantment workshop, divination grotto and living quarters. The enchantment workshop contains a large desk appears to be carved from a single massive pearl, various scrolls and papers covering a significant portion of the tabletop. Wooden desks are lined across one wall and similar coral shelving line the other wall, surrounded by floating orbs of water that contain magical components and covered in elaborate alchemical apparatus, various maps and charts cover the walls however whether it's for decoration or utility is difficult to determine. There is a circular skylight in the ceiling that focuses moonlight into a beam, enabling Nerida to utilise the moon for special enchantments. The divination grotto is a dark, circular room, hidden behind dark kelp curtains with a shallow pool filled with luminescent water providing the only light. There are cushions beside the water for customers to sit on while Nerida reads the patterns of the glowing water to answer their questions. Nerida's bedroom is scarcely seen by anyone other than Nerida herself.
Staff
Nerida Saltwhisper, an elegant sea elf female appearing to be in her late 30s despite being 200+ years old, she has long silver-blue hair that seems to drift slightly behind her, as if caught in a gentle current. Her pale blue skin has a subtle pearl-like shimmer and she wears complementary flowing robes of sea-silk that shift between blue and green depending on your angle of view. She established her shop 50 years ago after moving from the underwater kingdom of Thalassos, her deep knowledge of sea magic made her invaluable. She has a calming quality to her, most patrons will feel more relaxed while in her shop and she speaks in a gentle cadence, however she is fiercely protective of her knowledge, her work and the ocean - nothing is to be sold to anyone with ill-will towards the ocean.
Stock
Consumables
Potion of Healing 50 gold
Potion of Climbing 50 gold
Potion of Water Breathing 50 gold
Potion of Greater Healing 100 gold
Potion of Gaseous Form 200 gold
Feather Token (Anchor) 200 gold
Feather Token (Boat) 1000 gold
Wearable
Armour +1 1000 gold
Cloak of the Manta Ray[1] 1000 gold
Gloves of Swimming and Climbing 300 gold
Goggles of Night 800 gold
Kraken Hat[2] 500 gold
Ring of Water Elemental Command[3] 6000 gold
Ring of Water Walking 600 gold
Weapons
Trident of the Depths 15000 gold
Wand of Secrets 300 gold
Weapon +1 500 gold
Weapon +2 5000 gold
Wind Fan 200 gold
Non-Combat
Decanter of Endless Water 1000 gold
Driftglobe[4] 750 gold
Folding Boat 5000 gold
Jug of Endless Wind[5] 800 gold
Observer's Spyglass[6] 600 gold
Teacup Holster[7] 100 gold
Services
Consultation Services: Maritime magical advice for 10 gold per hour
Custom Enchantments: Prices negotiated based on complexity, includes ship hull protections, weather resistance, sea creature communication and navigation improvements
Divination Services:
- Tide Reading: Predicts weather and sea conditions (5 gold)
- Ship's Fortune: Reveals potential dangers on upcoming voyages (25 gold)
- Lost at Sea: Locates missing vessels or persons (50 gold)
Item Identification: 25 gold per item
Magical Research: 100 gold per day for specific maritime magical knowledge
Messaging Service: 1 silver piece per sending message, however you must be able to describe them enough for Nerida to become familiar with the person for the spell to work
Additional Entities and Interests
Nerida is from the underwater of kingdom of Thalassos, but she keeps it quiet as she does not want to become a spectacle, nor risk bringing danger to her home kingdom. She has exclusive trade routes with the kingdom.
Item Descriptions
- ↑ Cloak of the Manta Ray: While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. - Official Content
- ↑ Kraken Hat (Requires Attunement): Tentacles swirl lazily around the rim of this magic captain’s hat. While wearing this hat, you can comprehend and telepathically communicate with any Beast or Monstrosity within 60 feet that has a Swim speed as with the Speak With Animals spell. Tentacle Parry. As a reaction when a creature hits you with a melee weapon attack, you can cause the hat’s tentacles to wrap around the weapon and reduce the damage dealt by the attack by 2d10. If this reduces the damage to 0, you can use the tentacles to grasp the weapon for 1 minute. While the weapon is grasped, it can’t be used and if the weapon’s wielder can’t or won’t let go of it, the creature is Grappled as long as it holds on to the weapon. A creature can pull the weapon free by using an action and succeeding on a DC 13 Strength (Athletics) check. Once used, this property can’t be used again until the next dawn. - Wanderer's Guide to Enchanted Emporiums
- ↑ Ring of Water Elemental Command (requires attunement): This ring is linked to the Elemental Plane of Water. While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges). - Official Content
- ↑ Driftglobe: The glass sphere can be activated by speaking one of its command words, at which it will cast either the Light or Daylight spell as indicated by the user. The Daylight effect refreshes at dawn each day. It can also be commanded, while it is illuminated, to float no more than 5 feet from the ground within 60 feet of the person who spoke the command, and will follow that person within 60 feet. If prevented from doing so, the light will go out and it will sink to the ground. - Critical Role
- ↑ Jug of Endless Wind: This stoppered metal jug weighs 2 pounds. As an action, you can remove the stopper and speak one of three command words, whereupon wind pours out of the jug until the end of your next turn. Choose from the following options: • “Gust” produces a wind strong enough to move an object that is neither held nor carried and that weighs no more than 50 pounds up to 20 feet away from you, or push one Medium or smaller creature up to 10 feet away from you unless it succeeds on a DC 13 Strength saving throw. • “Wall” produces a whirling wind in a 10-foot radius around you that moves with you. Until the start of your next turn, the area is difficult terrain for creatures other than you, and arrows, bolts, and other ordinary projectiles launched at targets within the area automatically miss. • “Leap” produces a wind that allows you to immediately fly up to 30 feet without provoking opportunity attacks. - Wanderer's Guide to Merchants and Magic
- ↑ Observer's Spyglass: This spyglass has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge and speak its command word to activate its magic. For the next minute, while looking through the spyglass you gain advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can see normally in darkness, both magical and nonmagical, and through any natural phenomena such as heavy rain, falling snow, or mist that would normally cause an area to be lightly or heavily obscured. - Wanderer's Guide to Merchants and Magic
- ↑ Teacup Holster: While holding the teacup, you can use an action to speak the holster’s command word and have the cup magically fill with scalding hot (“Tea. Hot.”) or iced (“Tea. Cold.”) tea of the flavor of tea leaves contained in the side pouch. If the pouch is empty, the cup fills with flavorless water instead. Once the holster has produced 2 gallons of liquid, it can’t produce more until the next dawn. - Wanderer's Guide to Merchants and Magic, Lux's Teacup Holster