The Dimming Era
Lontain's Magical Emporium
“I once had thought I should settle down and open a store to sell all of the trinkets I no longer needed and trade stories with younger men about their adventures, but this thought lasted 2 days after I bought a building.” Lontain The Wandering Bard
This store is Lontain’s estate which was willed to the finders of the book. After becoming proper owners, the party discovered that there are some special characteristics to the building, to include Shfari the shop keeper and a command orb for Gather Golems.
The roof is flat, with a few plants, a small shack and 2 wooden training dummies, the rest is cleared and reinforced to accommodate hand to hand training. A small ladder has been built into the south west corner of the building to allow access to the roof without going through the attic.
The attic is filled with bats, and no one is brave enough to deal with them, it has been thought that the attic is actually the hell of a thousand, thousand bats.
Top (3rd) Floor
The 3rd floor contains 4 bed rooms, each which is furnished with sparse, plain furniture.
Middle (2nd) Floor
The 2nd floor contains 4 bed rooms, each which is furnished with sparse, plain furniture.
The Ground Floor is the shop, it is not very busy, a good stock of masterwork tools, weapons and some armor are intermixed with other common adventuring gear. Shfari maintains this floor which includes the store, stock room, and office. She will buy and sell wares with whatever gold she is provided and will also try to obtain any items or crafting materials the party requests her to. Shfari will also contract different crafters to make goods requested by the party in the work spaces in the basement. What she contracts and their skill all depends on the amount the party will pay and the quality of the tools and workspace itself.
Neighborhood: The area the shop is located in is still run down, very little foot traffic comes through here. While no organized crime takes place (in the eyes of the underworld in Cihh, this area is part of Captain Ard’s territory) after dark it is not the safest of area.
Exterior: The exterior of the shop is above average for the area with a new wooden paneling, clean unbroken windows and a fresh coat of paint. There is a new, fancy sign hanging in front.
Shop: The shop is clean, it has with new shelves, a few nice but plain cases, and a newly refinished counter.
Store Room: The Store Room has a few shelves and crates along with much empty room.
Office: The office has a simple wooden desk, chair and boxes for papers.
The truly odd part of the shop is a large basement, it contains a very large room (much larger then the shop above) with 12 doors, a command crystal for Gather Golems and a very large, rare quartz which increases the power of the magic maintaining the extra-dimensional space.
Door 1: Forge (2): A small workshop, smelt and forge is located here, it is currently only big enough to accommodate one worker, it has been stocked with the high quality tools and supplies.
Door 2: Tannery (2): A small workshop is located here, it is currently only big enough to accommodate one worker, it has been stocked with the high quality tools and supplies.
Door 3: Distillery (2): A small workshop is located here, it is currently only big enough to accommodate one worker, it has been stocked with the high quality tools and supplies.
Door 4: Jewelers Set(3): A workshop is located here, it is currently big enough to accommodate two workers, it has been stocked with the best quality tools and supplies available on the open market.
Door 5: Carpentry (2): A small workshop is located here, it is currently only big enough to accommodate one worker, it has been stocked with the high quality tools and supplies.
Door 6: General Workshop (3): A workshop is located here, it is currently big enough to accommodate two workers, it has been stocked with the best quality tools and supplies available on the open market.
Door 7: “Great” Hall (1): A small table and attached kitchen with only the very basic amenities. This area can have 8 people in it.
Door 8: Training Hall (2): A small training area, this area contains (2) melee dummies, (2) ranged targets, a calisthenics area, and (2) different chests with resetting locks and traps.
Door 9: Library (2): A small library with many shelves, a desk, chair, some benches and a table, Maltherek is building a small collection of books here.
Door 10: Wall (2): This door opens to a wall, but the wall is different every time you open it, though it seems as if the walls of of a slightly higher quality then before.
Door 11: Tool Shed (2): A supply of special crafted tools for Gather Golems. It currently has enough tools for 5 Golems, these high quality tools make the Golems more efficient.
Door 12: Vault (2): A small magic vault that has space for each individual and for the party and for the shop. All party members can access the party’s and shop’s section along with their own. Wealth left int he vault will slowly increase as it is used to fund the shop.
Great Crystal: A very rare and grand piece of quartz has been mounted in an ornate rack of silver and platinum, set like a jeweler would place a diamond in a ring. The quartz glows with a soft, clear light and even the untrained can sense the magic emanating from the crystal. 12 small pieces of quartz are set, one above each door and they pulse in sync with the large crystal.