A Few Craftsmen of FirstPort
August 28, 2012 § Leave a Comment
The Gothii in Firstport do not keepmany stock magic items around, instead they create almost everything from scratch, customized to its purchaser. It takes longer, but it’s the way they go about things. As such, most craftsmen don’t really keep an exact “menu” of things they possess. Here are a few outlined craftsmen and merchants in the city of FirstPort – so players can have a little help in shopping there.
White Sail Circle Ships
Housed in a large warehouse like building just off the docks, WSCS is managed and run by a pair of shifter brothers. Shifters are a race tracing their lineage back to were-people, and drawing small measures of controlled strength from the ability. The White Sail brothers look birdlike, almost like albatross’ in human form with long beaklike noses, delicate spectacles, and featherlike poofs instead of a proper head of hair. They specialize in customizing ships, in performing the best of the best and the most appropriate magics for your sailing needs. Their patented method involves communing with the spirit of the ship itself, taking down a detailed history, and using this to summon forth and compile (with your consultation) a set of powers and abilities that would most smoothly transition into the ship’s song. This is the organization responsible for the living and eating figurehead of the Dawn Slip. Other notable, recent, efforts of theirs involve updating the traditional spell-sail helm of the Gothii for a new millennium (allowing quicker travel between planes), the development of axiomatically treated and grown wood, sky ships harnessing giant elementals as propellant and a spell lattice that summons the ancestors of the gothii who fight on its deck to defend it. The brothers are both quite severe and grim, until they start talking about ships, in which case they get creepily affectionate.
Danyirium Merchant Trading Consortium
The Daniyirium are a sprawling family of traders, one of the few that exist in the modern Gothii society. They specialize in the customization and creation of basic magical stock items, providing monogramming and family symbol embroidery to their creations free of charge. Their tiny wooden storefront, with shimmering/shifting magical curtain displaying various goods in turn serving instead of a window, hides a dizzyingly vast array of components. They keep several wizards on staff at all times, including an elderly, virginal, blind, crone whom has never had an evil thought, nor evil whim, nor evil done upon her and is blessed and blesses what she makes as well as a young dastard who is rumored to have bled his own mother for color to dye thread with. They craft trademarked Danyirium spell-work bracers, used on the “Far Throw” ships like the Iron Wyld to manipulate and interface with magic and technology. They provide ingredients, components, from dozens and hundreds of planes painstakingly obtained in only the grandest of ways. Demon-seed snuck from hell by a bevy of orphan heroes, Angel feathers obtained through a gamble with Death itself, a single thread from the cloak of a god, a titan’s hair taken from it by the wind and a vial of purest sunlight captured in a kiss, along with thousands more.
Falloway and Sons
Falloway and Sons reside in a sprawling, antiquated smithy, but they are anything but antiquated. A family almost entirely consisting of antigoth-engineers and craftsman, Markus and Damnus Falloway (elves) adopted their sixteen various sons from a staggering number of races and backgrounds. Now they work together, crafting some of the most innovative and effective items in history. They bottle lightning, and it’s brother elements, and store them for easy explosive use – functional even in nonmagic zones. They’re the inventors of blasting-cap rods, which use a startlingly simple array of tiny gears facilitated by mage-hand and spark magic to fire bullets as effectively as any rifle, double as a torch on a second setting, or simply function as an actual quarterstaff. They’re famously renowned for their work on gear-blades that also shift from shape to shape through the facility of elegant mage hand spells, of shackles designed to be broken (or sold broken) that fuse themselves shut with mending once snapped around an opponent’s wrists or ankles. Spectacles that sift through sights, read magic and detect it. Robes that cover a person in haunted illusions, periodic flares, bursts of sound and the echoes of lullabies. Goblets that detect poison and automatically scoop and remove it from themselves. Glass spheres called Tellstones that carry messages back and forth to intended users, extending their own distance by touching on other such stones to extend their range. Gunpowder filled boxes create bubbles of concentrated air, then spark themselves to create dizzying explosions and more powerful cannisters filled with gunpowder and metal that converts itself into exploding bullets guided and thrown by gravity bow spells and set off by a mage hand detonator. Cauldrons of memory that allow storage, inks that track ships upon a map, these are just a few of the past innovations of the Falloway family.
Glazz and Glass
Boris Glazz makes Glass. He fills some of it with magic, he makes bottles to capture genies. (Popular lately) he sells bottled creatures, some alive, some not. He fills magic with his memories, and soul, pouring himself into the blowing of it. He makes glass katana that slice effortlessly through bone and never shatter, he makes glass plate armor that will absorb elements and reflect it back. He creates mirrors of every shape and effect, including gateways. (Linked dimension doors actually.) If it can be put into glass, or faceted through a gem, or bottled. Glass does it, or yells at his apprentices to do it. He works in a mostly underground forge, that looks dirty and hovelish from above ground but widens up into a vast, well lit, sparkling clean workshop underground. Glazz is gruff, and crippled, he rolls around in a wheelchair…refusing any magical aid for his ailment.
The First Forge
None of that crazed innovation here. None of that unreliable techno-magic. No. Here Zendar Barrovan of House Tarior out of Silvanas out of Mentina out of Moradin out of Bell crafts weapons and arms as they were made a thousand thousand years ago. He crafts perfect blades, shapes perfect steel, and follows the paths of his ancestors into glorious creation. Using techniques taught to him by his father, who learned from HIS father so on and so forth back until they were taught to forge by the ancient dwarf god Moradin himself now lost into histories.
Santiro runs her shop around the edge of Firstport. And she actually, well, runs it. It’s clockwork. With legs. That’s what she does. She makes constructs of every shape, use, bevy, and color. She prefers working on larger creations, having worked across three different planar cleansings and helped to fight down serious rift-threats. But…she can be persuaded to create smaller automatons. She does not imbue her creations with true intelligence. That would be abomination. She could be intrigued by creating living spell run magical creatures however.