**The lighting inside the Eve is peculiar, enchanted somehow to appear like the warm purples and colors of the sky at twilight. However, the ceiling isn't the only peculiarity of the store; its temperature is always comforting, as if it were a summer night. The center is built around a billowing hearth-fire whose flame gives off a succoring heat; and the lady of the shop is named Léa, a High Fey with a wild and animate nature; inhumanely beautiful, with vermilion eyes and waves of fiery red hair, she has a haughty demeanor and a dangerous aura about her. A vicious looking Pyre Salamander sleeps at her feet.
The shop itself is a veritable jumble, bordering between a botanica and a teeming tropical forest. Butterflies flutter in and out of flowery arrangements; hanging vines reach down from the ceiling; ingredients of every kind are all around, philters of potions, liquid-filled vials, any and everything you can possibly think of to fit your needs.**
Multiple Discipline Supplies Arcane Powder - 50 gold per bag. A potent and proprietary mix of magical ingredients used in potioning and enchanting. When sprinkled on an object or into a mixture and activated with the Arcane Incantation, it will trigger a mystic form of osmosis, drawing the magics and essences from one object or substance into another. 7 uses per bag.
Halos Blood - 100 Gold per vial - Blood of a rare black-skinned demon renowned for its regenerative powers. Used in potion and enchanting as a potent regenerative agent. 3 uses per vial.
Dragon Lotus - 45 gold per flower - An extremely rare flower that grows only in the ashen soil of volcanic slopes or dragon dens. Is a potent agent of fire and heat in both Herbalism and Potioning.
Faerbloom - 35 gold per flower - A rare blue flower that grows in only a few places in Bakara, most notably the hills outside Sylvan, and always in rings. In Potioning and Herbalism it is an agent of awareness. Some sylvanites make garlands of them which they hang over their doors to warn them of unexpected or unseen visitors.
Enchanting Supplies Lutharin Crystals - All varieties - 120 gold
Phasing Powder - 100 Gold per bag - A special magical powder used by enchanters for Bonding and Infusing enchantments. Will cause a nonliving object to momentarily phase, allowing objects and substances to become embedded or infused into it. Phasing is so short lived and minor it has little other use. 3 uses per bag.
Seal - 20 gold - A clay disk designed to have summoning spells entwined to it, will cast and maintain a spell when broken. Assorted sizes available dependent on the level of spell they are designed to hold, cost varies accordingly. Appearance of seal alters to reflect spell entwined.
Warding Wand - 75 Gold - A tool for flashwarding. Comes in various lengths, from actual wands to staves. Made of a silvery metal, hard as iron but can be used by mages. Zircons can be inserted into head, just beneath a runic 4" diameter brand at its tip. If a spellcharged zircon is inserted into the wand, the caster needs only touch it to a surface, speak the flash incantation, and channel their magic through the wand. This will create a contact triggered ward on that surface that appears as a glowing rune. Nature of the ward is determined by the art of the spell charged and the top level spell you know.
Zircon - 150 Gold - A rare magical Alogean Crystal, it is void of the art alinged magical charge the other crystals posses, leaving a void within that you can use to absorb and store magical or metaphysical power for enchanting.
> Willing or sufficiently weakened spirits can be trapped through contact with the zircon if they are manifested. Weakened ones will eventually regain their strength and escape.
> The lifeforce of a being can be absorbed into the zircon by soaking it for a day in a sufficient amount of their blood.
> A spell can be absorbed by having someone hold the zircon and repeatedly cast the spell into the crystal.
Potion Supplies Hand of Glory - 100 Gold - The preserved hand of a hanged man. A powerful potion ingredient that adds motion related effects. 5 uses worth, each use enough for a batch of 3 potions.
Phage Dust - 100 Gold - The ashen remains left behind by dead Phage vampires. Adds lifeforce related effects to potions. 4 uses worth.
Silver Dust - 25 gold per vial. Powdered silver. Adds protective effects to potions. 2 uses per vial.
Volcanish Ash - 25 gold per vial - The soot from the volcanoes that dot the southern Lutharins and Wastes. Adds smoke creating effects to potions. 2 uses per vial.
Herbalism Supplies Creeping Faith - 15 gold per foot - A strong, white vine that sometimes overtakes buildings in the Western Plains. It an agent of connection in Herbalism. Stronger than traditional rope.
Gambler's Weed - 6 gold per weed - A rare weed said to grow around the swamp docks. In herbalism it is often uses as a general counteractive or agent of reversal. Superstitious card players have been known to chew on one when their luck turns sour in hopes it turn things around.
Stillnight Fruit - 25 gold per fruit - An unusually fruit that teleported with Sylvan to the eastern world as such is only available through Sylvan channels. It resembles a shiny jet black apple with flesh of gold. It is an expulsion or severing agent in Herbalism. It is also supposed to ward off nightmares when eaten before sleeping.
Stonebleeder Cactus - 10 gold fer frond - An odd cactus from the Lutharin Mountains, Its needles are somehow able to pierce any flesh, even that of the garr. It is an agent of the body in herbalism.
Wandering Weed - 3 gold per weed - A weed that grows in the fields southeast of Greevan and south of Sylvan. It is a sensory agent in herbalism, but is hard to come by as its often harvested by others for its narcotic properties when smoked.
Wormwood - 12 gold per ounce - An herbaceous plant that grows on multiple islands in the Eastern Sea that is used to make Nadrask Vermouth and Yessil Absinthe. Its oil, which alone is toxic, is an agent of sickness in herbalism.
**Léa's eyes narrowed with a flash of fire at the lumbering oaf that seemed to be in the habit of greeting peopole by shouting at them. Lucky for him it wasn't her place to censure. She only pointed to a hard to see door at the back of the shop.**
**Léa hadn't even heard him speak, already going back to her needlework before Armory finished his sentence. After navigating the shops densely packed aisles, he found the door that lead down to the storeroom. After a short descent down an open cellar, he was in a very dimly lit underground area. Dark and hard to see, he couldn't be sure if he was alone, but he had the uneasy feeling that he wasn't.**
**Out from what seemed like the very shadows themselves stepped an impeccably dressed individual, and Armory's eyes might have been playing tricks on him, because as he approached the Blackguard, it felt like time itself began to creep forward, his vision flashed red, and the ananke found the room to be unbearably oppressive, the very air becoming like glue. The figure—dressed in a black brocaded jacket and suit, golden arabesques spiraling along the shoulders and arms, which were draped by a scarf of rich Cathayan silk, white intertwined with black, embroidered with undulating reptilian serpents that floated along the material as if they were alive; a black collared cotton shirt, tied with a white Cathayan silk cravat pinned with a ruby teardrop stickpin was underneath—wore a chillingly carved mask of intricate craftsmanship, thousands of minute embellishments and improvisations were deeply carved on its face, converging in an impossible virtuosity to form a very beautiful depiction of a monumental tree with what seemed like millions of roots spider-webbing across the entire surface, a multitude of ripening fruit hanging from its gnarled branches. If Armory was used to others being intimidated by his very presence, then what he was now feeling was an inescapable fear of such magnitude that he was rooted to the very spot, like a human monument made of marble.**
Duke - You're going to nod your head that you comprehend, and then I will release you, but child, understand me, if you presume to give me a command again, I will simply crush your pathetic husk like an insect beneath the heel of my boot. So, are we ready to listen?
Armory was struggling to fight the crippling fear the best he could, his face clearly showed how angry he was. If this was a test of power Armory was clearly out matched, but he didnt care. With all of his body unresponsive the warrior refused to give the Duke the satisfaction of a nod, so all the Duke got was a defiant glare. Out matched or not Armory doesnt want to be pushed around.
**Armory was whisked forward so fast he couldn't be sure if he'd actually moved or if the Duke had. He was now face to face with his captor, seeing directly into his eyes through the mask, Armory stared into two silver pools of preternatural depths; swirling vortexes of ageless erudition, he'd never felt such a combined sense of fear and wonderment in his life, but then, everything sped back to normal and he was free again, a crumpled mess at the dukes feet. Shaking, and severely ill, Armory vomited. The duke dropped a kerchief for his convenience.**
Duke - We'll proceed when you've gathered yourself.
Duke - Good. Now, to our business. There's a shadowplay going on beneath the surface of Sylvan, which by its very nature, most are unaware of. I'll tell you true Blackguard, I've never heard of you, so if ambition is not something you possess then now is the time to walk away.
**At this last exchange, the Duke laughed midway through Armory's response; a deep bass, multi-layered affair that reverberated around the room.**
Duke - Demon? Is that what you think I am, boy. A demon? No, demons as you know them are the stuff of nightmares, yes; but I'm something much older, and greater. But good. Once you're at the club say specifically that Rie is expecting you. She'll fill you in on the details.