**Across the Thoroughfare from the Hearth of Steel, at the edge of city square and Bonfire Park, sits a strange little shop. Its stone walls and rose colored windows are almost lost in the vines and varied flora that have overgrown it. No sign hangs above its red painted door, but Dreamer's Notions is unmistakable.
The inside appears to be akin to a candy shop, with a wide variety of tools and ingredients for all sorts of crafting in assorted jars and bins, interspersed with more rampant growth. I say appears to be because the entire shop is permanently filled with a purple haze of unknown origins. People rarely clearly remember their time inside and most would be thieves forget why there were there as soon as they enter.
Behind the counter lounges Arethusa Galathil, an extremely laid back and friendly elven lady with long rainbow died hair hanging down to her midsection and silken clothes of many colors.**
--------------------------------------------------------------- UNTIL ALL SUPPLY SHOPS ARE UP AN RUNNING, YOU CAN BUY ANY OF THE UNAVAILABLE SUPPLIES HERE, SIMPLY ASK FOR PRICES.
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
Crystal Powders - All varieties - 30 gold a bag
Giant Chameleon Scale - 15 gold per scale - A naturally shed scale from fearsome giant chameleons of the Chakosan Forest. In enchanting and potioning it is used for disguise and adaptation.
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.
Redshot Coral - The extremely tough and jagged coral from the reef that touched the Kurrian isle of Redshot in Eastern Sea. As in ingredient it is often powdered. In herbalism it acts as an agent of fusion. In potions it creates a summoning effect.
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 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 wand to stave. Made of a silvery metal, hard as iron but can be used by mages. Zircons can be inserted into its 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 arted magical charge most of the other crystals, leaving a void within it 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.
POTIONING SUPPLIES Harpy Feathers - 50 gold for 3 - The pinfeathers of one of the deadly birdwomen from the Western Fens. Adds a sonic effect to potions. 1 use per feather.
Forge Water - 5 Gold per vial - The water used to cool metals while forging. Adds moderate strength to the potion, increasing its duration by 25% posts.
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.
Isim Berries - 6 gold per bunch - A violet berry from the Southern Forest, they are extremely enticing and addictive to animals, akin to catnip. Used in herbalism they agents of the animalistic and primal.
King's Cane - 45 gold per 1' reed - A form of bamboo that grows along the coast near the Chakosan Forest, and is commonly uses by noncity jakari for armor and weaponry as it is as tough as iron, so it is in short demand outside their race. The core of these reeds add protective elements to herbal mixes.
Ley Cap - 50 gold each - Limited Supply - An extremely rare mushroom that grows only along leylines of magic. Not magical themselves they do have strong connection to magics they bring to herbal concoctions.
Lotus Blossom - 15 gold per flower - A beautiful white flower found sparingly near lake Hilara in Greevan. Used in teas for mental clarity or wisdom.
Paradise Seeds - 4 gold per seed - The large red seeds of the Fruit of Paradise, a much sought after fruit found on in the wilds of the Southern Forest. Used in healing compounds.
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.
Cotton Wraps - 2 Gold per Foot - Many Uses.
Garrish Whiskey - 10 gold per bottle - Strong Stuff.
SMITHING SUPPLIES Forgestone - 75 Gold- A special enchanted stone that can heat metal upon contact enough for it to be smithed, but the stone itself remains cool to the touch nonmetallic objects. Handy for portable repairs. Not good for use with nonmetal rare materials that require smithing. Requires prolonged contact to heat metal, so not that useful as a weapon.
Quelching Cup - 50 Gold - An enchanted cup that will fill with icy cold water with a word. This water will vanish a few moments after leaving the cup, but that is long enough for it to be used by smiths to cool metal without having to carry around tons of water. Also handy for dousing campfires.
Smith Tools - 60 Gold - An iron smithing hammer and tongs.
Smithing Anvil - 40 Gold - Sorry, nothing magically portable about this one. Better get a room or make arranged for storage on this one.
Arl enters the shop and... stares at the Arethusa's hair in awe, trying to determine if the coloration is natural or not. The rest of the bounty hunters are probably right behind the rainbow-haired child. Cee, positioned on Arl's head, likewise whips his head around to stare intently at the woman's hair in surprise.
"We are tracking a group of bandits who slit the throats of two butlers and a cook so there would be no witnesses when they pilfered a local mansion. I'm sorry to be blunt but you probably know more about potions than anyone in this city, is there ANYTHING you can tell us about how such a solution might have been made?"
"Hmm. Perhaps they are traveling under a cover. some kind of public group, who might be very acrobatic and dextrous, who would have a reason to come to a town, stay for a certain period, and then leave on their own with no questions asked. I know of no such group. Can any of you think of something that matches that description?"
Arethusa - Oh yeah, there are a few circuses that go around to all the cities sometimes. Not one in town right now pretty sure, but then again I am not completely sure what month it is. Anway, if you are looking to find one, I'm sure Veny can help you. She owns a hostel in the artisans quarter. Great lady, really love sher....herbs.
Golan and Gamble enter the Dreamer's Notions with a long list, and approaches the shopkeep.
"Excuse me, miss? We're on Peacekeeper business. We'd like to know if you can identify any of these materials, and if they are useful in any potions or herbs. It seems our suspect is after them and we wonder why."
Goldstone is what you said, a really rare rock that is really good for plant life and animal vitality, some people have messed around trying to find other uses for it but don't know of any that found one.
Garrstone takes binding enchantments more readily, sometimes boosts them.
Black Tin, which is like not black for some reason, is used to make alloy for mage weapons cause it doesn't screw with magic.
Sangrinium is a magical catalyst that I think the warriors use for their special augmentations.
Verdegrite is a rare type of iron that's immune to plant magic and is toxic to plant life.
Skyvein is a rare bronze-like metal with innate storm magics.
Hearthstone holds heat really well, some people use it to make their fireplaces so warm keeps warm after the fires out.