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Soot & Sigil - AI-generated fantasy Shop

Soot & Sigil

Est. 2026 Tiefling Hedge-mage and former refugee healer

Soot & Sigil

Ilyra Soot is a patient, scholarly tiefling hedge-mage with soot-dark skin, swept-back ivory horns, and tired golden eyes that rarely seem to blink at the same ...

IL

Shopkeeper

Ilyra Soot, a Tiefling Hedge-mage and former refugee healer (Lvl 1)

Keeper's Species

Tiefling

1 Potions13 Misc1 MiscEst. 259 gp

Shop Inventory

(15)
Potions1

A warm amber tonic brewed from bitterroot, honey, and carefully measured ashflower. Ilyra warns customers not to mistake it for a cure-all.

Minor healing draught. The liquid smells faintly of cinnamon and woodsmoke.
Miscellaneous13

A sleepy, resinous incense intended to dull recurring nightmares. It does not prevent dreams entirely, but makes them harder to remember.

While burning, the incense grants advantage on the next saving throw against a magical effect that causes sleep or nightmares. Once used, the incense is consumed.

Chalk mixed with powdered eggshell, salt, and a trace of silver. Ilyra sells it to residents who want a little protection without the expense of formal magic.

A creature that knows the symbol may spend 1 minute drawing a ward. Until the next dawn, the ward gives a faint warning hum when a fiend, undead creature, or active magical effect comes within 10 feet.

Clear lantern oil refined from rendered tallow and mineral spirits. Each flask is marked with a different colored thread to indicate its quality.

The oil burns with a steady flame and resists ordinary wind. It provides no magical bonus to attacks or damage.

A simple protective charm made from copper wire, horsehair, and a sliver of polished volcanic glass.

Once per long rest, the wearer may gain advantage on one saving throw against being frightened while inside the Ashen Vale or the old fort.

A cracked crystal recovered from beneath the fort. Ilyra sells the less volatile pieces to scholars, diviners, and nervous travelers.

When held during a short rest, the crystal becomes faintly warm if a creature within 10 feet is suffering from a magical curse, possession, or dream-related effect. It does not identify the source or nature of the effect.

Carefully catalogued ash gathered from the signal tower, eastern bastion, shrine hearth, and old parade ground.

A character proficient with Arcana, History, or alchemist's supplies can spend 10 minutes comparing the samples to gain advantage on one check to identify fire damage, ancient siege residue, or a magical burning effect connected to the fort.

Translated scraps of old Cinderwatch records concerning supply routes, signal codes, missing patrols, and references to voices beneath the eastern walls.

A reader who spends 1 hour studying the scraps gains advantage on one Intelligence check concerning the Cinderwatch, the abandoned fort, or the tunnel entrances beneath it. The information may be incomplete or misleading.

An empty apothecary vial cleaned and reused by Ilyra. Each one bears a tiny painted red horn.

None. Useful for storing samples, medicines, poisons, or collected evidence.

A practical field kit assembled for settlers, caravan guards, and anyone likely to encounter broken masonry or old fort traps.

A creature proficient with the Medicine skill can use the kit to stabilize a creature at 0 hit points. The kit has ten uses.

A low-cost bundle for residents who want to make their rooms feel less exposed after sunset.

Provides appropriate mundane materials for a simple household ward, cleansing rite, or folk exorcism. It has no guaranteed magical effect.

A dented but serviceable hooded lantern, repaired and resold by Ilyra after being traded in by patrols.

None. The lamp is sturdy enough to survive a fall from 10 feet without breaking.

A copper token given to customers who cannot pay in full. Ilyra records each debt in a ledger and sometimes accepts labor, information, or food in repayment.

None, though presenting it may earn a small favor or a moment of patience from sympathetic residents.

A bitter herbal mixture of moonmint, dried sage, and a rare root traded from the settlement's food and herb supplier.

After 10 minutes of preparation, the tea grants advantage on one saving throw against exhaustion caused by lack of sleep. It does not remove existing exhaustion.
Miscellaneous1

A polished piece of emberglass wrapped in black thread. Ilyra calls it a mercy charm, though she admits that it may be listening to the same presence that haunts the eastern bastion.

The bearer has advantage on saving throws against magical nightmares and effects that force sleep. While awake, the bearer occasionally hears distant whispers. The whispers are unsettling but do not reveal useful information and may impose disadvantage on the first Wisdom saving throw made during a night of poor sleep.

Lootable Stash

(6)

Where The Take Sits

The converted signal tower has two public floors and a cramped sleeping loft. The shop's most valuable materials are divided between a false-bottomed counter drawer, a locked writing desk, and an iron cabinet built into the tower's old signal mechanism. Shelves of ash samples and cracked crystals create cluttered paths, while hanging charms and oil lamps make careless movement noisy.
1 Money2 Personal Item1 Valuable1 Records1 Map

Security Check

Dexterity check using thieves' tools, with Arcana or Perception as useful alternatives for identifying the crystal alarm and locating the hidden cabinet
DC 13

On Failure

A failed theft attempt triggers a bell made from a cracked watch-crystal. Ilyra wakes immediately if she is asleep, while the tavern's regular dream witnesses and the shrine-keeper are likely to arrive within 10 minutes. If the party fails by 5 or more, the eastern bastion whispers through the crystal, forcing each intruder to make a Wisdom saving throw or become frightened until the end of their next turn. The settlement is unlikely to attack without warning, but the party will be watched, questioned, and denied service until the matter is resolved.

Estimated haul

278.94 gp

MoneyLoot target #1

Day's Sales Purse

18 gp, 7 sp, 24 cp
Beneath the counter inside a false-bottomed drawer
A canvas purse containing the day's small sales, mostly copper and silver with a few gold coins. Ilyra deliberately keeps the cash modest because many residents pay through barter.
Personal ItemLoot target #2

Portrait of the Wayfarer Healers

15 gp to a collector, priceless to Ilyra
Wrapped in linen inside Ilyra's sleeping alcove
A brass-framed charcoal portrait of Ilyra's former traveling healer's circle. The image is worn at the edges and would have little value to strangers, but it is one of her most treasured possessions.
ValuableLoot target #3

Stable Emberglass Shards

60 gp for the set
A padded iron box on the middle shelf behind the apothecary jars
A matched set of three stable emberglass shards, each glowing faintly when placed near magical fire. They are useful to an artificer, alchemist, or arcane researcher.
RecordsLoot target #4

Ilyra's Dream Ledger

100 gp to an interested investigator, blackmailer, or rival scholar
Under a stack of translated Cinderwatch fragments in the locked writing desk
A leather ledger listing customers, unpaid debts, dream descriptions, shrine arguments, and unusual activity near the eastern bastion. It contains no formal spellbook, but it could reveal secrets about nearly every faction in the Ashen Vale.
MapLoot target #5

Map of the Buried Fort Tunnels

75 gp to explorers, historians, or smugglers
Inside the locked cabinet beneath a cracked crystal lens
A hand-copied map of tunnels beneath the fort, assembled from Cinderwatch fragments and Ilyra's own measurements. Several passages are marked with warnings, question marks, and symbols that resemble closed eyes.
Personal ItemLoot target #6

Ilyra's Refugee Keepsakes

10 gp as objects, considerably more as personal intelligence
In a small wooden chest beneath her bed
A bone-handled healer's knife, a bundle of old letters, and a black scarf embroidered with tiny red stars. The bundle identifies Ilyra's former refugee route and may provide leverage or clues about her past.
IL

Ilyra Soot

TieflingHedge-mage and former refugee healerLvl 1

Shop Atmosphere

Ilyra Soot is a patient, scholarly tiefling hedge-mage with soot-dark skin, swept-back ivory horns, and tired golden eyes that rarely seem to blink at the same time. She wears a patched healer's coat beneath a charcoal shawl and keeps a copper stylus tucked behind one horn. Every container in the shop is labeled in Common, Infernal, and an older Cinderwatch cipher. She remembers customers by their dreams rather than their names and often asks what they heard immediately before waking. The converted signal tower is called Soot & Sigil, though the faded sign outside still bears the name Emberglass Remedies. Its lower floor serves as a cramped shop and informal apothecary, with shelves of warding chalk, incense, minor healing draughts, lantern oil, protective charms, herb packets, and cheap survival supplies. The upper floor contains a narrow study filled with labeled ash samples, several cracked crystals, hanging maps, and a locked cabinet holding the tunnel map beneath the fort. Ilyra is increasingly sleep-deprived because she has been studying the whispers from the eastern bastion. She believes the phenomenon is not simply haunting the Ashen Vale, but testing its residents through shared dreams. She regularly visits the settlement tavern to collect dream accounts, where she has become an unofficial listener and record keeper. She trades rare herbs and food with the third shop in the settlement, often arguing over whether her supplies should go to medicine or preservation. She also has a sharp, respectful feud with the shrine-keeper, who believes the disturbance is divine judgment, while Ilyra insists it behaves like an arcane experiment. When the party first enters, Ilyra may be annotating a Cinderwatch fragment, arguing with the shrine-keeper through the open window, or quietly asking whether any of them have dreamed of a door beneath the eastern wall.
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