Embermantle & Sons — Auric Arms

Est. 2025 Dwarf Forge Domain Cleric

Embermantle & Sons — Auric Arms

Thalorn keeps a hidden ledger and a whispered "menu" for high-tier buyers — legendary items are not on the shelf and are only sold by secret negotiation, exchan...

TH

Shopkeeper

Thalorn Embermantle, a Dwarf Forge Domain Cleric (Lvl 18)

Keeper's Species

Dwarf

11 Weapons2 Potions1 MiscEst. 705.2k gp

Shop Inventory

(14)
Weapons11

A flawlessly balanced greatsword tempered with star-iron and etched runes; heavy but sings when swung.

Atk +3 to attack and damage rolls (rarity: very rare).

A longblade with a thin channel along the fuller; when the command is spoken red sparks gutter along the edge.

Atk Flame Tongue: bonus action to ignite; while ablaze deals + fire damage; sheds bright light (40 ft) while active. (rare, canonical).

A blade cold to the touch; breath fogs where the metal runs and faint frost blooms across the fuller.

Frost Brand: on hit deals + cold damage; wielder gains resistance to fire; can extinguish nonmagical flames within 30 ft once per hour. (very rare, canonical).

A thumb-sized brass hilt that blossoms into a blade of brilliant light when drawn.

Atk Sun Blade: functions as a finesse longsword that deals radiant damage; +2 to attack and damage; extra + radiant vs undead; emits sunlight (15 ft bright). (rare, canonical).

A hunter's rapier with a carved arrow motif along the guard and a whisper of focus when pointed at marked foes.

Atk +2 to attack and damage; once per long rest the wielder may designate an enemy as the 'oath' target, gaining advantage on attacks vs that target and the weapon deals an extra piercing on hits vs that target until it is slain or 1 minute passes. (very rare, canonical equivalent to Oathbow-like behavior).

A finely balanced longsword; a dependable magical enhancement for seasoned fighters.

Atk +1 to attack and damage rolls; counts as magical for overcoming resistances.

A rapier with copper filigree and a faint crackle when the smith runs their thumb along the guard.

Atk Arcweaver Rapier (custom, very rare): +2 to attack/damage; 3 charges. Spend 1 charge to cast lightning arrow (as the spell) or 2 charges to cast haste (self). Regains charges at dawn. Balanced for high-level parties.

A slender dagger etched with faint runes; useful as a backup weapon or a rogue's trusted blade.

Atk Runecarver's Dirk (custom, uncommon): +1 to attack/damage; once per short rest, for 1 minute the wielder's critical range increases by 1 (e.g., 19–20).

A deceptively simple blade believed to contain the favor of capricious fey; rumors say it sometimes grants wishes.

Atk Luck Blade (canonical/legendary): +1 to attack and damage and +1 to saving throws while on the wielder; once per day can reroll an attack/check/save (must use second roll); contains −1 charges to cast wish (may be zero). Hidden-menu item—WILL only sell to vetted buyers or for an extraordinary price.

A cold, gleaming edge rumored to have once been the executioner's blade of a god.

Atk Vorpal Sword (canonical, legendary): +3 to attack/damage; on a natural 20 vs a creature with a head, you sever a head (instant death if the creature cannot survive without it); if the target is immune to beheading a natural 20 deals slashing instead.

A blade bright as a chapel's stained glass, gilded in holy sigils. The air around it hums with sanctified power.

Atk Holy Avenger (canonical, legendary): +3 to attack/damage; deals extra radiant to fiends/undead; while drawn creates an aura (10 ft) giving allies advantage on saves vs spells; aura increases to 30 ft if wielder is 17+ paladin levels. Hidden-menu; sold only to vetted paladins or by favor.
Potions2

A crystal phial filled with viscous red liquid; warm to the touch.

Heal 8 HPPotion of Greater Healing: restores hit points when consumed (canonical). Consumable pricing is typically lower than permanent items.

A heavier crystal vial whose contents glow faintly; often kept behind the counter for emergencies.

Heal 20 HPPotion of Superior Healing: restores hp when consumed (canonical rare potion).
Miscellaneous1

Sacks and crates of mundane ammunition, flasks of blade oil that grant advantage on maintain checks for one day, scraps of mithral for custom work.

20 arrows; oil for weapons (per flask), whetstone + minor smithing supplies; basic repair, sharpening, and +0 masterwork finishing.
TH

Thalorn Embermantle

DwarfForge Domain ClericLvl 18

Shop Atmosphere

Thalorn keeps a hidden ledger and a whispered "menu" for high-tier buyers — legendary items are not on the shelf and are only sold by secret negotiation, exchange of favors, or special trials (this mirrors DMG guidance that legendary items are rare and rarely available for public purchase). citeturn1search0 Also note: attunement rules (what requires attunement and the three-item limit) are enforced here — many of the weapons listed require attunement and the buyer must spend a short rest bonding to the weapon. citeturn0search1 For baseline rarity-to-price logic and +1/+2/+3 weapon rarities: +1 weapons are uncommon, +2 are rare, +3 are very rare; use the DMG rarity pricing table as the economy backbone. citeturn7search2turn7search3 Canonical examples used in this inventory (Flame Tongue, Frost Brand, Sun Blade) follow their Dungeon Master's Guide / SRD descriptions. citeturn2search0turn3search2
Visual sheet

Turn Embermantle & Sons — Auric Arms into a sheet

A high-res, share-ready sheet you can post or print.