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Sableglass Curios - AI-generated fantasy Shop

Sableglass Curios

Est. 2026 Human Outsider Glasswright

Sableglass Curios

Sableglass Curios is a narrow storefront wedged between a shuttered kiln house and a leaning tenement near Veyruin's old glassworks. Its windows are crowded wit...

IL

Shopkeeper

Ilyra Quench, a Human Outsider Glasswright (Lvl 1)

Keeper's Species

Human

3 Weapons7 Misc1 Potions1 ArmorEst. 55 gp

Shop Inventory

(12)
Weapons3

A narrow fighting knife with a dark steel blade and colored glass set into the pommel. It is legal to own, but its distinctive hilt makes it easy to identify as a Sableglass Curios commission.

When drawn during an argument, the wielder feels a brief surge of anger and may recall a fragmented, emotionally charged memory that is not entirely their own. The effect is subtle and unreliable.

A common belt knife suitable for cutting cord, preparing food, or defending oneself in an emergency.

A sturdy short blade with a brass guard and a small pane of colored glass sealed into the hilt. These are popular gifts among travelers and apprentices.

Miscellaneous7

A compact brass lamp protected by a thick colored-glass globe. Its unusual tint makes faces and written marks appear subtly different in the light.

Provides bright light in a 20-foot radius and dim light for another 20 feet.

A small ceramic flask of clean lamp oil, sold to dockworkers, messengers, and anyone who cannot afford to be left in the dark.

A set of six trade seals impressed into colored wax tablets. The designs are recognized by several Veyruin merchants but have no authority by themselves.

Can close a letter, package, or small box against casual tampering.

A protective charm sold as a ward against bad echoes, hostile spirits, and the lingering influence of the old glassworks. Ilyra suspects it works, but cannot explain why.

Once per day, the bearer receives a faint vibration when within 30 feet of bell-metal or another resonant alloy.

A practical glasswright's compound used to inspect shop windows, lamps, and sealed containers for signs of tampering.

When dusted over a glass surface, it reveals recent fingerprints, scratches, and heat marks for about 10 minutes.

A practical repair bundle for travelers who expect broken straps, leaking lamps, torn packs, or damaged cases.

An outdated guide to the streets around Veyruin's old glassworks. Ilyra claims the markings are only useful for locating old delivery doors.

The map includes a marked alley leading toward the sealed bell-foundation tunnels, though the route is incomplete.
Potions1

A cheap restorative cordial made from bitterroot, honey, and powdered glasswort. It is unpleasant but reliable for small injuries.

Heal 2 HPRestores 2 hit points when consumed, or steadies a minor cut, bruise, or strain at the GM's discretion.
Armor1

A single heavy glove used by apprentices and furnace workers. It is sold individually because most customers only need one hand protected.

AC +1Grants a modest advantage or bonus when handling hot glass, broken panes, or delicate metalwork, if the game system uses such modifiers.

Lootable Stash

(6)

Where The Take Sits

Sableglass Curios is narrow but deep, with the public counter and display racks at the street, a screened furnace and workbench in the middle, and a cramped office alcove at the rear. The most valuable evidence is hidden near the furnace and beneath the office floorboard. Money is kept at the counter because Ilyra distrusts banks and traveling collectors.
1 Money2 Personal Item1 Valuable1 Records1 Evidence

Security Check

Stealth, Thieves' Tools, or an equivalent burglary check
DC 10

On Failure

A failed theft attempt causes a hanging cluster of glass chimes above the rear counter to ring. Ilyra locks the front door, activates the shop's mirrored sightline from behind the furnace screen, and calls for nearby merchants or a watch patrol. If the theft involves the Bell-Sliver Dagger or the old records, frightened townsfolk may gather outside and accuse the characters of being agents of the old glassworks.

Estimated haul

84.03 gp

MoneyLoot target #1

Day's Cash Roll

11 gp, 8 sp, 23 cp
Inside a locked drawer beneath the front counter, protected by a simple brass lock and a hidden bell thread.
A leather cash roll containing mixed coins from ordinary sales, including several silver pieces, copper pieces, and a few gold coins kept for making change.
Personal ItemLoot target #2

Quench Family Locket

2 gp, or priceless to Ilyra
In a cloth pouch sewn into the lining of Ilyra's traveling coat, hung behind the furnace screen.
A small brass locket containing a faded portrait of Ilyra's former workshop partner. The locket is sentimental rather than especially valuable, though its glass insert is finely made.
ValuableLoot target #3

Resonant Glass Samples

15 gp total
In a padded wooden case beneath the workbench, mixed among ordinary scraps.
Three thumb-sized pieces of colored furnace glass, each cut with exceptional clarity. One contains a faint metallic vein that matches the Bell-Sliver Dagger's pommel.
RecordsLoot target #4

Repair and Trade Ledger

30 gp to merchant investigators, or significant leverage against Ilyra
Behind a loose brick in the wall beside the small office alcove. The brick is concealed by hanging chains and glassworking aprons.
A stitched ledger listing customers who bought or repaired glass-hilted weapons during the past six months. One entry identifies the dagger's purchaser using a false trade name and records a request to use bell-metal in the hilt.
EvidenceLoot target #5

Old Bell-Metal Shard

20 gp to a collector, much more to occult researchers or the Council
Inside a clay crucible sealed with red wax in the rear furnace room.
A wrapped shard of blackened bell-metal bearing a repeated crescent-and-line mark. Ilyra believes it came from the old bell but has not told the Council because outsiders are already being blamed for the disturbances.
Personal ItemLoot target #6

Ilyra's Guild Packet

5 gp as documents, or considerable legal leverage
In a narrow compartment beneath the floorboard of the office alcove.
A traveler's permit, two old letters from a distant glasswright guild, and a small key engraved with a foreign maker's mark. These documents could help prove that Ilyra is an outsider, but also show that she has been investigating the bell-metal for months.
IL

Ilyra Quench

HumanOutsider GlasswrightLvl 1

Shop Atmosphere

Sableglass Curios is a narrow storefront wedged between a shuttered kiln house and a leaning tenement near Veyruin's old glassworks. Its windows are crowded with colored lamps, trade seals, protective charms, and finely crafted blades whose glass hilts catch the street light like trapped embers. The air smells of hot sand, lamp oil, copper, and rain on old brick. A row of tiny glass chimes hangs above the entrance, each tuned to a slightly different note. Ilyra claims they are decorative, but she uses their changes in tone to tell whether someone entered through the front door, forced the latch, or disturbed the back passage. The owner is Ilyra Quench, an outsider glasswright with soot-dark hair, copper-brown skin, and a guarded manner that becomes brisk whenever anyone mentions the Council or the old bell. She wears a leather apron over travel-stained clothes and keeps one furnace glove on her left hand even when no work is underway. Ilyra is not cruel, but she expects betrayal from officials, frightened locals, and anyone who asks too many questions about her suppliers. She bargains readily with apprentices, injured workers, and travelers who offer useful information. She offers little mercy to thieves, unless they reveal who sent them. The street encounter begins outside the shop, where the player characters find two NPCs fighting. One has a dagger raised and is moments from attacking the other. The weapon is recognizable as Sableglass work because of its smoky colored-glass pommel. If disarmed or inspected, the pommel reveals a sliver of bell-metal sealed inside. The metal subtly intensifies anger and causes fragmented memories, especially memories involving bells, furnaces, or a ringing heard beneath the streets. The attacker may insist that the victim betrayed them, stole a memory, or caused the old bell to ring, but parts of the accusation are confused and may not be true. Ilyra knows that she repaired the dagger and remembers being asked to add a resonant metal core to the pommel. She does not know that the metal came from the old bell, nor does she understand the full source of its influence. Her work ledger can link the dagger to its purchaser, while the blackened shard in her furnace room bears the same crescent-and-line mark found on fragments from the sealed bell foundation. These clues provide evidence without immediately proving who is responsible for the disturbances. The shop has become a target for both merchant investigators and frightened townsfolk for plausible reasons. The dagger was repaired here, several recent customers reported anger, memory gaps, or hearing distant bells, and Ilyra's outsider status makes her an easy scapegoat. Merchant investigators want the ledger, the bell-metal samples, and proof that no trade house is secretly distributing compromised weapons. Frightened townsfolk want the shop closed or burned before another fight breaks out. Ilyra fears that either group will destroy the evidence or blame her for a danger she only partly understands. Bargaining hooks include offering to recover the dagger without damaging the glass pommel, identifying the attacker's true memories, finding who supplied the bell-metal, protecting the shop from a mob, or convincing Ilyra to surrender a copy of the repair ledger rather than the original. She may trade a charm, lamp, or minor blade for a promise to investigate the old bell, but she will not willingly hand over the Bell-Sliver Dagger until the immediate street violence is under control. The shop's most notable quirk is that every piece of colored glass appears to reflect a different version of the viewer's face for a heartbeat when a bell rings nearby.
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