The Salty Aether Emporium

Est. 2025 Sea Elf Artificer

The Salty Aether Emporium

The shop sails a low cloud just above breakers and ties to buoyant kelp; inside the floor rocks gently even when the sea below is calm. Shelves are made from dr...

MA

Shopkeeper

Maris Tideglass, a Sea Elf Artificer (Lvl 6)

Keeper's Species

Sea Elf

3 Potions9 Misc2 ArmorEst. 2.3k gp

Shop Inventory

(14)
Potions3

A small corked vial of rose-tinted liquid. The most common restorative carried by adventurers.

Heal 7 HPHeals the drinker immediately when consumed.

A bottle of viscous, slightly salty liquid. Drinking it fills your limbs with nimble, grippy strength.

Grants a climb speed equal to your walking speed and advantage on Athletics checks to climb for the duration.

A bitter, restorative draught prized by deckhands who handle stinging creatures.

When consumed, grants advantage on saving throws against poison for 1 hour and neutralizes poison in the bloodstream for that duration.
Miscellaneous9

A polished globe that drifts a handspan above a surface and lights on a whisper of command.

When commanded, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet; floats and follows an owner if set adrift.

A water-resistant scroll rolled in waxed kelp; inscribed with a 1st-level healing spell.

If the reader's class spell list does not include the spell, a ability check is required to use the scroll without it being wasted.

A scroll sealed in oiled parchment; when read a rolling bank of mist appears.

Useful for concealment and escapes; scroll is water-splashed sealed for sea use.

Leather goggles with smoked lenses and an umber strap. Popular with night-watch sailors.

Works through water-splashed lenses; fitted to most humanoid faces.

A neat coil of rope that obeys a single-word command uttered by its bearer.

Can knot or unknot on command once per short rest.

A compass whose needle rolls like a tiny tide, aligning to safer passages rather than true north.

Gives advantage on Wisdom (Survival) checks to navigate at sea while active; cannot be fooled by mundane trickery.

A storm-in-a-bottle; sailors buy them for cover during boarding actions or to blind pursuit.

When uncorked and smashed, it creates a Fog Cloud in a 20-foot radius centered on the bottle; single-use.

A lantern that smells faintly of kelp and thunder; its light dances in pale blue-green.

Sheds bright light in a 15-foot radius and dim for an additional 15 feet; once per day it can cast Purify Food and Drink on up to one gallon of seawater, making it potable for 1 hour.

A warm pearl that thrums softly when held near surf; sailors use them to stash small magics.

A stored 1st-level spell can be released by anyone once; recharging requires the pearl be exposed to seafoam and a spellcaster to cast a 1st-level spell into it over an hour.
Armor2

Soft-soled boots that leave barely a whisper on wet deck planks.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.

A light cloak with a subtle salt-iris sheen that seems to drink in moonlight.

While wearing the cloak you have advantage on Dexterity (Stealth) checks made in rain, surf, or aboard a ship; once per long rest you can cast Fog Cloud centered on yourself.
MA

Maris Tideglass

Sea ElfArtificerLvl 6

Shop Atmosphere

The shop sails a low cloud just above breakers and ties to buoyant kelp; inside the floor rocks gently even when the sea below is calm. Shelves are made from driftwood and salted glass; a bell of whale-bone rings when a non-regular customer crosses the threshold. Maris offers tea brewed with brine as a welcome drink and always prices goods in gold but will accept rare shells and curios for trade.
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