The Salted Stitch & Sundries
Est. 2025 • Half-Elf Artificer (Leatherwright)
The Salted Stitch & Sundries
The Salted Stitch sits on a narrow lane one block from the river. Racks of hides drip gently over wooden pegwalls; the air is heavy with smoke, tannin, cedar, a...
Shopkeeper
Marrek Hideson, a Half-Elf Artificer (Leatherwright) (Lvl 4)
Keeper's Species
Half-Elf
Shop Inventory
(17)A cured cow- or boar-hide, salted and tanned for use in armor, saddles, or leather goods.
Ten assorted cured hides bound with waxed cord — often bought by outfitters or traveling tanners.
Soft leather boots subtly treated with enchantment to muffle footsteps (uncommon).
A heavy, salt-stiffened cloak lined with treated hide. Marrek's house-enchanted cloak that wards its wearer.
Thin, supple gloves enchanted to aid delicate work. Favored by locksmiths and pickpockets alike.
A treated waterskin that keeps meat, fish, or hides from spoiling while stored inside for up to 24 hours.
A small tin of balm used to mend leather and soothe small wounds on skin — slightly magical.
Awl, needles, thread, punches, and small knives; standard artisan tools for working leather.
A comfortable, well-built saddle with compartments and tie-down points for travelers.
A saddle designed for carrying loads rather than riding comfort.
A small kit of beeswax, needles, and thread for quick repairs on the road.
Soft leather armor, light and quiet. Common among scouts and novice adventurers.
Well-made studded leather: leather reinforced with metal or bone studs for added protection.
A fine set of studded leather with arcane-tanned seams. Functions as a +1 magic armor (uncommon).
A small crystal phial of red liquid. Restores vitality when drunk.
A bitter vial that, when administered, grants advantage on saving throws against poison for 1 hour.
A small, balanced knife with a leather-wrapped haft for grip. Light and well-balanced for throwing.
Marrek Hideson
Shop Atmosphere
“The Salted Stitch sits on a narrow lane one block from the river. Racks of hides drip gently over wooden pegwalls; the air is heavy with smoke, tannin, cedar, and a hint of enchantment — little motes of pale green light cling to a drying hide or two. Marrek is brusque but warm, a half-elf with stained fingertips and a voice like worn leather. He brews odd preserves (try his salt-butter — it keeps for months) and will repair leather armor for 2 gp plus materials, re-dye hides for 1 gp, and performs minor enchantments on items for a 25 gp service fee (materials extra). A large brindled hound called Patch snores behind the counter and will nap on any cloak you lay down — win Patch a scrap and he'll sit loyally at your feet. Marrek prefers barter (particularly rare pelts, good ale, or unusual salts) and keeps a small ledger of debts in a boot on the shelf.”
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