Voss' Veiled Cores & Baubles

Est. 2025 Human (half-elven bloodline) Wizard (School of Enchantment, Twilight specialist)

Voss' Veiled Cores & Baubles

The shop is small, often closed and dust-laden; shutters are half-drawn and a thin veil of shimmering motes hangs in the air. Maereth keeps a ledger bound in sm...

MA

Shopkeeper

Maereth Voss, a Human (half-elven bloodline) Wizard (School of Enchantment, Twilight specialist) (Lvl 20)

Keeper's Species

Human (half-elven bloodline)

1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Potions1 Misc1 Misc1 MiscEst. 100188k gp

Shop Inventory

(14)
Miscellaneous1

A plain silver ring with room for a crest. Common repair work and soldering done here — worn by local scribes and apprentices.

None — craftstock. Can be engraved for +2 gp.
Miscellaneous1

A petite locket containing a dense, stable core formed from a trifling curse. It hums faintly in moonlight.

While attuned, once per long rest wearer can cast faerie fire (no components). The locket resists dispel magic; doing so requires a successful ability check.
Miscellaneous1

Obsidian-framed earrings embedding a black core. Their surface reflects not faces but shadows of the wearer.

AC +1Attunement required. Grants +1 to AC (subtle shadowing) and advantage on Stealth checks in dim light or darkness. If in total darkness for more than 1 minute, wearer gains vulnerability to radiant damage until they spend 10 minutes in light.
Miscellaneous1

A heavy onyx ring with veins of faint blue runes. Its magic is potent and mercurial — helpful but expensive in consequence.

Requires attunement. While attuned the wearer gains a bonus to spell attack rolls and spell save DCs. Once per short rest when the wearer casts a spell of 1st level or higher, they may reroll that spell's damage dice and choose which result to use. Curse: The ring bonds strongly; it cannot be removed while the wearer is unconscious, and whenever within 300 feet of another strong magic source (artifact-level or greater), the wearer must succeed on a Wisdom saving throw or suffer psychic damage per minute as their thoughts are flooded with residual echoes. Remove curse or wish required to free easily.
Miscellaneous1

An ornate silver pin shaped like a thorned vine, used to fasten cloaks. It tugs at the heart as strongly as it tugs at fabric.

While attuned, the wearer gains resistance to one damage type of Maereth's choosing at the time of sale (fire, cold, or necrotic). Curse: The pin occasionally 'remembers' its past owner — once per day the wearer is compelled to attempt to return to the place where the pin was first fastened (roll a d20, on 11+ wearer is unable to resist). Remove curse negates compulsion.
Miscellaneous1

A broad torque of hammered mithral set with a pulsing multi-hued core the size of a plum. The air near it crackles softly; the piece radiates legendary magic.

AC +3Requires attunement. Grants +3 to AC while worn. Once per long rest the wearer can cast time stop or wish (DM's discretion — Maereth typically limits wish-like effects to carefully worded boons; often it manifests as a temporary, one-use major effect similar to a limited wish). Curse: The core retains a devastating compulsion: when the wearer uses the torque's most potent ability, roll a d6 — on a 1 the torque siphons 20 temporary HP from a random ally within 60 feet to fuel itself (no save). This effect can be suppressed via a successful Arcana check each time before activation.
Miscellaneous1

A tiny glass phial sealed with wax and a tuft of black fur inside. It keeps its own hush, and sometimes emits a single, plaintive mewl at midnight.

If opened, the first creature to speak aloud within hearing gains +1 to Charisma checks for 24 hours but also finds themselves compelled to feed any stray feline they encounter (treat as a magical compulsion) until they donate 5 gp to a shelter or similar act. Attempts to destroy the phial produce harmless sparks and reset the phial's seal after 10 minutes unless destroyed by a wish or similar artifact-level magic.
Miscellaneous1

A brooch set with a warm, humming core reclaimed from a death-warded reliquary. It feels like a heartbeat against the skin.

Heal 40 HPAttunement required. Once per long rest the wearer can touch a creature and restore hit points and end one condition (poisoned, blinded, stunned, paralyzed, or frightened). Curse: The core remembers death too well — when the wearer reduces a creature to 0 HP while the brooch's healing is on cooldown, the wearer must succeed on a Wisdom save or be haunted by a shadowy echo granting disadvantage on Perception checks until a long rest is taken.
Miscellaneous1

An old mirror shard set into a chain. The glass is not reflective of the present; it sometimes shows scenes from possible pasts.

UNKNOWN — Maereth refuses to fully catalog this one. When a creature peers into it (taking an action), they may learn one truth about a past choice; doing so imposes a lingering memory that gives disadvantage on Insight checks for 24 hours and causes vivid dreams. Maereth sells it as an 'as-is mystery'.
Miscellaneous1

A slender circlet braided with silver and fine gold-wire hosting a compressed core that pulses in cadence with speech.

AC +1Attunement required. Grants +2 to Persuasion checks and advantage on one Intimidation or Persuasion check per long rest. Once per long rest the wearer may cast dominate person () or command as a bonus action a number of times equal to their proficiency bonus (Maereth limits targets to humanoids). Curse: The circlet subtly amplifies the wearer's desires — after using the dominate-like ability on a creature, the wearer has to succeed on a Wisdom save or become compelled to speak only of their goals for the next hour (Vanity effect).
Potions1

A small glass vial filled with pale green liquid. Standard restorative potion frequently stocked; Maereth infuses them with faint wardings.

Heals conditions such as blindness, deafness, paralysis, or poison when consumed (as lesser restoration).
Miscellaneous1

A jagged crystal exuding cold. Used by Maereth to craft cores or sold to those who collect potent components.

When incorporated into an item (crafting), it increases magical potency (+1 to relevant effect) but imparts a cumulative -1 penalty to Wisdom saves for the attuned wielder (penalty stacks with multiple shards).
Miscellaneous1

A sealed, dust-streaked crate containing one unknown cursed trinket, sold as a gamble. Maereth offers a one-hour opening consultation for 50 gp when purchased.

Varies dramatically — items inside have ranged effects from mildly beneficial to dangerous. Maereth sometimes seeds the crates with rehabilitated curios to tempt buyers.
Miscellaneous1

Maereth offers the delicate service of extracting a curse, compressing its magic into a core, and embedding it in jewelry. Outcome and potency vary by source item.

Results range from fully rehabilitated benign enchantment (common -> uncommon effect) to potent rejuvenated cores that retain or invert the original curse into a beneficial trait. Maereth requires the item for at least 7 days; rare items may take weeks. She insists on a signed agreement for dangerous cores.
MA

Maereth Voss

Human (half-elven bloodline)Wizard (School of Enchantment, Twilight specialist)Lvl 20

Shop Atmosphere

The shop is small, often closed and dust-laden; shutters are half-drawn and a thin veil of shimmering motes hangs in the air. Maereth keeps a ledger bound in smoked leather where she records each cursed item’s provenance in tight, precise script — customers leaving with refurbished pieces are given a small, folded slip that details any lingering compulsion and the DC to resist it. She speaks softly, rarely smiles, and offers tea that sometimes hums faintly. She buys dangerous items for high prices but only after asking three intrusive questions about the object's history. She prefers to sell to trustworthy adventurers and will ask for references before negotiating on the most potent pieces.
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