Tide & Anvil Smithy
Est. 2025 • Human Fighter
Tide & Anvil Smithy
The shop smells of coal, brine, and hot metal. Marrec always has one boot planted on a coil of rope and, if not hammering, will be whistling a salty shanty or a...
Shopkeeper
Marrec Tideforge, a Human Fighter (Lvl 6)
Keeper's Species
Human
Shop Inventory
(14)A stout iron harpoon tempered with traces of sea-iron and hammered with wave motifs. Balanced for throwing or use on a shaft. Favored by whalers and shipboard boarding parties.
A gleaming cutlass with a faint pearly sheen and a guard shaped like a curled wave. Effective in close-quarters aboard decks.
A compact brace-mounted launcher for bolts and small harpoons. Useful to catch loose sails or snag rigging from a distance.
Studded leather lined with watertight leather and nickel rivets. Lightweight but well-protecting—ideal for boarding parties and deckhands who need mobility.
A circular shield rimmed in iron and inlaid with mother-of-pearl. Stands up to salt spray and blows from boarding hooks.
Ten metal bolts with small barbed heads and rings to attach thin rope or line.
Thick, waxed rope that resists rot and holds knots well. Essential for mooring and boarding.
A collapsible iron hook designed to hook onto rigging or a hull lip; fits easily in a sailor's pack.
A long-handled iron hook with a set of pulleys and a short length of chain, designed to catch and pull enemy boarding planks or doors.
A small brass bell with an etched gull; when rung, its tone carries over surf and dense fog.
Hammers, tongs, files, and specialized tools for seafaring repairs—includes corrosion-resistant bits and sail-needle.
A little vial of red liquid. Mends wounds when consumed.
A brighter red potion contained in a brass-capped vial, favored for emergencies on long voyages.
A bitter, vinegary concoction useful against common toxins and spoiled fishing baits.
Marrec Tideforge
Shop Atmosphere
“The shop smells of coal, brine, and hot metal. Marrec always has one boot planted on a coil of rope and, if not hammering, will be whistling a salty shanty or arguing about the best way to splice rope. He offers trades: rare fish, tales of storms (serving as rumors), or salvage from wrecks can be accepted in lieu of half-price labor if the party brings proof. He opens late for sailors returning from the docks and will custom-forge a simple nonmagical item overnight for 5 gp extra and a promise of ale.”
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