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Veyr-Khassa - AI-generated fantasy Shop

Veyr-Khassa

Est. 2026 Human Expert Merchant with Undead Warden Training

Veyr-Khassa

The shop is called Veyr-Khassa, a worn corruption of an older phrase from the founders' homeland that once meant something like 'the place where the dead are tu...

UZ

Shopkeeper

Uzal, called the Empty-Handed, a Human Expert Merchant with Undead Warden Training (Lvl 20)

Keeper's Species

Human

10 Misc3 Potions2 Armor2 Weapons1 MiscEst. 36.7k gp

Shop Inventory

(18)
Miscellaneous10

A plain wax candle with a steady flame, useful for mundane light, rituals, and testing whether invisible drafts still move through the shop.

Black ink mixed with powdered charcoal and a trace of grave salt. It writes normally, but dries a dull gray.

Bandages, splints, needle, thread, and bitter-smelling antiseptic packed in a bone-white case.

An iron lantern with a black glass chimney. Its handle is shaped like a small skeletal hand, though the design is purely ornamental.

A bundle of dried sage, juniper, and grave-thyme tied with red thread. The smoke is harsh enough to make a corpse's eyes water, if it still has any.

When burned, the smoke briefly outlines invisible undead within 10 feet, revealing their silhouettes until the end of the current turn.

A brass lantern with no wick or oil reservoir. It burns with a pale, soundless flame that makes false shadows point toward hidden undead.

Undead within the bright light cannot become invisible. Once per dawn, the bearer may cast daylight without expending a spell slot.

A collar of dull lead, river stone, and black thread. The clasp bears a copied phrase from the founders' homeland, mistranslated over generations into a charm against hungry magic.

The wearer is immune to effects that attempt to detect, drain, suppress, or latch onto their mana or magical spellcasting. The wearer has advantage on saving throws against necromancy. It does not grant immunity to necrotic damage or prevent ordinary curses.

A thumb-sized ceramic reliquary sealed with seven copper staples. Something inside taps softly whenever a nearby corpse remembers its own name.

As an action, expend 1 charge to cast protection from evil and good on yourself without material components. Expend 2 charges to cast speak with dead. Expend 3 charges to cast banishment, but only against an undead target. The item cannot create or control undead.

A packet of white powder made from eggshell, salt, and consecrated limestone. It smells faintly of rain on old stone.

As an action, sprinkle the powder over one corpse, undead creature, or pile of bones. A corpse is protected from animation for 7 days. An undead creature must succeed on a Constitution saving throw or be unable to regain hit points until the end of its next turn.

A smooth black river stone engraved with a spiral that has no beginning. It is always cold, even in a furnace.

Expend 1 charge to cast gentle repose, 2 charges to cast speak with dead, or 3 charges to cast revivify. The stone cannot cast revivify on a creature dead for more than 1 minute.
Potions3

Red liquid sealed in a narrow glass vial. A tiny white bubble rises through it whenever a living creature touches the stopper.

Restores hit points when consumed.

A murky silver draught that tastes of cold iron. It is prepared for travelers who expect to cross haunted ground.

The drinker gains resistance to necrotic damage for 1 hour.

A translucent black potion in a stoppered vial. When shaken, pale flecks drift through it like distant stars.

The drinker gains darkvision out to 60 feet for 1 hour, or extends existing darkvision by 60 feet.
Armor2

Supple black leather armor stitched with pale thread. The seams resemble the sutures of a carefully prepared corpse.

AC +11The wearer has advantage on saving throws against being frightened by undead.

A round iron shield faced with a polished funerary mask. The mask's mouth opens when the shield absorbs necrotic energy.

AC +2Once per long rest, when the wielder takes necrotic damage, the shield can reduce that damage by as a reaction.
Weapons2

A silvered longsword with a blade darkened by deliberate heat treatment. Its fuller bears an unfamiliar inscription copied from an older foreign burial rite.

Atk Deals an additional radiant damage to undead. Once per dawn, the wielder may cause one undead struck by the sword to lose its reaction until the start of the wielder's next turn.

A narrow bone-handled dagger with a blade of cold iron. It is light enough to conceal in a sleeve and heavy enough to pin a ghost's shadow to a wall for a heartbeat.

Against undead, the dagger deals an additional radiant damage once on each of the wielder's turns.
Miscellaneous1

A thin strip of funeral linen bearing tightly packed script. The writing appears upside down to anyone who has been dead for less than a year.

Casts spirit shroud at 3rd level. The scroll's ink fades after one use.

Lootable Stash

(6)

Where The Take Sits

The shop occupies a narrow former mortuary beneath a leaning bell tower. The public room holds ordinary supplies and defensive magic, while the most valuable stock and records are divided between the owner's locked office and a chilled cellar beneath the floor. The staff rely on line of sight, concealed bells, and bound undead that remain inert unless a ward is disturbed.
1 Money2 Personal Item2 Valuable1 Records

Security Check

Dexterity (Sleight of Hand) or thieves' tools, followed by Intelligence (Arcana) to bypass the mortuary wards
DC 23

On Failure

A failed theft attempt triggers the shop's silent alarm. The brass memorial masks mounted around the sales floor turn toward the intruders, while the owner's bound attendant, Tcharek, seals the only public door with a ward that suppresses teleportation for 1 minute. The shopkeeper then arrives from the rear embalming room with two invisible skeletal servants. If the party fails the check by 5 or more, one stolen item is marked with a tracking curse that lasts for 7 days.

Estimated haul

3,642.7 gp

MoneyLoot target #1

The Day's Receipts

640 gp, 18 pp, 73 sp, and 40 cp
A locked iron cashbox beneath the counter, hidden behind a false panel of black oak.
Coins collected from the day's sales, mostly in ordinary denominations with a few platinum pieces from high-level adventurers.
Personal ItemLoot target #2

Uzal's Keepsake Case

35 gp to a collector, 5 gp as materials
Inside the upper drawer of the shopkeeper's writing desk in the rear office.
A narrow brass spectacles case containing cracked lenses, a bone-handled comb, and a folded scrap of cloth embroidered with a household sign from the shopkeeper's distant homeland.
ValuableLoot target #3

Jade Mourner Idol

900 gp
Displayed inside a locked glass cabinet beside the stair leading to the cellar.
A thumb-sized funerary idol made of green-black jade. It is not magical, but its age and foreign workmanship make it desirable to collectors of burial antiquities.
RecordsLoot target #4

The Quiet Ledger

1,500 gp to blackmailers, investigators, or rival merchants
Concealed inside a hollow mortuary brick behind the owner's desk.
A ledger listing customers who purchased necromantic safeguards, corpse-binding countermeasures, and anti-undead weapons. Several entries identify wealthy patrons and discreetly note their estates.
ValuableLoot target #5

Soul-Ash Ampoules

300 gp each
Stored in a lead-lined drawer in the cellar's cold cabinet.
Three sealed soul-ash ampoules, each containing residue from a destroyed high-ranking undead creature. They are valuable to exorcists, alchemists, and dangerous necromancers.
Personal ItemLoot target #6

The Founder’s Misremembered Ring

75 gp for its metal and provenance
On a chain around the shopkeeper's neck when she is present, otherwise in the hidden compartment of her sleeping chest.
A ring of dark bronze bearing a worn inscription whose original language is no longer understood. It opens the shop's private wards but has no combat power.
UZ

Uzal, called the Empty-Handed

HumanExpert Merchant with Undead Warden TrainingLvl 20

Shop Atmosphere

The shop is called Veyr-Khassa, a worn corruption of an older phrase from the founders' homeland that once meant something like 'the place where the dead are turned aside.' Locals no longer know the original meaning. It appears as a narrow, soot-stained mortuary wedged beneath a leaning bell tower, with green shutters, a sloping roof, and a brass sign showing a hand pushing a crowned skull away from a doorway. The threshold is packed with layers of salt, powdered lead, and dried river clay. A creature with spellcasting, innate magic, a supernatural mana reserve, or a magical pact cannot cross it. The shop's wards do not judge morality. They simply reject active access to magic, causing a harmless but unmistakable sensation of pressure behind the eyes. The interior smells of lamp oil, bitter herbs, old paper, and cold stone. Shelves hold potions in coffin-shaped bottles, silvered weapons wrapped in funeral cloth, and small drawers labeled in three scripts, only one of which is still understood. Every room is illuminated by blue-white lamps that cast shadows a fraction of a second late. The owner is Uzal, called the Empty-Handed, a tall human woman of advanced age whose dark skin is marked with pale ritual scars along the knuckles and throat. Her name was borrowed unchanged from the founders' homeland, though locals pronounce it incorrectly. She wears a charcoal coat, a copper veil over her lower face, and a ring of keys made from different metals. Uzal has no mana and cannot cast spells, which is why she can enter and remain in the shop. She is a patient, severe merchant who tests every customer by asking what they intend to do with an item if it fails. Her assistant is Tcharek, an angular corpse animated by contract rather than necromantic control. Tcharek performs stocktaking, carries heavy crates, and politely objects when customers touch the merchandise without asking. The shop's most unusual rule is that no living customer may speak the true name of a dead person within the cellar. Doing so causes the corpse-bells beneath the floor to ring, even if no corpse is present.
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