Vale & Veil: Ghostlight Jewelers

Est. 2025 Human Artificer

Vale & Veil: Ghostlight Jewelers

The shop sits on a quiet lane that the town's spirits favor; often a translucent customer sits at the back table sipping nothing from a cup. Maris speaks softly...

MA

Shopkeeper

Maris Vale, a Human Artificer (Lvl 2)

Keeper's Species

Human

17 Misc1 Weapons1 ArmorEst. 2.4k gp

Shop Inventory

(19)
Miscellaneous17

A smooth, pale moonstone the size of a fingernail. It seems to glow faintly in moonlight and sometimes leaves a cold fingertip where held.

Aiding: When set into a talisman and attuned by a spellcaster, grants +1 to Arcana checks related to lunar or undead lore (DM fiat).

A small silver locket engraved with drifting script. Opened, it contains a sliver of translucent glass; at night, faint murmurs can be heard from it.

Once per day, wearer can softly speak the name of a person they have met; the locket stores one whispered memory for 24 hours. Not magical for combat; useful for roleplay and investigation.

A thin ring of pale glass fused into silver. When placed against paper, faint spectral ink sometimes reveals hidden letters.

Once per long rest, wearer can touch a written surface to reveal invisible ink or recently erased writing (up to 1 hour old).

A small pendant set with cloudy quartz. Warm to the touch when the living are very close; slightly chill when spirits are present.

While worn, grants a bonus to Perception checks to notice incorporeal creatures or hidden presences (DM adjudication).

Three tiny beads that look like cloudy droplets frozen in glass. Strung together they make a cheap bracelet.

When thrown as a tiny offering during a ritual, one bead dissolves into harmless vapor that distracts spirits for 1 round (gives advantage on a single Charisma check vs spirits).

A modest ring with a faint blue filigree. It hums slightly when ectoplasm is near.

Attuned wearer gains resistance to necrotic damage once per long rest for up to 1 minute (3 rounds at DM discretion).

A sturdy brooch used to fasten cloaks; made by a local smith and finished here with a mother-of-pearl face.

A tiny jewel that emits a faint, cold light like a will-o'-wisp for an hour when tapped.

Once activated, provides dim light in a 5-foot radius for 1 hour. Can be recharged by the jeweler for a small fee.

A smoky opal with shifting flecks of grey and silver. Pieces of old bone-white matrix are included inside the stone.

When held during a funeral rite, it grants comfort: targets within 5 feet gain advantage on a single Wisdom saving throw vs fear (DM call).

A mismatched pair of earrings that glow faintly in darkness and tingle when a spirit is within 30 feet.

While worn, grants advantage on initiative checks against incorporeal undead once per short rest (roleplayable: tingling warns wearer).

A basic set of files, cloths, and whetstones for polishing small stones and jewelry.

A little chip of glass kept for luck. Locals give these to children or travelers.

No mechanical benefit; provides comfort and small roleplay value.

A teardrop-shaped gem that holds a steady, cool inner light. Local legend says it catches the last breath of a ghost.

Attuned wearer can cast the light cantrip at will from the gem. Once per day, the wearer can cast detect magic (no components) using the gem's charge.

A fragile amulet with a thread of silver hair encased in glass. Locals swear it helps one slip past grieving spirits.

Once per long rest, grants the wearer advantage on Stealth checks made to move silently past or through areas haunted by incorporeal entities for 10 minutes. The glass is fragile; a critical hit or major jostling may crack it (DM call).

Maris will reattach loose stones, re-solder a clasp, or re-polish a small piece quickly.

A modest upfront fee to commission a custom piece: keepsakes, lockets, or mourning jewelry.

A carved cameo set in dark resin with faint inclusions resembling bone powder. Often worn by families in the cemetery quarter.

Slightly unsettling to spirits; when displayed openly in a household, may make haunting spirits less likely to linger (flavorful; DM discretion).
Weapons1

A small dagger more ornamental than lethal. The blade is thin and not well balanced but can pierce skin.

No magical properties. Acts as a normal dagger if used as a weapon.
Armor1

A delicate bracelet with tiny silver charms shaped like keys and houses.

Purely decorative; if the wearer performs a brief blessing over it daily, the jeweler claims it provides a small confidence boost (cosmetic or DM-given advantage on one social check per day).
MA

Maris Vale

HumanArtificerLvl 2

Shop Atmosphere

The shop sits on a quiet lane that the town's spirits favor; often a translucent customer sits at the back table sipping nothing from a cup. Maris speaks softly and sometimes answers questions meant for the dead. She will only accept payment in coin or small sentimental items (her motto: 'Some things are worth remembering, some things worth a silver.') During the midnight hour the shop's glass windows fog with faint handprints that map out routes through the cemetery; Maris claims she uses them to source new stones.
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