The Luminous Falaj

Est. 2025 human cleric (anti-evil focus)

The Luminous Falaj

Khadim speaks in soft, rhythmic proverbs and keeps a brass basin of sand in the doorway; customers are invited to press fingertips into the sand and whisper a s...

KH

Shopkeeper

Khadim al-Ru'ya, a human cleric (anti-evil focus) (Lvl 5)

Keeper's Species

human

5 Potions3 Misc2 Weapons2 Armor1 MiscEst. 1.9k gp

Shop Inventory

(13)
Potions5

A small vial of honey-gold liquid. Heals minor wounds and eases fevered sleep. Bears a tiny seam of indigo that pulses once when brewed.

Heal 1 HPHeals HP (standard Cure Light Wounds). Harmless curse: for 1 night after drinking the user dreams of a watchful eye and wakes with faint indigo markings on a fingertip that wash away after a day.

A silver-threaded phial that, when sipped, makes small fortunes feel kinder: +1 morale on a single skill check once within the next hour.

Grants +1 morale bonus on one chosen skill check within 1 hour (GM adjudicates). Harmless curse: receiver's voice becomes slightly echoing for 24 hours, making stealthy whispers harder (-2 Stealth in chatter-heavy situations).

A frosted flask that radiates faint silver light. When uncorked, it grants a shimmer of protection against evil creatures for 10 minutes.

AC +1Functions as a lesser protection effect: +1 deflection equivalent vs. attacks from evil-aligned creatures for 10 minutes. Harmless curse: the drinker’s shadow lags a heartbeat behind them for 24 hours, creating uncanny visuals; allies are slightly unsettled (-1 to one social check).

Amber liquid steeped with desert herbs. Heals minor afflictions like fatigue and small curses.

Functions like Lesser Restoration (removes 1 condition such as fatigue, nausea, or a single small magical debility). Harmless curse: user experiences occasional phantom whispers at dawn for 24 hours (role-play only).

A potent draught bottled beneath a strip of moon-silver cloth. Restores more severe wounds; the price reflects potency and the corresponding haunting.

Heal 2 HPHeals HP (approximate Cure Moderate effect for consumable). Harmless curse: after drinking, the consumer hears a distant lament whenever they stand within natural moonlight, imposing a -1 mood penalty to charm/social rolls for 1 day (harmless but socially noticeable).
Miscellaneous3

A palm-sized vellum scroll inked in red and sable. Unroll to cast Protection from Evil (1st-level) once. Safe to handle by the devout.

Scroll grants standard Protection from Evil (1st-level) when read. Harmless curse: after use, the reader finds their nails tinted faintly saffron for a week, which marks them as 'blessed' to suspicious eyes in some communities.

A scroll that bestows a minor boon: up to three allies gain +1 to attack rolls for 1 minute.

Functions as the Bless spell (level 1). Harmless curse: the user's palms smell faintly of frankincense for 2 days, attracting curious insects in desert nights.

A quick script used to sense lingering evil auras in a small radius. Good for investigating tombs.

Standard Detect Evil (caster level 1). Harmless curse: after use, the user sneezes a sound like distant bells for several minutes, which can give away stealth plans.
Weapons2

A razor-hollowed blade with inlayed brass filigree and a grip wrapped in stitched camel leather. Balanced for swift slashes.

Masterwork: +1 to attack rolls (non-magical). Harmless curse: blade hums softly when darkness gathers; the wielder dreams of a distant watchtower each full moon (no mechanical penalty).

A finely balanced dagger with an ivory pommel etched with anti-evil sigils. Excellent for precise strikes against the wicked.

Masterwork dagger. Harmless curse: the blade leaves a fleeting silver crescent mark on struck evil creatures for an hour that glows faintly in moonlight (purely cosmetic). If used to commit an evil act, the dagger chills the wielder's hand for hours.
Armor2

Flexible armor made of treated leather and small brass studs. Light and breathable for hot climes.

AC +3Standard studded leather: +3 AC to touch defenses accordingly (Pathfinder accounting uses armor bonus 3 + Dex). Harmless curse: armor emits a faint metallic rattle when the wearer sleeps, causing light sleepers nearby to stir.

A moon-grey cloak threaded with silver that repels gloom. Grants a small bonus to resist mental intrusions.

AC +1Grants +1 resistance bonus on saves vs. fear effects for 1 hour after sunrise when worn (continual minor aura). Harmless curse: the wearer occasionally smells old incense (no penalty), and their hair acquires a single streak of silvery dust that won't fully wash out for a week.
Miscellaneous1

A palm-sized stone carved with a guardian sigil. Not a full amulet but wards off small malevolence.

When worn, grants +1 circumstance bonus on Perception checks to notice hidden undead or fiendish marks within 30 feet once per day. Harmless curse: talisman's sigil briefly glows in the presence of lawful evil, embarrassing the wearer by drawing attention.
KH

Khadim al-Ru'ya

humancleric (anti-evil focus)Lvl 5

Shop Atmosphere

Khadim speaks in soft, rhythmic proverbs and keeps a brass basin of sand in the doorway; customers are invited to press fingertips into the sand and whisper a single worry. He plants a gentle 'anti-evil' ritual every evening that makes candles burn a faint indigo; all items sold bear a tiny stitched sigil. He insists curses are 'harmless reminders'—and is oddly proud when a purchase causes the buyer to dream of watchful stars.
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