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ID: 1392


March 3, 2008, 4:04 pm

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Mathius's SharpShop


Adventurers love sharp objects: knives, swords, spear tips, arrow heads, and so on. So where do they go to get these items?  A sharpshop, that is where.

A SharpShop is one that sells sharp things. This shop is larger than most, as the forge is in the rear of the courtyard behind the house.  The crotchety neighbors next door complain about the noise constantly, but are happy to use the left over forge heat to bake their goods. 

Most of the wares for sale here are cooking and butchering items. A few are used for WoodSmithing (Carpentry).  These everyday items are what pay the bills. What makes Mathius’s Money is his weapons.

Mathius has a knack for weapons.  He has never produced a bad blade yet. They are expensive and just short of greatworks. But you can find weapons ready made here, while most shops only custom make them.  Here you can find a dozen or so swords of various lengths weights and blade shapes off the rack. His arrow heads are expensive, but highly prized broadpoints.  Weapons are awful stock, hard to make, expensive in terms of material and times, and the people who need them seldom have the cash to get them.  They sit on the rack for quite a while before they are found by the one who should have them.  (When they do sell, they do make a big profit). 

Mathius is a Master MetalSmith. He is getting on in years, developing a bit of a belly, but he is still fit and his mind is as sharp as one of his blades.  He has two apprentices which have become like his sons: Kevinus and Markus. Being nearly of age, they are both Journeymen now, on their way to being full Guild Smiths. Both want to take over the SharpShop. Kevinus is the better business man and a great smith. Markus has Mathius’s knack for blades and wants to cater to adventurers and the local military.

These folks make them, they are not warriors by any stretch.  Mathius and Kevinus are passible hands. Markus fancies himself a "blademaster". He can talk the talk and walk the walk, but he is simply better than average at all bladed weapons.

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Comments ( 4 )
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Voted Strolen
November 7, 2005, 11:56
Just a solid store with enough to make visiting the place more than just another weapons run.

Fun idea about the neighbors using the heat!
January 10, 2007, 10:30
Actually there is a long tradition of that in England. Bakers, having their ovens hot and warm early in the day, have "left over heat", that people use to cook dinner with (so they did not have to buy fuel for their own fire). Forges were used the same way, though not as redily. A family oven was normally butted up against the forge's firebox. Since it was warm and would stay that way, it makes for excellent baking spaces.

Mostly a forge had an adjoining wall to either a tavern or a smith's house. That way, the attached building was kept warm. See Forge in the Forest for a post where I took this to an extreme.
Voted Cheka Man
January 10, 2007, 18:56
I like it.
January 17, 2008, 10:48
I like this because it is "plug and play". It is a sweet simple post that anyone can use without having to rewrite their world (either to add connections or alter the history of the world) to fit it in or rewrite the entire piece (to fit their world).

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       By: ephemeralstability


Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.

There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.

Ideas  ( Locations ) | May 4, 2002 | View | UpVote 0xp

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