Mahti - Weaponeer

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Description

Weapons of Power

Description

Mahti - is a husky dwarf of middle age. He is so ugly that he keeps his face hidden from the world behind a bejeweled golden mask. He is quite an experienced adventurer, and still is interested in an occasional venture, if it is lucrative enough (i.e., if there is the promise of potent magical knowledge to be had at the end of the line). As a party member, and in daily social intercourse, Mahti is highly opinionated and frequently borders on the obnoxious. He is not overly fond of non-dwarves, and has an impressive array of insults for almost every race inhabiting Portal. However, he is fearless when the chips are down, and would carry with him a vast arsenal of mystical power.

Exterior

A large rectangular Brick structure, about 40’ long and 80’ deep. Its walls are very thick. There are small round windows on either side of the heavy oaken door. Behind each is a small velvet-lined case, filled with a diorama of figures in full battle dress, squared off in fighting poses. Every 15 seconds or so the figures shift position, as their flashing weapons exhibit a variety of arcane powers. The whole effect is a very stunning (and sales inducing) visual display.

Interior

The shop is divided by paneling into over a dozen partially open cubicles. In each there are an array of weapons and arms and paraphernalia, all carefully labeled as to their powers (but without marked prices). A number of small metallic, sword-wielding spheres move irregularly through the cubicles. They keep an eye on the proceedings but also provide entertainment, for whenever they cross paths they launch into a mock combat.

In the rear of the shop are two wooden doors. Both are normally barred. The left hand door leads to a weapon testing chamber, which is protected by a limited Null Magic Shield that greatly reduces the power of the enchantments encased in the weapons. The right hand door leads into Mahti’s enchanting chamber, which is filled with magical tomes and paraphernalia (and has a magical charge placed on the door which, if opened by any hand save Mahti’s, cuts loose with an arcane assault that feels like the electrified barbed wire fence, the killer guard dogs, and the pool of piranhas all rolled up into one).

Hours

8:00am - 4:00pm (Evening visits may be arranged by appointment, at least 24 hours in advance.)

Price Range

Costly and Outrageous

Quality

Excellent

Cash Box

Who cares? Enchanters - especially high level enchanters - don’t leave money in places where mortal men can get at it.

Staff

Only Mahti

Customers

A steady stream of fighting men (between 8 and 20 at any one time). About 1/2 to 2/3 of these will be wistfully browsing rather than buying

NPC Encounters

Almost every high level fighter in the city has visited here at one time or another.

Outstanding Items

GM’s discretion - there is much potent magic here, with prices to match.

Purpose / Function

Design

Entries & Exits

Sensory & Appearance

Denizens

Contents & Furnishings

Valuables

Hazards & Traps

Special Properties

Architecture

Alterations

Defences

Environment & Effects

History

Tourism

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Weapons (Shopping)

Owner: Mahti

District: The Dwarrow

Grid (Key) Ref.: B12 (HP)


Alternate Name(s):

Founding Date:

Date of Ruin:

Type: Shop, Generic

Parent Location:

The Dwarrow

Connected Rooms:

Ruler/Owner: Mahti

Owner Rank:

Additional Ruler/Owner(s):

Owning Organization:

Organizations Contesting Ownership:

Included Vehicle: n/a


World Anvil Metadata

Id: 5923738d-5710-42fd-a0d7-1cca5845d846

Entity Type: Article / landmark

Category: Places: The Dwarrow

Tags: fcoh,the-dwarrow-location,cat-shop,type-weapons,armorers-guild-location,weapons

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