Most of the charms fail to show any outward sign of magic. Unless they have received some amount of divine magic, they are almost entirely useless. A few however, do seem to hold runes on them. Amongst these are a copper ring, advertised as offering protection from the weather; a knuckle bone fashioned into a crude amulet, granting some small degree of power over death; a defaced coin of unknown make, said to bring luck; and a tattered ribbon that apparently prevents the loss of any item it is tied around. However, the vendor refuses to allow closer inspection of the items - an understandable precaution given the prevalence of thieves in the city.
The sibling armourers are much more accepting of the handling of their wares - the huge crossbow slung over the mans shoulder serves as more than an adequate deterrent. On the stalls themselves are a vast array of mundane gear - almost all equipment that requires minimal special expertise is available. A sign on the wall reveals that prices are available on demand, and items may be adjusted for a small fee and a wait - although it is safe to assume the message is aimed at trolls and ogres in the most part.
An enquiry into ranged weaponry and small armours reveals a range of items.
30g Hand crossbow (Short range, easily concealable)
40g Light crossbow (Medium range, small damage bonus, small knockback)
60g Heavy crossbow (Medium range, medium damage bonus, medium knockback)
1g 5 bolts
20g Shortbow (medium range, slightly concealable)
30g Recurve Bow (Medium range, small damage bonus, small knockback, slightly concealable)
35g Longbow (Long range, small damage bonus, small armour penetration, small knockback)
1g 10 arrows
10g Cloth armour (1/3 chance of granting +1D)
30g Leather armour (+1D)
20g Iron bracers (1/12 of +3 D)
On being asked about clothmail, the woman shakes her head sadly.
’Sorry, not here. Clothmail is damn fiddly to make, and neither my brother nor I have the knowledge or the skill to make it. As far as we know we don’t have anyone local who can either, although there may be a stall buried in that mess-’ She nods at the sprawl of the markets
‘- that could give you some, if you have the coin.’ Meanwhile, the Mira sits, surrounded by memories too painful to keep. Few disturb her, and those that do seek only to lay their own ghosts to rest.
(15+1) For Sorrel, these ghosts are only too real. Her order call it the grey, the place between life and death, where the fresh dead lament their own loss. She sees glimpses of this place, vague shapes and images, none clear and most ignorant of her presence. An elf, crushed beneath fallen masonry. A drow, flesh burnt from his bones in flames of unimaginable heat. A dwarf, dagger buried in his back in the ensuing chaos. And another, this one watching a meditating Mira.
Her eyes snap open with a start, but the shrine remains empty. Slowly, ever so slowly, she lets them close again, seeing the walls around her fade to the slightest of shadows, serving only to highlight the figure that sits before her. A dwarf, face aged past the point where years can be distinguished. His skin hair runs both short and long in the dream world, as does his beard, but all in a ghostly grey. The only feature that stays with the memory for longer than an instant is the dwarf’s tattoos - a snake in a murky green, writhing visibly over his face and presumably below. Even as it is watched, it ducks from sight, only to emerge a moment later from behind his other ear. And when the dwarf speaks, the snake seems to also, a strange hissing accompanying his words.
‘Beware the wolf, walker. Its lust for freedom would see burn even the stones themselves.’ The line is delivered without ceremony, in a voice flatter than could be made by a living tongue, that seems to ring both high and low at once. It echoes for a moment, before the snake twists once more from sight, the walls return to reality and the Mira lurches back to wakefulness - her attempts to return to the grey are met by a strange resistance, slowly dissipating to reveal the absence of the strange ghost.
In the mind of the mira, only two memories ring clear - the message, and the snake.