Theurgi Emporium > Arcane Mercantile

Steel Realms

The Theurgi Emporium is a network of arcane merchants mostly in The Merchant Cities of the South with connections in the Vale Evander and some in the Guild of Solars. They have offices in many places in the south, and some even in the largest of the Merchant Cities of the North. It has rumored connections to the elven kingdom of Ynth and mages there. Like most traditions/orders of the occult, they share a common Occult Culture in the Steel Realms. The institution maintains the most common elements of Standard Occult Reliquary of the Steel Realms for members.

Operating Principle(s): “Purveyors of the Mystical for All.”

Competitors/Rivalries/Prohibitions/Decrees

The competition between the institutions of Quizmans Magusterum and Theurgi Emporium stays peaceful and this is closely monitored to prevent violence by the Guild of Solars.

Goods and Services

These are typically limited to , careful ledgers are kept and reported. The materials confound attempts to reverse engineer. Most goods are in sealed containers and last for a couple rounds only when exposed to air; they are guaranteed to last at least a decade if they are not jostled. A “perma-seal” can be affixed to containers to last indefinitely for 40sc.

  • There is no standard policy for “buying in bulk” discount; individual franchises have discretion.

Services

The standard Ryadian Oblis (Identification of Mystical Items and Effects) is provided; There is no limit on this service in terms of frequency/amount, per the occult accord of orders.

Goods


Knowledge/Facts About Theurgi Emporium

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

Rare Knowledge / Very Hard Difficulty

The reality of the operation of the mercantile organization is that it is backed by the Guild of Solars and the Salamanders Guild.

More…

Do not read beyond this point unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will provide relevant information by check or story.

Hidden Knowledge is not available in known references; It is not necessarily Forbidden.

Realm's Aptitude Powers: Divine, Occult, and Psychic