Trail’s End Forging Company

Blacksmithing, Leatherworking and all armory, weapon, and enchantment needs.

Plot 14, 22nd Ward, Empyreum
Balmung

How to Order

All items are tailor made to the individual depending on order and request. If there is something you would like to be made special, just inform us and we will make it to your needs and request.
Click here to fill out an order form.

Enchantment Services

For those wanting more than just a freshly sharp blade to add to their armory, Trails End Forging Company can also go a step further in enchanting commissioned items.Ensei'to employs the art of sygaldry; the use of arcane runes in creating customized spells to the user's preference. Keep in mind this will increase price with higher quality materials needed for better aetheric conductivity, and also time spent creating and chiseling spells into the item.A lighter wallet only ensures the finished product will be the very best it can be.

Wares

Weapons and armor are the smithy's forté, but it's not limited to only that. If it's made of metal and leather, it can be found here.
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Armor:

- Behemoth Leather CoatSkin from a beast of legend, tanned to be even tougher. This coat could just as easily stop a blade as conventional plate armor at a fraction of the weight. With no special enchantments, this coat only boasts the sheer grit mother nature can conjure.
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- Anti-Magic Chainmail

A lightweight shirt of chainmail that can be worn covertly underneath clothing. When an offensive spell is cast in the direction of the wearer, the protective wards within the armor will activate, either completely dispelling, or diminishing the strength of the spell (depending on the potency of the spell cast) by scrambling the harmonic resonances of the aether used in the spell.
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- Aegis Gauntlets
Heavy metal gauntlets crafted of polished metal. The arcane runes inscribed into the plate twist around the forearms in a helix, wording a spell of protection. Any attacks sent to the wearer will trigger the spell when active, stopping the attack -- whether magical or mundane -- dead in its tracks roughly one fulm from the wearer. Beware, this spell draws on the own user's aether and the required aether is proportionate to the immensity of the attack. Don't go expecting to stop meteors with a flick of the wrist.
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- Repelling Breastplate

At first an unassuming piece of plate armor, this chest piece boasts a hidden trick. The enchantment worked into the armor -- when supplied aether from the wearer -- not only stops the blows that hit it, but actively repel them back by redirecting the force, making it easier to knock an enemy off their footing.
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- Warding Masks

These masks come in an array of different sizes, styles, and even animal shapes. Carved from wood and lacquered against the elements, these masks don't act as armor so much in the physical sense. These masks are suited to specific hunters and are warded against the visual-based spells preferred by some voidsent and monsters. Ahriman and other globe-eyed fiends will trouble the wearers of these masks no more.
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- Battering Ram Armor

A full suit of plate armor, effectively turning the wearer into the armor's namesake. Four times as thick as conventional armor, this armor is dense and heavy, but the enchantments within are made to assist the wearer in not just bearing the heavier load, but move in it even faster than mundane armor. Whether breaking down enemy fortifications or holding the line, this suit of armor will make you a walking talking siege weapon. The back of the breastplate contains slots for aether crystals used in sustaining the armor's magic. When depleted, the crystals shatter and will need to be replaced. If three out of the five crystals in the array shatter, the armor becomes dead weight.
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- Ghost Cloak

This cloak, woven of strangely pale threads, isn't so much a piece of protective equipment as an alternative escape. It grants the wearer the uncanny ability to phase through solid objects as if they were never there for the price of a sizeable chunk of their personal aether. Due to the strenuous amount of energies the spell requires to perform, it is not recommended to use this ability multiple times within a given day. Doing so without the requisite aether could result in disastrous consequences.

Weapons

- Hour & MinuteHour & Minute are a pair of clockwork twin blades, though Minute is notably shorter than Hour as they mimic the hands of a clock. Each sword carries a unique enchantment activated at the discretion of the wielder. Minute has the ability to grand haste to its wielder, allowing them to move with uncanny alacrity and speed far enhanced beyond natural ability. Hour, on striking an enemy, has the ability to curse them with slowness. Time moves around the afflicted like molasses, bringing their movements to a crawl. Due to the potent nature of these spells, Hour & Minute are only able to perform these feats once a day, and will need a full twenty-four hours to recharge before capable again.
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- Blink Dagger

A simple dagger with a crystal embedded in its pommel. When a small portion of the users aether is deposited into the gemstone, the dagger gains the ability to blink back into the wielder's hand at will.
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- Voidsbane
This blade has been enchanted for one purpose only, but at this purpose it excels in all aspects. In the presence of voidsent, the enchantment worked into this blade has the power to pull a voidsent's full form into this world and sever its tether to the abyss, condemning the creature to a true and final death upon the Source.
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- Braided Quarterstaff

Made from dense, hard wood, this staff is carved to resemble an intricately woven braid. A metal ring at its center is adorned with a line of runes that, when activated, shrink the staff down to the size of a hair spike for easy holding. The same action is needed to return the staff to its original size.
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- Glassfang Dagger
This thin, translucent dagger is crafted from aetheric crystals appearing like a pane of glass. Its blade carries a pale, milky sheen, and its edge resembles the curved fang of a predator. Though delicate in appearance, it is wickedly sharp - made not to survive a battle, but to leave behind a wound its victim will never forget. When striking with this dagger, the user can cause the blade to shatter inside the wound, leaving razor-sharp magical shards embedded in the target's flesh. When done so, the dagger is destroyed and can not be used until the handle has gathered enough aether to form a new blade. This typically takes up to a day, but will vary on the aetheric density of the surrounding area.
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- Season's Dance

Woven out of wood from an ancient tree deep within the Black Shroud, this curved blade is hard as steel and engraved with beautiful leaves, that change in accordance to the seasons. The wielder of this weapon may, at any time, teleport up to thirty fulms out of an engagement, disappearing in a cloud of leaves and petals of the current season. Carrying this weapon also has the added affect of attracting curious animals and forest spirits. When under the shade of a tree, one might hear the happy clattering of kodamas in the branches overhead.

Odds and Ends

(All drawings done by Tempest Tahnga)

A KazooIt doesnt do anything. It glows and gives a little 'doot'.

Seeing Stone
A small stone that hums when there are fey, void or Nightkin. If peered through any invisible entity becomes clear.

Cold RuneNeed something cooled? Place inside pockets, lunch sacks, or even sew into cloth to let the rune become a cooling element.

Fire RuneFire starter. Much like the Cold Rune, this runing stone comes in its own container because of the heat it releases. It can be placed in the center of kindling to start fires or kept in its container to be a hand warmer.

Pet RocksSometimes it gets lonely, so get a friend to venture with. No food, water or rest necessary. Hours of fun, a good conversation partner and as long as you keep it in your pocket it wont ever leave you.

(Except Zebulot. We dont trust Zebulot in this house, hes shady as fuck.)

Aetherwell Bangles

Runed bangles that absorb excess aether. Perfect for those that are aether sensitive in saturated areas, or for those that need extra aether at variying times. These bangles hold aether over time and can be used to channel the aether that has been stored within them.

Skull Popper

'Iced Blue Raspberry flavored gum. The crystalline structure creates a hardened/firm outside that when bit into has a juicy center that is both chilling but packed with flavor. This items give you the sharpened senses to speak to the undead for as long as the flavor lasts.-Stipulation: The flavor will only half a bell. So be diligent in your questions/conversation that you intend to have.

Side Effects: Blue tongue for a day/hearing voices after for up to forty-eight bells/tinnitus/possession/ some cases some experiences drowsiness, fatigue, and even the inability to sleep after. If you experience an erection please talk to your doctor if it last for over five bells or the inability to walk. '

Bags/Satchels/Belt Pouches

Leather bags of varying sizes; from carrying soul stones to tail bags and belt carries. There are a multitude of leather bags of holding for any need, body type and venture! All bags can be runed upon request.

Trinity

A runed ring set of three bands. The stones can be interchanged to channel aether into a makeshift weapon: Dagger, hatchet or small crossbow.

Aetherlamp

A simple lamp holding a candle within for light. The glass panes of the lamp are inscribed at the edges with lines of runes. When the candle within is lit, the light it gives off is altered through the glass as a pale, ghostly light, illuminating currents and sources of aether -- no matter how thin -- in a roughly fifteen fulm radius around the user as clouds and streams of iridescent mists.