Tusk and Trunk is a prominent armory located in the bustling city of Seregon, run by two Loxodon brothers, Sinrun and Raken. The armory, a large and spacious building, is designed to accommodate the brothers' massive forms and their intricate craftsmanship. Having been in business for five years, the brothers have made a name for themselves as skilled blacksmiths and traders, offering quality armor to adventurers, mercenaries, and soldiers alike. They do not sell weapons.

Sinrun and Raken are devout worshippers of Bel, the elephant god of order, destiny, and the movement of the stars (See Temple of Bel). Their devotion to Bel has earned them the respect and favor of the Iron Guard, who also venerate the god. This religious connection has fostered a strong relationship with the city's protectors, providing the brothers with an advantage in their trade. However, this advantage has not gone unnoticed by their competitors, who see it as unfair and have likely pressured the Seven Sins to drive the Loxodon brothers out of business.

The armory specializes in forging basic armor, including shields, helmets, and plate mail. While they do not create magical armor themselves, they do stock a few pieces of basic magical armor that have been acquired through trade. Much of their inventory consists of surplus armor marked with the symbols of fallen nations, packed in heavy crates and coated in thick grease to preserve them during long airship voyages to Seregon. These items are kept in a secured vault at the back of the shop, away from prying eyes.

Despite their success, the brothers have had ongoing problems with the Thieves Guild, as they have steadfastly refused to pay protection money. This refusal has led to a series of harassments, culminating in a violent attack on Sinrun in an alleyway that left him hospitalized. The case has drawn the attention of Captain Marieke de Vries, who has taken it upon herself to confront Mandrill, the leader of the Thieves Guild, about the situation.

When not at the armory, Sinrun and Raken tend to keep to themselves, finding solace in their religious practices and the company of their cousin, Banar, who originally paid for their passage to Seregon. Their shop, with its well-organized displays of weaponry and armor, reflects their dedication to their craft and their faith, standing as a testament to the brothers' resilience in the face of adversity.

Magical Armor List

NameRarityEffectPrice (gp)Country of Origin
Tarabian Lightplate of PietyUncommon+1 AC, advantage on Religion checks.1,500Holy State of Lost Tarab
Aberite Chain of ResilienceUncommonGrants resistance to nonmagical slashing damage.2,000Kingdom of Aber
Ithosian Brigandine of DeflectionUncommon+1 AC, once per day cast Shield (reaction).2,500Republic of Ithos
Amphizian ShellplateUncommon+1 AC, advantage on Athletics checks when swimming.1,800Amphizian Empire
Abedunoian Guardian CloakUncommonCounts as +1 Studded Leather; wearer can cast Sanctuary once per day.2,200Kingdom of Abedunoia
Golshamian Desert MailUncommon+1 AC, resistance to fire damage.2,300Satrapy of Golshamia
Steelleaf ArmorUncommon+1 AC, allows casting Pass Without Trace once per day.1,700Republic of Ithos
Aberite Scalemail of ClarityUncommon+1 AC, advantage on saving throws against being frightened.1,900Kingdom of Aber
Tarabian Silk ArmorUncommon+1 AC, grants resistance to radiant damage.2,000Holy State of Lost Tarab
Abedunoian Dragonhide VestUncommon+1 AC, resistance to poison damage.2,400Kingdom of Abedunoia
Ithosian RuneplateRare+1 AC, can cast Magic Missile (2nd level) once per short rest.6,000Republic of Ithos
Amphizian Leviathan ScaleRare+1 AC, resistance to cold damage, grants water breathing.7,000Amphizian Empire
Golshamian WardplateRare+1 AC, resistance to psychic damage.8,000Satrapy of Golshamia
Aberite Armor of the OakRare+2 AC, advantage on Constitution saving throws.10,000Kingdom of Aber
Tarabian Warden PlateRare+1 AC, grants advantage on saving throws against spells.9,000Holy State of Lost Tarab
Abedunoian Mantle of DragonsRare+1 AC, wearer gains resistance to one damage type of their choice (selected at attunement).10,500Kingdom of Abedunoia
Amphizian Empyrean PlateVery Rare+2 AC, resistance to lightning damage, and the wearer can cast Control Water once per day.25,000Amphizian Empire



Reasons to Visit

Top 2 Character Backgrounds Likely to Have Connections to Tusk & Trunk Armory

  1. Soldier

    • Reason: Soldiers rely on high-quality armor for survival and success. Tusk & Trunk’s reputation for craftsmanship and its connection to the Iron Guard make it a trusted destination for military-minded individuals seeking durable and reliable gear.
  2. Artisan

    • Reason: Artisans might seek to collaborate with Sinrun and Raken, learning their blacksmithing techniques or trading materials and designs. The Loxodon brothers’ unique approach to crafting armor and their connection to fallen nations’ surplus would be a point of interest for fellow craftsmen.

Reasons Characters May Visit Tusk & Trunk Armory

  1. Acquiring Durable or Magical Armor for Protection
    Adventurers in need of shields, helmets, or plate mail—whether mundane or magical—would visit the armory for its high-quality offerings. The brothers’ surplus gear from fallen nations offers unique designs and historical flair, making the shop a destination for both practicality and style.

  2. Seeking Aid Against the Thieves Guild
    With Tusk & Trunk embroiled in a feud with the Seven Sins thieves’ guild, characters might assist the Loxodon brothers by investigating harassment incidents or standing against guild enforcers. This could lead to alliances with the brothers or the Iron Guard, and perhaps even a showdown with the infamous Mandrill.

  3. Exploring Cultural and Religious Connections to Bel
    Characters with a reverence for order, destiny, or the stars might find a spiritual connection at Tusk & Trunk. The brothers’ devotion to Bel and their ties to the Temple of Bel make the armory a unique place to discuss faith, forge alliances with like-minded individuals, or gain blessings before venturing into the unknown.