Celestial Makers

Those who use celestial or popular magic to create objects.

Bambofabbro

Type: Dollmaker

Bambofabbri are dollmakers who create special magical dolls to protect children. They gain this magic by drawing from their familial or protective love.

Most bambofabbri are a family tradition in small communities or families trying to get by in the imperial world. They make their dolls from scraps of cloth, leather, and other odds and ends, button eyes and carved wood and a little paint. Most bambofabbri learn the magic of the dolls as children, as they get the dolls as presents from adults who have enchanted them, but as they grow, the dolls stop working eventually, but the love never fades. They take love and protective feeling and channel it into making dolls for the next generation.

To make the dolls, called bambibamboli, they must be someone who has the best interests of their family (found or blood) and children at heart, and they must never harm a child. They must be accepted as part of a family of some kind, and they must not be abusive toward anyone. And they must make the doll with intention. They must know how to channel the magic of their love into it, which is a magic they gain via blood ritual when they are accepted into the family they are protecting. If they are accepted and practice their craft, they will be able to sense love palpably between themselves and their family, and they will be able to mark the dolls with the magic.

There are many kinds of dolls they can make:
  • Blood doll: a doll that protects from infernal powers
  • Baby doll: a doll that protects infants and toddlers up to 30 months
  • Sleeping doll: a doll that helps a child get rest
  • Precious doll: a doll that protects from emotional trauma
  • Stury doll: a doll that protects from physical injury
  • Recovery doll: a doll that aids in recovering from illness or injury
  • Sweet doll: a doll that protects from disease or poison
  • Stuffed animal: a doll that protects from animal attacks
  • Dress up doll: a doll that protects from dirt and mud
  • Angel doll: a doll that protects from soul damage
  • Silly doll: a doll that protects from mental attacks
These dolls only work for children up to the age of maturity (ranging from 18 to 25, depending on the culture, but never less than 18, even if the culture says otherwise). Bambofabbri cannot and do not make these dolls for imperials of any kind.

PRO -1 ATH / STR / AWA +2 WIL +2 PRS +1 STH /

Benefactator

Type: Artisan

An artisan who makes inventions for the greater good.

Benefactators are skilled inventors and artisans who create machines that can help the people in their community. They are empowered by innovation, curiosity, and enthusiasm. Though they study mundane engineering, mechanics, devices, and building, they tap into a magical form of creation as well. The sources for a benefactator’s magic are their devotion to making devices that help the people, their curiosity into how things work, and their enthusiasm for their work. They can pull from any of these for their magic, but the best benefactators balance all three.

In order to tap into their devotion to helping the people with their devices, they must first make devices to help the people. The most potent are new inventions that meet the people's needs, but building any device for the people works. After they have built a device with this intention and purpose, they must provide it to those who might need it, freely, and make sure they know how to and have the resources to use it. This simple act will generate some energy they may tap into, but they must sense it first (a roll of AWA against an initial difficulty of 14 if they are aware the potential for the energy exists, vs. 20 if not). Then they must build a device that can interact with it, using special materials that are hard to find. These are usually provided by a mentor or teacher or acquired via a quest or through doing other good works. The difficulty on making such a device is a 14.

In order to tap into their curiosity, they must first indulge it by seeking knowledge or experiences that are not harmful to the world. This just means they can't seek out an experience like serial murder or learn about necromancy, to name two examples. As they follow their curiosity, they must not let it waver, but instead, let it continue to grow as they learn. Similarly, they tap into their enthusiasm simply by following it and using it to do their work. If they lose enthusiasm for their work, they weaken. If they stop being curious, they weaken.

Curiosity can be weakened by boredom, contentment, or rote. In order to maintain it, they must change things up occasionally. However, enthusiasm may be dampened by distraction, so changing things up may risk enthusiasm (for their targeted work). Thus, they must find a balance, maintaining focus on their work while engaging with it in different ways as they go. This translates into a roll of AWA to maintain the balance and WIL to maintain focus.

If they do this, they gain bonuses to their work, going from +1 at the start to +9 at their peak over the course of a single work. Failed rolls will lower that bonus; successful rolls will build it. Since their primary work is counterfeiting currency or objects, this is where their enthusiasm and curiosity and innovation must lead for it to work. Other paths will weaken them.

Benefactators craft anything that is needed by or good for their community, so long as it is not given to or wielded by oppressors, exploiters, abusers, slavers, impoverishers, imprisoners, indenturers, or other evil people. They are, as such, criminalized in imperial lands.

PRO +2 ATH +1 STR +1 AWA +3 WIL +1 PRS -1 STH -1


Copertinian

Type: Cobbler

Copertinians are cobblers who repair and craft shoes that bring immense comfort to those who wear them. They work out of their homes, which gives them the magic they use.

To draw magic fom their homes, copertinians must keep a comfortable and welcoming home, obey the laws of hospitality, and do not harm and allow no harm within their home - at least, none to an innocent or fellow oppressed, exploited, or abused person. They may engage in self-defense or the defense of another, especially against oppression, exploitation, or abuse. Their home must be a haven, and their workshop within the home must be kept neat and clean, well ordered and comfortable for use.

The materials and tools they use must not be infernal, are they are best if they are celestial, unaligned, or mundane. To learn their craft, they need a mentor or teacher who will show them how to repair and make shoes as well as how to tap into their magic. This takes many years to learn, and once they do, they must remain aligned to it by following the above guidelines. The trick to drawing from their magic is to feel the potency of the home's magic, perform ritual cleanings of the home, sleep in the home at least once a week (preferably every night), and make offerings to the spirits of the home, either in the hearth or in a doorway. And then they must make their tools from materials of the home - wood from the beams, metal from the nails, etc. Once they have done this, they can alter (repair) shoes in the following ways:
  • Comfortable soles: soles made so comfortable the feet do not tire while wearing them, giving bonuses to endurance.
  • Returning shoes: shoes made that allow one to magically return home a certain number of times.
  • Self-tying laces: shoes with laces that tie themselves, preventing tripping, teaching people to tie them (good for children), and securing the shoes from theft or loss while worn.
  • Immovable feet: shoes that, when positioned correctly in a stance, make it nearly impossible to move or knock over the wearer.
  • Soothing fit: shoes that are designed to fit so perfectly they provide actual emotional soothing to the wearer.
  • House shoes: comfortable shoes to be worn around the home that enhance the home's magical protections.
  • Sanctuary shoes: shoes that provide the magical protection of home to the wearer no matter where they are.
Copertinians can imbue magic into any part of the footwear that they work on, and the player can pitch ideas to the GM based around the concepts of comfort, home, safety, hospitality, sanctuary, and relief.

PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS / STH /

Dubsar

Type: Writer

Dubsars are writers who are magically fueled by their love of love itself, which they embody as the Beloved Divine, and the love returned. They believe that the Divine lives in the hearts of all mortals, and that from their hearts was born the Beloved Divine, Hili Kar, a goddess of perfect love, and they write florid prose in her honor.

Dubsars infuse their words with their own love for the Beloved Divine, and She returns that love, empowering them, creating a perfect cycle of love that empowers them. To do this, first, they must be taught the love of the Beloved Divine. This is not a common religion - it is forbidden by imperial law - and those who follow it hide their faith. They rely on dubsars to record their faith in secret as well, and to be trained as one requires indepth knowledge of the faith. They often work with sursaseds. They learn for years, studying in secret, the ancient words of love, the magical process of externalizing their feelings, and coming to a deep understanding of their own emotions.

Once they have done this enough, they have a sensation of profound love in their hearts as they are filled with the agape of Hili Kar. From this moment on, they can draw upon it to write words of love. They gain the following abilities:
  • Word of the Beloved: dubsars can channel the Divine Word of the Beloved into their writing directly and write holy words that have palpable celestial energy. These can be read aloud only by those who are loving people and unleash the full power of their love.
  • Sapphire ink: their love turned into actual blue ink, giving them bonuses to write anything involving love.
  • Loving prose: prose so rich and beautiful, empowered by their mortal love for the Beloved Divine, that those who read it feel the love and want to love others.
  • Encoded hearts: the emotions of the dubsar infused into the page such that only those they love may read it, but those they love can read it even if they cannot read the language it is in or at all.
  • Empassioned story: the dubsar can draw from their own mortal love for the Beloved Divine to stay awake writing for up to a week.
Their writing can have intention to it, having a magical effect on those who read it, ranging from filling them with love, making them think of those they love, to protecting them with love, but it cannot make them feel love for someone nonconsensually. They cannot charm or seduce with it. They simply work with the love that is there or infuse a generalized emotion into someone.

PRO -1 ATH -1 STR -1 AWA +2 WIL +1 PRS +3 STH /

Freeprinter

Type: Printer

A printer of liberatory literature. While they can print mundane things, they can create magical printed pieces empowered by acts of resistance. They resist tyranny by printing literature that spreads anti-tyrannical ideas, and that act of resistance generates magical power.

Use of this magic is something that requires preparation and quick reaction, as one must be aware of when it has been generated and act quickly and in unison with others in order to use it. This starts with an act of defiance against an oppressor, usually a printed piece. This piece, if shared with others, will inspire them, and thus, a tiny amount of energy will be born. Anyone can be the spark of defiance. But only the freeprinter can wield it. Someone who feels inspired by an act of resistance has the potential to become a freeprinter if they have the skills, but only if they understand what they are feeling, why, and how to wield it. It requires that they act on the inspiration, on the force of liberation, and continue the act of defiance. If they and others act in unison, enough power might be generated to be useful. A freeprinter will then be able to act, if they have been taught how to wield such power.

Placing their hands on their breast, they may draw forth that power and channel it into their printing press. To channel this power from their hearts, they must act in unison with the others engaged in resistance, though only one of them needs to know what they are doing (and thus be a freeprinter). Hands over heart, pushed forward, clasped, concentrating, unwavering in devotion to liberation, and acting all at once, they may draw out fulvous sparks of magic. If they are near their press, they will then be able to place the spark on the press to empower it.

Once the press is empowered, it may be used for further acts of resistance. As resistance continues, more liberation power will build up, eventually allowing the printed pieces to self-replicate and have other effects:
  • Inflammatory pamphlet: a pamphlet that instills righteous outrage, inspiring the reader to act against tyranny.
  • Declaratory pamphlet: a pamphlet that can be read by those who can’t read.
  • Instructional pamphlet: a pamphlet that teaches the reader something, often used to teach people to read, to organize a union, or to free-print.
  • Uplifting pamphlet: a pamphlet that gives hope to the reader, giving them a bonus to their next act of resistance.
  • Clandestine pamphlet: a pamphlet of anti-tyrannical materials that hides itself from agents of tyranny.
  • Coordinating pamphlet: a pamphlet that self-replicates to anyone in the revolutionary grouping to give them specific instructions or information for the cause.
  • Revolutionary pamphlet: a pamphlet that inspires revolutionary action.

Given that they can only use their powers to oppose imperials, they are of course criminalized in the region.

PRO +1 ATH +1 STR +2 AWA +2 WIL +1 PRS +1 STH +1


Giocottore

Type: Toymaker

Giocottori are those who make toys filled with joy. They do this by feeling and sharing joy, heightening it, being aware of it, and then gathering it to use.

Giocottori spend years learning to make toys and sense joy. To generate it. To share it. To spread it. But to wield it, they must undergo a special ritual in which they and other giocottori or novices share their woes and worries, learn to understand those problems, and help one another solve at least some of them. Once this is done, they return to the circle and share again, this time sharing joys and good things, understanding them, and then taking those with them to sleep on and dream about. In their dreams, they learn to see the emotions of joy, happiness, delight, and other similar feelings as lavender light. From then on, they can turn on and off the ability to see these emotions.

Once they can see them, they must learn to gather them. They do this by talking with those that feel joy, enhancing the joy (with a comment, a joke, a compliment, an observation, etc.), and then a simple smile to the person. This smile lets the magic linger, and when the person is gone, the giocottore puts the magic in a little jar or other container. Later, they take it out and use it as they craft toys.

The toys they make are almost always for children, and they are usually personally crafted with a specific person in mind. And they can have any of the following properties:
  • Abiding joy: a toy which imbues those who play with it with pure joy for a period of time.
  • Sheer delight: a toy with small surprises that cause bursts of delight, giving AWA bonuses.
  • Resilient heart: a toy that protects the user from emotional harm.
  • Happy smiles: a toy that evokes smiles and adds to the user's PRS.
  • Euphoric protection: a toy that protects from infernal energies.
  • Mirthful aura: a toy that gives multiple people a period of mirth.
  • Song of merriment: a toy that plays a little song that causes a small party to break out.
  • Exhilirating action: a toy that acts on its own, exciting those who play with it, giving them PRO or ATH bonuses.
These toys are designed to protect and support children in a difficult world. They are always freely given.

PRO +1 ATH / STR +1 AWA +1 WIL / PRS +2 STH /

Homeswright

Type: Builder

A user of the magic of hearth and home who crafts house or even whole towns and imbues their work with that magic.

One's home may be anything from a mat on the ground to a sprawling town. One must identify it as their home subconsciously. Whether this is yearning to be there when times are hard, feeling safe there, or simply wanting to be there when you sleep, it is home. Any home can generate hearth magic, but the most potent hearth magic is generated when the four qualities of home that are met:
  • Sanctuary: a home may not be truly safe, but one must feel safer there than elsewhere.
  • Comfort: a home must bring one comfort when one is there.
  • Identity: a home must feel part of oneself. This can be as simple as an association with one's personal space or as much as a part of the person's culture or personal self-identification.
  • Control: a home must be at least in part under one's control. This could be as simple as their ability to choose where to lie their head or in what decor to use or as much as full ownership.
A home with a literal hearth gains a bonus to all magic here listed.

If one has lost their home because of eviction, foreclosure, or violence, because of a pogrom or because of running away, or even if they have a "home" but it is unsafe, out of their control, or otherwise not connected to them, they may take a token of one or all four of the above-mentioned qualities to a new place to rebuild. If someone is cast out of their home or made unsafe or uncomfortable within their home, they can use crafts they have made to reclaim the home. This is especially effective at driving out abusers, rejecting landlords, and dispelling hauntings.

Once a place is created where hearth magic can develop, the hearth magic can be invoked and grown by the crafting of objects that connect the home to the crafter. If the crafting is done within the home or in close proximity, it will work better, but so long as the objects are eventually stored within the home, they will draw the hearth magic to them.

Crafting and displaying objects in the home will provide different protections to the home:
  • Protection from disasters: a horseshoe of finely crafted steel or quickiron hung above the doorframe will keep out misfortune (and unwanted fey).
  • Protection from attack: an ornament of feathers, usually a wooden ring adorned with them, will make the walls stronger and resistant to attacks that seek to damage the structure of the home, if hung on the windows.
  • Protection from fire: a wooden doll hung over the hearth will protect the house from catching on fire.
  • Protection from internal violence: a collection of shells of any kind, sorted into a pattern significant to the owner, will protect the home from domestic violence, rejecting those who engage in it and shielding those subject to it.
  • Protection from disease or infestation: a homemade poultice made of local moss or grass, dirt, and well water smeared upon the baseboards of the home will help keep out disease or vermin.
  • Protection from pollution: a coat of paint made with taupe paint and applied with a feather brush will help keep out smog, toxic water, mold, or other pollutants.
  • Protection from invasion: the tooth of a beast of local significance or a nurse shark nailed into the kitchen floor of the home will prevent home invasions of any kind.
  • Protection from theft: a steel or quickiron nail wedged into the door to the master bedroom will prevent thefts or burglaries within the home.
  • Protection from eviction: a snakestone amulet kept in a special safe or box within the home will keep the tenants from being evicted.
  • Protection from infernal magic: a soapstone ring carved with water will keep the infernal energies out of the home if the placing of the ring is preceded by a cleansing ritual.
If a home does not have an abovementioned feature (windows, doors, hearths, etc.), any equivalent, similar, or convenient feature can be used. If the person who created the crafts violates the protections, the protections will break and fail.

A home will produce more hearth magic and be better protected if it is cleansed ritually of unwelcome energies. There are various forms of cleansing rituals, ranging from burning white sage to literally cleaning the home, but the most potent is a combination of cleaning, blood letting (to expel bad feelings and thoughts), and repositioning of crafts.

Sometimes the home is afflicted despite protections or before protections can be placed. In these cases, a ritual of banishment is necessary. Banishment is a much more potent form of a cleansing ritual, involving four steps:
  • Cleaning the home.
  • Crafting - making a new craft.
  • Sealing the target - symbolically locking a room or box or something else very tightly, or possibly burying something.
  • Releasing the target - naming the target aloud and demanding its departure.
This will often require a conflict of wills. If the ritual has been done correctly, the caster's will will receive significant bonuses.

PRO -1 ATH / STR +2 AWA +1 WIL +2 PRS +2 STH -2

Lapidarist

Type: Jeweller

A jeweller who makes jewels that contain celestial emotions.

A lapidarist uses jewels of dumaqu, a crystallized form of radiant emotion. Lapidarists generate the jewels from their own hearts, literally and metaphorically. When they are feeling a celestial emotion, they can focus on it and store it, then act upon it when it has reached a certain point to manifest a blue jewel. The act must be sincere and profound. To capture and wield it, they must learn how via trial and error, guided by a mentor or teacher, and by seeking out specific emotional experiences to empower themselves.

They learned to cut the jewels to unlock different powers. A lapidarist is someone who intentionally creates, cuts, and uses these jewels to help others.

Dumaqu jewels are beautiful, glowing blue, often thought to be magical sapphires. Jewels have nine facets. Each facet exudes a different hue of blue light when any kind of light is shone through it. If it is held in shadow, it resonates with the shadow in a different shade of violet. If cut, the jewel breaks into nine pieces, each one representing the different facets. If kept whole and used whole, they exude pure celestial emotion.

The simplest way to use a jewel is to shine light directly through it. The light that comes out will drain the jewel and instill love of some kind into those that see it. One may also hold the jewel in darkness and let the darkness absorb the dumaqu. The object that is occluding the light will then very briefly contain the power of the jewel. If a jewel is placed into a box, for example, then darkness inside the box will take in the energy. If multiple jewels are put in, it will absorb the energy of all the jewels. Darkness creates what are essentially batteries to be drawn from. Shining light through the jewels uses the power of the jewels up quickly.

The emotions they can store and be empowered by include the following:

EmotionSorted ascending Effect
Aspiration +3 to any action done in pursuit of a specific listed passion motivation.
Awe stunning awesome aura.
Bravery +3 to any action against an opponent 6 or more above your skill, stat, power, or ability.
Calm calming touch.
Comfort comforting aura.
Compassion healing touch.
Confidence take high die on any action for a skill, ability, power, or stat of score 9 or above, or for learning to use a skill below 9.
Contentment +3 to resist being coerced.
Critical skepticism +3 to resist deception.
Curiosity +3 to perception.
Delight +1 to every ally nearby you for one of their base stats.
Enthusiasm +3 to a specific pursuit listed in passion motivations.
Faith +3 to faith.
Generosity any mundane necessity shared (not including money) will not run out if shared sincerely and shared to those in need.
Gratitude sense where target of gratitude is.
Grief grief from love, specifically. Empowers actions based on a relationship motivation.
Happiness +3 PRS.
Honor high die once someone engages in dishonorable behavior against you.
Hope roll a d100 when in dire situations to see if a miracle occurs.
Inspiration +3 to one artistic skill.
Joy spread joy through a smile.
Love in all its forms varies by form of love. Consult the GM.
Loyalty bonding to those to whom they are loyal; only works if they are loyal to a non-imperial figure, concept, or organization.
Outrage +3 to react to injustice.
Passion +3 to a specific pursuit listed in passion motivations.
Relief soothing touch.
Serenity calming aura.
Sorrow good sorrow, sorrow from love, not condescending pity or depressive sorrow. Grants protection from depression.
Surprise +3 STH.
Trust empowers based on a relationship motivation.
Wonder bonus to learning a new lore.
The above listed are the potent celestial abilities created by the emotion. Each of these emotions has other effects and powers. The most basic effect is to spread that specific emotion. It can amplify, sense, direct, and influence these emotions as well, but other effects are possible. Other emotions may also provide fuel. Consult the GM.

Jewels may be cut, shaped, set in jewelry or clothing, used in art, crushed to be consumed, or otherwise used as mundane jewels might be, and this might affect what magic is caused by them.

PRO +1 ATH / STR -2 AWA +1 WIL +1 PRS +4 STH -1


Macarian

Type: Gamemaker

A maker of games that bring deep delight.

A macaron creates magical games. They learn to do this either from a mentor or teacher or from finding their own joy, happiness, delight, or optimism too much to handle and channeling it into their games. Most macarians have to be someone who is irrepressibly cheerful, though it is possible if they are not. They learn to wield their own emotions because they are too intense to contain, too potent to keep within their own bodies, sometimes storing them in a blue dumaqu jewel. They spill out constantly as emotional resonance, but the macarians are able to gather them and infuse them into their crafts.

To wield them, the macarian must become aware of their own emotional resonance, which is easier if they are feeling intense delight, happiness, or joy, especially shared happiness, delight, or joy. This happiness, delight, or joy must not stem from harm to others or from exploitation, oppression, abuse, etc. Once they are aware of it - usually because their mentor showed them or because it was so intense none could not see it - they can learn to wield it through breathing exercises and expressing it via art. As they do this, eventually, their expression of the emotions will manifest in the games they create. Once it is potent enough, they can create street art that affects the oppressed, exploited, abused, enslaved, imprisoned, etc., giving them delights, especially in difficult times.

The games are always full of small, special surprises, often designed for a specific person. Sometimes they are puzzles, sometimes they are board games, sometimes they are toy games. Many are mechanical. The form they take is up to player and GM. Common effects include the following:

  • Fascination: a puzzle or device fascinates a target, drawing their entire focus and forcing them to do nothing else until they solve it.

  • Surprising noise: a puzzle or toy does something unexpected, creating a surprising sound that draws attention from everyone within a 20’ radius.

  • Delightful turn: a puzzle, toy, or game changes in a way that brings delight to all allies, shaking them out of any negative emotional affects.

  • Confetti burst: a burst of confetti gives everyone low die on to-hit rolls for the next round.

  • Colorful device: a device of many colors moves on its own within a 30’ radius, zapping, buzzing, or shocking anyone who tries to grab it, drawing their attention for up to three rounds.

  • Lavender light: a soft light glows from a toy, illuminating a 10’ radius and revealing any magical emotional effects.

  • Joyous song: a toy or game plays a happy song that everyone must sing along to, giving them +3 WIL or PRS against negative emotional effects. If they do not willingly sing along, they become trapped in the song if they fail a WIL roll and unable to act until they succeed or the song is ended.

  • Satisfying pop: a toy or game makes a satisfying popping sound when you succeed in solving one of its puzzles, giving you +3 to your lowest base stat for a round.

Other strange magical effects may be possible if the player can come up with the right toys and games to suit them, but they must be around the theme of delight and happiness. Consult the GM.

PRO +1 ATH / STR -1 AWA +2 WIL +1 PRS +2 STH +1


Orofila

Type: Spinner

Those who can spin magical threads out of anything. They are legendarily said to spin straw into gold to protect themselves from exploitative, abusive men, but their magic is far more than that.

Orofile draw their magic from their resistance to patriarchy. Most are women or non-men, though men who resist patriarchy can tap into this magic as well. The secrets of this magic is passed on either via families or from one person in need to another. It is a magic used to protect oneself from cruelty and unreasonable demands of patriarchal powers. One cannot be aligned with patriarchal, imperial powers if one wishes to use it.

First one must be trained for many years in understanding patriarchy, oppression, and power, as well as spinning, and one must be attuned to their ancestry (literal or metaphorical), studying histories of resistance, and knowing whom to seek in the ancestry. They then are given a pile of materials that should not be spinnable into fabric - straw is classic, but sometimes it is leaves, water, or some other improbable thing. The orofila is given from dusk to sunrise to spin it into usable fabric. They begin with actual fabric spinning (from wool) for the first hour, focusing and almost meditating on their ancestry. If they are deemed worthy, they will feel hands over their own guiding them, and the unspinnable material will be spun, turned into yarn strands that represent the chain of their ancestry. The orofila will then tie the strands about their body as the sunrises, and the strands will glow, being absorbed into them.

From then on, they will be able to draw from the magic of resistance to patriarchy, sometimes called aemoa, to spin certain materials into magical yarns:
  • Straw: straw can be spun into golden yarn that is resistant to infernal magic.
  • Leaves: leaves can be spun into turquoise yarn that protects people from abusive violence.
  • Water: water can be spun into silver yarn that cleans easily and cannot be corrupted.
  • Fire: fire can be spun into red yarn that enhances emotions and makes it easier to understand oneself.
  • Shadow: shadow can be spun into black yarn that hides one from the eyes of those who mean them harm.
  • Candle light: candle light can be spun into white yarn that reveals insights and truths.
  • Flower petals: flower petals can be spun into green yarn that restores health and energy.
  • Iron: iron can be spun into metallic yarn that is a celestial armor.
  • Ash: ash can be spun into orange yarn that is empowered by defiance, resistance, and determination against oppression.
  • Smoke: smoke can be spun into grey yarn that defies exploitation and makes work easier.
  • Wool: wool can be spun into mundane yarn.
Other things can be spun as well. Anything spun will be used up - shadows will no longer be cast, candles no longer burn, etc. if they are used in spinning.

Most orafile are seen as witches and killed by imperials if they are found out.

PRO +1 ATH / STR / AWA +2 WIL +2 PRS +1 STH /

Pazienzore

Type: Bottler

Pazienzori bottle up patience. They do this by embodying patience and drawing magical power from it. Embodying a virtue means living it as closely as possible. They live this virtue day in and day out, rarely if ever erring, and using that near perfection to generate magical power. Their conscious choice to be patient is the source of their magic.

To embody patience, one must never act in frustration, impatience, or anger while waiting for something that is not urgent. This does not mean being a pushover or suffering in an emergency, but rather, not demadning of others that which they cannot provide, not stressing or resenting tardiness when it is not important, and not letting imperial schedules run one's life. Patience is a very complicated virtue, as it is not as simple as just waiting - it is as much about knowing what is worth waiting for and what requires action.

One who lives this virtue for years with intention will begin to notice as it manifests magically. In the meantime, they learn to make bottles and perfect the art of filling them with efficiency. Eventually, can sense the patience as it manifests magically, and they learn how to capture it, usually with special glass. They gather it in their bottles, and they learn how to alter it therein to give to others, with different effects:

  • Pure patience: drinking this gives the drinker patience, and the longer they wait, the more calm they become, giving bonuses to PRS, WIL, or AWA (player's choice).
  • Unrequited yearning: drinking this makes it easier to wait for something that will not be returned, something that will never come, relieving the trauma of yearning.
  • Water of efficiency: drinking this gives bonuses to AWA when trying to do a task in the most efficient but not deleterious way possible.
  • Waiting drops: a few simple drops to help waiting - this has many uses, but in combat, it gives bonuses when one holds their action.
  • Reducing liquor: drinking this alleviates existing impatience and frustration, giving bonuses to AWA or PRS to solve the problem.
Pazienzori cannot sell these - if they are sold, the magic is lost. Instead, they may only give them away, and then only to those who are oppressed, exploited, or abused. It is more effective for beings who wield or are celestial in nature, but fey and unaligned beings can use this as well. Infernal beings can use it, but it might harm some of them.

PRO +1 ATH / STR -1 AWA +1 WIL +3 PRS / STH /

Prismapitt

Type: Painter

Prismapitti are painters who channel the magic of the rainbow into their work. They gain this magic via powerful dreams of the rainbow serpent, which allows them to empower others with their art.

Prismapitti begin to dream of the rainbow serpent after years of work learning about celestial light, learning to paint, and spending time uplifting and helping others, especially if they help others help themselves. Some learn from mentors or teachers, but many just learn from their dreams directly. Their dreams of the rainbow serpent often come with tests to see if they are worthy - if they are truly kind and helpful people, if they are not abusive, oppressive, or exploitative, and if they are willing to devote their lives to helping others. If they are, they begin to develop magical abilities based on what colors they use in painting:
  • Scarlet paint: scarlet makes the painting shine an intense, hot flaming red and give those who are moved by it courage.
  • Fulvous paint: fulvous makes the painting spark with orange electricity; it gives those who are moved by it defiance.
  • Saffron paint: saffron makes the painting ripple with a yellow air; it gives those who are moved by it wisdom.
  • Emerald paint: emerald makes the painting thrum wtih an green trill; it gives those who are moved by it harmony with those around them.
  • Sapphire paint: sapphire makes the painting resonate with blue solidity; it gives those who are moved by it a sense of being loved.
  • Lavender paint: lavender makes the painting flow with purple fluidity; it gives those who are moved by it deep joy.
  • Ebon paint: ebon makes the painting dark with shadow; it gives those who are moved by it hope.
  • Crystal paint: crystal makes the painting white with light; it inspires those who are moved by it.
  • Rainbow paint: rainbow (all seven colors blurred together) gives those who see it dreams of celestial powr.
Certain materials in their paints may heighten their abilities. Most canvases cannot hold more than two magical paints at once, but special canvases can. The prismapitt describes what they wish to paint, picks up to two magical paints to use along side mundane ones, and then rolls their painting skill. The better they paint it, the more people can be affected by it.

PRO +1 ATH / STR +1 AWA +3 WIL +1 PRS +1 STH -1


Sartorist

Type: Clothier

A tailor of protective clothing. Sartorists use celestial fabrics, but to do so, they must learn the special methods required to work them.

To sew, shape, or tailor celestial fabrics, a sartorius must learn how to work mundane fabrics first. Then, they must prove themselves worthy of working with celestial fabrics. To do this, they must not be a compliant or willing servant of imperial or infernal powers, must not be an abuser, exploiter, oppressor, slaver, imprisoner, impoverisher, indentured, or otherwise evil, and must atone for any previous actions in service to or that caused such. Though it is nearly impossible not to engage in labor for the powers-that-be, sartorists must minimize it and make atonement for it if they do, even to survive. This is often a continual process and one which affects their ability to do their work.

Once they are found worthy, usually via a ceremonial interaction with celestial fabrics, they are trained by a mentor or teacher to use the fabrics, what they are best for, how to sew them, and what kinds of magical effects they have.

The chart below shows different kinds of celestial fabrics, what effects they have, what they are best used for, and how to find them. The shirt score is how much a shirt’s defense rating would be if somehow made from the fabric - not all of these fabrics can actually be effectively turned into a shirt. It’s just for reference. Sewing time is based on time to forge a medium-sized shirt.

Sartorists will start with five pieces of unused fabric of their choice from any fabrics +6/+6 or lower in (maximum) power.

Toughness cannot go below character's base STR/toughness.

Fabric Type Basic armor score Effect Time to create Description
Angelfeather Feather +5/+5 Protection from infernal 6 days Feathers from celestial beings
Avoo Silk +13/+13 Protection from infernal 13 days Fabric woven in the Celestial Realms
Celeste lamb wool Wool -4/-4 Protection from infernal 6 hours Wool from blue lambs who can restore someone's soul
Celestial cottontail fur Fur -6/-6 Emotional soothing 8 hours Rabbits in the Celestial Realm
Chromium cotton Cotton +1/+1 Instills wonder Cotton that shines like chrome Shiny, metallic cotton
Cleverwool Wool -2/-2 +3 mechanic skill 1 hour Wool from the clevergoat
Corundumweave Weave +7/+7 Empowered by virtues, +3 max 6 days Weave made from corundum thread
Crystal squirrel fur Fur -4/-4 Inspires 1 hour Clear shiny fur
Crystalweave Weave +1/+1 +3 art skill 1 hour Fabric made from crystal threads
Darksky velvet Velvet -2/-2 Good luck 7 minutes to 77 days Dark navy blue velvet
Dumaqu silk Silk +9/+9 Makes you beautiful 9 days Silk made from dumaqu jewels
Ebon velvet Velvet -3/-3 Roll 1d100 to see if a miracle occurs, if it does, velvet dissolves 9 days Blackest black velvet
Echinemon fur Fur -2/-2 +3 vs opponents 6 or more higher 7 days Fur of a dragon-killing mongoose
Fairwing feather Feather +2/+2 Equalizing 4 days Feathers of a massive bird that fights inequality
Hadb Lace -5/-5 +3 ATH 1 day if graceful, 11 days if not Lace that moves with your body magically
Humblecloth Hemp -3/-3 Empowered by humility, max +3 1 day Hemp grown by the poorest farmers
Jiyisi Silk +2/+2 Ancestral connection 1 day with guidance, 9 days without Silk made from ancient silk spun from the threads of ancestry
Keythong feather Hide +2/+2 Soul-strengthening 7 days From a griffin with a single horn
Kindsheep wool Wool -3/-3 Empowered by kindness, max +3 3 days Sheep herded by shepherds of kindness
Konrul feather Feather +5/+5 Empowering and fiery 9 days Firebird feathers
Lasthope shadow Shadow 0/0 Hides wearer from infernal shadow made into fabric Unknown Found in the darkest moments
Lavender muslin Muslin -4/-4 Makes you happier, resist infernal emotional attacks 6 hours Muslin made with euphoric magic
Loversweave Weave -2/-2 Empowered by romantic acts 9 hours Woven of threads of red string between lovers
Measured hemp Hemp -1/-1 Nourishing 4 hours Hemp harvested with the good harvest
Musimon wool Wool -1/-1 Protects family 4 hours Half-sheep, half-goat
Nineblue satin Satin -6/-6 Empowered by emotion, max +9 9 hours Satin made from nine emotional threads
Nymphish satin Satin -5/-5 Empowered by desire, max +3 9 hours Satin made by nymphs with special magic
Opal velvet Velvet -7/-7 Heals wounds 10 days Velvet made with taala blood
Parandrus wool Wool -1/-1 Comfortable to work in 10 days without help, 1 day with Wool from a shapeshifting beast
Puresoft linen Linen -6/-6 Cleanses easier 1 hour Linen made via magical cleansing rituals
Rainbow serpentscale Scale +9/+9 Empowering 9 days Scales given freely from the rainbow serpent
Raqiq Cotton +1/+1 Bounce back quicker 10 hours Extremely resilient cotton
Sereneweave Weave +1/+1 Pure serenity 8 hours Woven from fabrics of accord
Shiningweave Weave -4/-4 Brightly shine and inspire 3 hours Woven from celestial light
Softblue cotton Cotton -5/-5 Comforts children 4 hours Cotton that feels softer to children than adults
Swanfeather Feather -3/-3 +3 to seeking justice 7 days Magical swan feathers
Taupe cotton Cotton -3/-3 Comforting to the touch 8 hours Magical cotton that makes homespun and comfortable clothing, cannot be grown by oppressors
Tkanime Silk +1/+1 Uplifting chaos magic Unknown Pure celestial chaos made into silk
Tremendous satin Satin -5/-5 Inspires awe 5 days Satin made with emotional resonance
Trueself silk Silk -5/-5 Empowered by living true to oneself, max +13 As long as it takes to find onself Made from the resonance of loving oneself
Trueweave Weave +2/+2 Empowered by True Names, max +3 20 days Made from True Names
Warming cotton Cotton -4/-4 Empowered by the rules of hospitality, max +10, automatically warms 8 hours Cannot be grown by oppressors  
Sartorists are heavily criminalized for their work.

PRO +1 ATH -1 STR -1 AWA +2 WIL +1 PRS +1 STH -1


Shieldsmaester

Type: Shieldmaker

Shieldsmaesters make shields with the magic of protection for others. They gain their magic by devoting themselves to protecting others and making an oath to never make an offensive weapon.

Shieldsmaesters learn from mentors for years first about smithing and shield-making as well as about the values of defense and protection. They provide sanctuary to those in need, refuse to let them come to harm, stand up abusers and oppressors, and never make an offensive weapon. They make armor, but they focus on shields. They may make tools - hammers, knives, and so on - that others may use offensively, but their function is not combat. If they make a dagger even, they violate their oath.

If they live up to their oath for years, they eventually gain magical abilities to infuse the shields they make with special properties:
  • Aura shield: this property allows the shield to extend its magical defenses up to 20' away from the holder.
  • Warding shield: this property allows the user of the shield to choose someone who is also protected by the shield, magically.
  • Celeste shield: this property makes the shield more resistant to infernal powers.
  • Hardening shield: this property makes the shield stronger when hit (increasing toughness with each strike).
  • Trading shield: this property allows the shield to trade places with another shield or defensive object to swap with someone more in need of it.
The shieldsmaester is skilled with using shields as well, and they are allowed to engage in violent self-defense so long as they do not use a shield as a weapon or make a weapon. They can imbue extant shields that are not already aligned with properties as well. They can infuse any shield with magic, but it is easier if it is made of celestial materials. They primarily work with metal and wood, but they can also work with leather, stone, or fabric to make shields. No shield may have more than two properties, and most can only have one.

PRO +2 ATH -1 STR +2 AWA +1 WIL +1 PRS / STH -1

Visionary

Type: Artist

A visionary is one who recognizes when celestial light has touched them and wields it to create special works of art. Once they have created something, they can store some of it to use for their next work.

The two forms of art created by visionaries are those created to attract celestial light (focal art) and those created to release it. The former is very specific, requiring special ingredients and forms, while the latter is unhindered and can be almost anything.

Focal art is made of celestial materials, which are rare and restricted, but not impossible to find, make, or acquire. The universal truth in focal art is that it cannot be used to promote oppressive ideas, nor can it depict anything infernal. Visionaries use any form of art in which they are trained to do this, including but not limited to architectural, beading, ceramics, culinary, dance, drawing and sketching, fashion, mosaics, music, painting, performance, poetry, printing, sculpture, textile and fabric, theatre, and writing and prose. Consult the GM if you wish to specialize in one not listed.

Once a piece of focal art is made, the visionary must spend time focusing on it as it draws in celestial light. They will know it worked because it actually glows (a full rainbow aura will form around it). Once this happens, they must spend time meditating on it until they have a vision and are filled with inspiration. What they create next will have one of these special powers:
  • Blinding: agents of infernal powers or oppressive authorities will be blinded by the work.
  • Breathtaking: agents of infernal powers or oppressive authorities will literally lose their breath for a short period of time (effectively stunned).
  • Clarifying: those who are lost and confused may suddenly understand what they are feeling and what they truly want in the world.
  • Inner beauty: those who see it are better able to see the beauty and goodness in the world around them, and how to combat the evils out there.
  • Inspiring form: everyone who experiences their art takes a bit of celestial light with them, inspired to act, to think, to express, to create, thus inspiring others.
  • Mirrored images: those who see it see into themselves in a new, insightful way that inspires them to change themselves for the better or better accept who or what they are.
  • Reawakening: jaded or dishearted people are renewed in their inspirations, hopes, creativity, goals, dreams.
Other powers around the theme of inspiration may be possible. Consult the GM.

The power of a work of art is equal to how well it is crafted. The visionary will have a score or scores in their relevant artforms and roll when creating their focal art. The higher they roll, the more power their focal art has to draw in celestial light. They will roll against a difficulty based on how much celestial light they want to draw in - for every point of celestial light they want to use for their inspiring piece, there is a point of difficulty. The success level determines how powerful the focal art is:
Roll Effect
Critical failure -12 power
Exceptional failure -9 power
Special failure -6 power
Normal failure -3 power
Tie -1 to power
Normal success Equal power
Special success +3 power
Exceptional success +6 power
Critical success +9 power
If the power is 0 or negative, the art does not attract celestial light. Once the focal art is made, the visionary must spend 20 minutes with the work of art for every point they absorb, capping at the full power of the art. If the art is not physical (i.e., it is a performance), they must roll during the performance or time it exists to absorb it (art skill vs. the power of the work-6). If others are present with the focal art, they may also try to absorb the celestial light if and only if they are not infernal or oppressors.

Once they have the celestial light, they roll to create a new work at the power level of the celestial light they absorbed added to their art skill. The difficulty is the power level they are aiming for. How well they roll determines the power of the work:
Roll Effect
Critical failure -12 power
Exceptional failure -9 power
Special failure -6 power
Normal failure -3 power
Tie -1 to power
Normal success Equal power
Special success +3 power
Exceptional success +6 power
Critical success +9 power
They are criminalized in imperial lands.

PRO -1 ATH / STR -1 AWA +3 WIL +1 PRS +2 STH -1

Wondramiln

Type: Hatter

Wondramilns make hats full of wonder, wondrous hats.

To do this, they must first learn to sense emotional resonance (often taught to them by a mentor) and capture it, sometimes in a jewel called a dumaqu, in a crystal, in a work of art, or, usually, in a hat. The method they use is determined mostly by who taught them. This object becomes the focus of their power, and they must have it present when they use their magic. They then spend years learning to make hats and work magic, learning what instills wonder, and learning the values of love, support, and inspiration that make their magic possible.

To generate wonder, they must create works of wonder. That feeling will make their own wonder resonance amplify, and they can capture it in their jewel, crystal, or work. This becomes their fuel for magical crafting, allowing them to imbue different magicks into their hats:

  • Inspiring design: a design for a hat that makes anyone who sees it inspired to make something of their own.
  • Cap of wonders: a cap in which you can fit wonders in and take them out, even if they should not necessarily fit. Sometimes they come out more wondrous than they went in.
  • Impressive decoration: a decoration on an extant hat that gives PRS bonuses to the wearer.
  • Colorful look: a colorful look for a hat that gives seven +1 bonuses to different non-infernal skills, substats, abilities, or powers of the wearer.
  • Shining hat: a hat that shines with wondrous light and makes others feel wonder.

Different materials may enhance these magicks. Wondramiln work with fabrics, leather, feathers, and small trinkets for decoration.

Wondramilns often belong to a secret society called the Riquitan Circle, a strange group of hatmakers of all kinds who want to fill the world with wonders.

PRO +1 ATH / STR / AWA +3 WIL +1 PRS +2 STH -2

Topic revision: r6 - 10 Apr 2026, SallyJaneBlack
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