Fey Makers

Those who use fey magic to create objects.

Alchemist

Type: Chemist

Alchemists are chemists who use symbolic magic to unite all qualities of the universe to achieve the Great Work, a philosophical, spiritual, scientific, biological, and metallurgical state of transformation into perfection.

The study of alchemy dates back millennia and began with ancient scientists, philosophers, and scholars engaging with spirit guardians of various mystic places to gain secrets of the universe. This tradition has been passed down through multiple cultures, lost and found by different generations, and evolved through scientific and thaumaturgical study and experimentation.

The current state of alchemy in imperial lands combines traditions from different cultures, but focuses on local interpretations. Its use of symbolic magic is the core of it. In the pursuit of the Great Work, alchemists have developed many scientific and magical advances that are useful to metallurgy, medicine, and more.

As a fey magic, any and all references to elements and other magical qualities refers to the fey-aligned versions of them.

Though it is still possible to make a deal with a powerful fey being to become an alchemist, the practice of alchemy is so policed in imperial lands that to gain the magic this way would be to become a rogue alchemist. To become a legal alchemist, one must go to school for it, be trained by other alchemists, and be licensed by the church, the state, and at least one guild.

The symbolic alphabet used by alchemists is one of transactions, transformations, and invocations. The symbols are inscribed into complicated equational circles and devices used in alchemical laboratories to create various products. It is called the Decknamen.

Alchemists invoke the four base (fey) elements of ignis fatatus (anima), aqua incatata (affectus), lapis somniorum (corpus), and ventus fortunae (mensus) with the energy of change, called essentia mutationis (nomen integrum). These correspond to the four classical elements of the west, but the fey-aligned versions, and the fey energy of change and chaos, as well as the component parts of the fey True Name.

Alchemists cast their magic taking into account many factors. They concern themselves with the materials they are using, the elements comprising them, the inended effects, the dominant planets, the internal processes of their selves, the positions of the sun and the moons, where they are, the colors of what they are working with, and the presence of other energies.
Symbol Meaning Type Description
Flower Black Color First phrase
Butterfly Blue Color Second to third transition
Squirrel Green Color Third to fourth transition
Peacock Rainbow Color All phases
Beetle Red Color Last phase
Mouse Violet Color First to second transition
Stinger White Color Second phase
Bird Yellow Color Third phase
\ Begin Effect  
Square missing left side Calcination Effect  
Right sideways U with dot inside Ceration Effect  
Square with plus sign Combine Effect  
Square missing right side Congelation Effect  
Sine wave Continue Effect  
U with dot inside Digestion Effect  
Right sideways U Distillation Effect  
Five-pointed star End Effect  
Square with vertical bar Excise Effect  
Left sideways U with dot inside Fermentation / Putrefaction Effect  
Upside down U Fixation Effect Solidification
Circle with a small indentation Imperfection Effect  
Left sideways V Multiplication Effect  
Circle Perfection Effect  
Right sideways V Projection Effect  
Square with left diagonal Recombine Effect  
Rhombus Separate Effect  
Upside down U with dot inside Solution Effect  
Left sideways U Sublimation Effect  
Delta with dot above Transformation Effect  
Delta with dot inside Transmutation Effect  
Up triangle with horizontal line Air / Mind Element  
Down triangle with horizontal line Earth / Body Element  
Upward triangle Fire / Soul Element  
Downward triangle Water / Heart Element  
Double arrow right Access Energy to other energies
Double vertical bars Closure Energy from other energies
Delta Change / Chaos / Name Fundamental  
Silhouette white on black External Fundamental  
Silhouette black on white Internal Fundamental  
Small square in big dot Macrocosm Fundamental  
Small dot in big square Microcosm Fundamental  
Square Stasis / Order / Name Fundamental  
Backward D with dot inside Amniosis Humor  
Incomplete R Black bile (melancholer) Humor  
Left sideways Y Blood Humor  
Incomplete P Choler (yellow bile) Humor  
Little zeta Lachryma Humor  
Trapezoid with two dots above it Lymph Humor  
Two sideways Hs connected Milk Humor  
Littie xi Oestrus Humor  
Right sideways Y Phlegm Humor  
Little phi Semen Humor  
Little lambda Urine Humor  
Eye Vitreous Humor  
Down arrow with four horizontal bars Location Location  
Circle with one dot on right, left, and above Acid Material  
Black oval Albumen Material  
Circle with two dots above, one dot left, one dot right Amalgam (alloys of a metal and mercury) Material  
Circle with one dot to the left Antimony Material  
Circle with one dot on left, above, and below Aqua fortis (nitric acid) Material  
Circle with one dot on right, above, and below Aqua regia (nitro-hydrochloric acid) Material  
Circle with one dot to the right Arsenic Material  
Circle with one dot to left and right Bismuth Material  
Circle with three dots below, one dot left, one dot right Black sulphur Material  
Upside down Y Bone Material  
Left sideways M Chitin Material  
Circle with two dots below, one dot left, one dot right Cinnabar (mercury sulfide) Material  
Circle with one dot above Cobalt Material  
Up arrow with horizontal line Combustion / Sulfur Material  
Circle with three dots to the right Copper Material  
Backwards 7 Crystal Material  
Clear oval Egg Material  
\\ with a dot right of it Fabric Material  
Stylized feather Feather Material  
Backwards N Flesh Material  
// with a dot right of it Fluid Material  
Stylized mushroom cap Fungus Material  
Circle with three dots on left and right Gold Material  
Circle with two dots to the left Iron Material  
Circle with two dots on left and right Lead Material  
Stylized leaf Leaf Material  
Circle with one dot below Manganese Material  
Three sideways arrows to the left Mercury / Fusion Material  
// Metal Material  
Square with dotted line border Microbe Material  
Circle with one dot above and below Nickel Material  
Circle with two dots above and below Oxygen Material  
Circle with two dots above Phlogiston Material  
Circle with two dots below Phosphorus Material  
Circle with three dots above Platinum Material  
Backwards 4 with a dot inside it Powder Material  
Aleph Prima materia Material  
S with a horizontal bar Root Material  
Circle with one dot on right, left, and below Sal ammoniac Material  
Circle with line Salt / Noncombustible or nonvolatile Material  
Right sideways M Shell Material  
Circle with three dots to the left Silver Material  
Circle with one dot above, below, left, and right Spirit of wine (concentrated ethanol; called aqua vitae or spiritus vini) Material  
H with a vertical bar in the middle Stem Material  
\\ Stone Material  
Circle with two dots to the right Tin Material  
Circle with three dots below Vinegar Material  
Circle with three dots above, two dots left, two dots right Vitriol (sulfates) Material  
Backwards Z Wood Material  
Oval with circle inside Yolk Material  
Circle with three dots above and below Zinc Material  
Crescent Crescent Moon  
Two crescents facing each other Full Moon  
Gibbous shape Gibbous Moon  
Large gibbous small circle Green apogee Moon  
Small gibbous large circle Green perigee Moon  
Large crescent small circle Grey apogee Moon  
Small crescent large circle Grey perigee Moon  
Half moon shape Half Moon  
Black circle New Moon  
Arrow left Waning Moon  
Arrow right Waxing Moon  
Large half moon small circle White apogee Moon  
Small half moon large circle White perigee Moon  
Black circle in white circle Eclipse Moon / Sun  
Moon next to sun Equinox Moon / Sun  
Sun over moon or moon over sun Solstice Moon / Sun  
Spiral Ane Planet Recursion
Broken horizontal line Avagen Planet Disruption
Double cross Behial Planet Conflict
Wing over two horizontal lines Colos Planet Movement
Circle and cone (like a comet) Comet Planet  
Diamond with three lines through Daialoth Planet Freezing
Dotted-line circle Gallyneg Planet Expansion
Annelum Inoxuil Planet Danger
Arc next to two vertical lines Jahur Planet Attraction
Jagged line in circle Kruurach Planet Solidity
Triskelion Mytoth Planet Neutralize
Stylized hammer Parsadus Planet Forge
Three concentric circles Sallit Planet Generation
Circle with twelve dots inside Shem Planet Self
Jagged line in square Thurudrill Planet Energy
Black square Unim Planet Occlusion
Two crowns on top of each other Weptaram Planet Authority
Libra Balance Quality  
) Coldness Quality  
{ Dryness Quality  
Caduceus Health Quality  
( Hotness Quality  
Skull Malady Quality  
} Moistness Quality  
Sideways B Volatility Quality  
Big dot small sun Aphelion Sun  
Big sun small dot Perihelion Sun  
Three moons one sun Autumn Time  
One sun three moons Spring Time  
Two suns Summer Time  
Six moons Winter Time  
The alchemist combines these symbols in their formulation, making sure to include symbols for any factors present or wanted, then works the formula on top of the formulation. They may need to initiate the process with a special invocation.

The Great Work's goal is to achieve perfection. No alchemist has ever achieved this, though some have come close. What is known is that the path to this state, called chrysopoeia, requires the creation of a philosopher's stone. This stone is a magical object that creates an elixir of life out of the prima materia, or first material, a magical essence of creation that alchemists keep the secret of extracting from the essence of reality (it is basically liquified True Name). It is also called the anima mundi (world soul) or many other names.

Alchemy requires a laboratory filled with magical instruments (consult the GM for the inventory needed). Some devices include a bain-marie, athanors, tribikos, kerotakis, carboys, cucurbit, and retort. They perform their magic mostly in their laboratory as they seek the Great Work, and some of the things they create include the following:
  • Acupunctural needle: a needle made of transmuted metal that soothes the body.
  • Alchemical tincture: a tincture that enhances alchemical processes.
  • Analgesic compound: a compound that relieves pain.
  • Aqua fortis: nitric acid.
  • Aqua regia: nitro-hydrochloric acid.
  • Artifiical gemstone: a fake gemstone made via alchemy.
  • Astrological essence: a fluid that
  • Dissolved refuse: cleansing material.
  • Fabricated pearl: a fake pearl that contains potent magic.
  • Granulated sugar: rare sweetener.
  • Imitation gold: fake gold.
  • Imitation silver: fake silver.
  • Labial compound: magical lipstick that increses PRS.
  • Lemon-rose perfume: a potent perfume that restores energy.
  • Lingual compound: a compound that helps in understanding languages.
  • Moisturizing balm: for the skin.
  • Optical lens: a fluid lens that heightens vision.
  • Peacock water: a colorful water that dyes hair magically.
  • Purifying solution: a solution that helps purify materials.
  • Rasa: a medicine made from mercury, nectar, and juice.
  • Raven cream: a darkening cosmetic cream that improves magical protections.
  • Red lion: freezing gold.
  • Relaxation powder: a muscle relaxer.
  • Saltpeter: induces impotence.
  • Self-immolative compound: mercury sulfide that leads to a higher state
  • Smoke of moxibustion: a calming, balancing smoke made from burning mung beans.
  • Spittle of the moons: a silver drop of fey moonlight that reflects magical energies.
  • Sulphur of nature: an explosive.
  • Tartar of the philosophers: a cream that increases AWA.
  • Transmutive powder: a powder that heightens transmutations.
  • Water of cooling: fever relief.
  • White ethesia: a dangerous poison.
  • White lion: burning silver.
Some rare and powerful things they can create if they are more powerful include the following:
  • Elixir of longevity: long life but not inmortality.
  • Fiery water: napalm.
  • Incorruptible stone: a stone that makes it harder to corrupt anything it touches.
  • Matter of all forms: all four fey ordinal elements combined.
  • Panacea: something that cures all diseases.
  • Phlogiston: the essence of combustion.
  • Phoenix bright: a rare revivifying compound.
  • Quintessence: prevents disease and prolongs youth.
  • Stella signata: a generative fluid.
  • Takwin: artificial life.
  • Talc wine: water of talc mixed with white wine that counteracts poison, protect from poison, sickness, plague.
  • Water of talc: a potent water that turns silver to gold, rejuvenates.
The ultimate creations are the elixir of life (or inmortality), the philosopher's stone, chrysopoeia, the divine formula, the First Name, and the final transmutation.

The lead alchemist in this time is Enricho Cornelio Equufer and his rival Magnexcelsum.

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

Athshonadoir

Type: Instrumentier

Athshondoirs (ath-hon-a-dar) make musical instruments from faeriewood. Faeriewood is magical, fey wood from fey trees, usually imbued with magic from stories, legends, and myths, often illusory or dreamlike. The music that comes from instruments made from their wood is potent and strange.

Athshonadoirs are very highly regarded in Faerie, and the secrets to working wood into the harps, lutes, flutes, and drums they make is kept closely. Only those who are deemed worthy by the powerful get access to the magic, and then only if they are willing to make a potent deal, study lore for years, or go on a quest into the deep woods of Faerie to prove themselves to the axis mundi of the region, the Crann Bethadh. Once they have the magic, they must study how to make instruments and how to shape the wood. They must know how to play the instruments, and they must be willing to give up something to the forests. Usually, they give up some of their dreams each night.

Their magic relies upon using faeriewood to create instruments. They may use different woods and make different instruments to get different effects. Harps make beautiful music and inspire feelings. Lutes tell stories. Drums (especially bodhrans) affect bodies. Flutes affect minds and dreams. Horns affect magic itself.

The magic of the wood they use varies, but will almost have one of these effects:
  • Hawthorn: heightens magic.
  • Elm: negative effects.
  • Ash: offensive.
  • Oak: protective.
  • Hazel: positive effects.
  • Birch: weakens.
Because their magic is so powerful, there are many potential effects, leaving the magic up to the player's imagination and the GM's discretion. Discuss with the GM if you wish to play an athshonadoir.

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

Clairsomme

Type: Vintner

Clairsommes are vintners who make wine out of grapes that only exist in the present tense. These magical grapes are very hard to find and harder to work with, thus requiring powerful fey magic. But the wine they produce has potent effects.

To gain their magic, clairsommes often sacrifice their memories of the past. The result is that they have no memory of what came before, having both short and long-term memory issues. Obviously, some memory is necessary to be functional, so they maintain some memory function. But they lose so much and have spotty abilities. But they know wine-making inside and out with more insight than anyone else, and they know how to work with the magical grapes that have no past or future.

The trick to working with the magical grapes, called fíonchaoranois, is to find them at the right moment, to know how to sense that moment, and to transmute them instantly to wine. This requires the magic that the clairsommes tap into, a present tense experience of life that works only if there is no thought given to what they are doing. They tap into the magic of the moment by acting, drawing it from themselves, and with a snap of the fingers, triggering it to transmute grape to wine.

Once this is done, the wine must be drunk quickly for its effects to work or for it to taste good at all. Otherwise, it sours and vanishes nearly instantly. However, in the brief moment it exists, it can have any of the following properties:
  • Instant inebriation: drinking a full glass of it will make the drinker instantly drunk.
  • All-seeing now: if one drinks a whole bottle, they will see everything happening in the moment they finish it. They will also be very sick and confused.
  • Multiversal flavor: the taste of the wine will come from different versions of the present moment, giving strange insights to the drinker about the consequences of their choices.
  • Reactivity: the wine will react to anything already in the mouth or stomach of the drinker in unexpected and magical ways.
  • Clairvoyant toast: toasting with it may trigger a moment of clairvoyance on any party toasting with it, but it may not.
Clairsommes are very strange and rare, and they keep secret vinyards where they alone know how to find the grapes. They are usually strange fey.

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

Cloightheoir

Type: Bellfounder

Cloigtheoirs (cloyg-tor) are bellfounders who make bells that ring out omens of death. They gain their magic from stories of death and omens thereof. Most trade their souls or part of their lives for the magic. But some find the magic in the lore, and others have near-death experiences and come out of it with strange magicks.

Cloigtheoirs learn to make bells even before they have their magic. It is a mix of smithing and foundering, smelting and melting and massive works to make large bells or simpler works for smaller ones. They are skilled in music as well. They do not, however, make church bells, but instead make fairy bells, fey bells, and bells that have deep and ancient magic in them. The bells they make are often made of silver, copper, or fey metals.

Their is fused into the bell through four means: inadvertently, through markings and etchings, via blood sacrifice, and with potent rituals. These three methods infuse the bells with a sensitivity to death, making it so that they ring out when death has arrived. Death arrives when someone is near to death from age, illness, or some ongoing injury, but it may also ring out for sudden deaths. This is not something either the ringer nor the cloigtheoir controls. Death comes when she comes. Get your brain out of the gutter, you freaks.

The bells come in four forms: small handbells, large tower bells, door bells, and special fairy bells. All of these can be rung mundanely, but if they ring on their own, death is near. They also have other magical tones:
  • Omen echo: a tone that makes omens of death evident by echoing off them.
  • Sending tone: a tone that drives away unrestful spirits and the undead.
  • Quickening toll: a tone that speeds up death for those near it.
  • Soul calling ring: a tone that brings the souls of the recently deceased to lead them to the other side.
  • Deathly knell: a tone that kills those marked for death.
The cloigtheoir cannot control who is marked for death or who the omens are for. They simply make the bells that trigger it.

They are greatly feared and often associated with the Wild Hunt.

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

Codladhoir

Type: Blanketer

Codladhoirs (coh-lu-or) make magical blankets that have different effects on one's sleep. They gain this magic via various dream quests.

No one becomes a codladhoir accidentally. They may find the idea in a dream, but they must intentionally seek the magic out. Some seek out fey to make deals with, some study the lore, but they all find what they need in dreams. Once they have learned to make blankets and other linens in mundane ways, they must seek the magic out in a dream quest that requires they gather six special materials that exist only in dreams. If they succeed at this, they will waken after years of trying each night to find the six materials in their beds.

The blankets they make affect people's sleep, and they can sell this magic for high prices or special magic. The effects they can make include the following:
  • Deep rest: a full night's sleep will heal wounds and illnesses so deep and profound it is.
  • Intense rest: a short nap will have the impact of a full eight hours' sleep.
  • Shared dreams: anyone under the same blanket will have the same dream.
  • Instant sleep: a dreamless sleep that seems instantaneous but not unrestful.
  • Sleeping with eyes open: no penalties to AWA while sleeping.
They use their magic to care for their communities, but there's always a price.

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

Craiceannoir

Type: Leatherworker

Craiceannoirs (crack-yan-or) are leatherworkers who draw magic from conflicts and dangers within stories. They gain this magic from living through a notable story, making a deal with a fey, and/or finding it in the lore. Most find it via being in a strange quest.

Usually what happens is, they begin as a humble leatherworker, then something happens in their life that means they must find a magical way to craft leather, maybe to make some armor or a saddle for a fey beast or some kind of work clothing that will protect someome so they can do something to save someone. They go on a strange quest, a race against time, a journey through Faerie, the Dream Realm, and other whimsical and bizarre places, and they come back with the magic they need.

On their journey, they gain the magic, and then they come back they make what is needed, and they find they still have the magic and a need to continue their job. Thus, they become a craiceannoir. They are then able to imbue leatherworks with the following properties:
  • Danger sense: this magic makes the wearer able to sense incoming danger.
  • Mysterious make: this magic makes the leather glow in the presence of clues.
  • Conflict increase: this magic makes the leather stronger when attacked.
  • Risk-reward: this magic makes the leather better the more risks the user takes.
  • Plot armor: this magic makes the wearer immune to death if they still have a role in the plot, for a certain number of times.
These magicks also combine with the type of leather it is. Mundane or unaligned leathers can take this magicks, but celestial, elemental, or infernal cannot. Fey leathers, however, give other magicks as well:
Animal Description Effect
Aonbharr a legendary horse who can walk on water and run faster than the wind. Speed
Bayena a sperm whale who swims through dreams. They can appear anywhere from dreams, though it will wake those whose dreams they were in. They cannot swim on land. Dream swimming
Cabyll-ushtey a water horse of the seaside. They can swim in water or ride on land. They are immune to poisons, cold, and fear. Immunities
Donn cuailnge an extremely fertile brown bull. They will not be ridden by any but one who has bested them. Fertility
Faeriesteed a magical fairy steed which comes when called. They phase through matter, vanish twice a day, and glamour themselves. Phasing
Fey deer a magical deer which dances between stories and dreams and realms. They can vanish, move through solid matter, and cannot be harmed but by cold iron. Glamour
Fey elk a large elk filled with the magic of life. Their blood heals. Wound reduction
Glas gaibhnenn a cow producing enormous quantities of milk. Their milk is nourishing. Nourishing
Gruama a rugged donkey who can get through anything. They are steady-footed and stubborn, unbreakable will. Steadyfooted
Kearin goat a magical goat who are imbued with wild magic. They cause wild magic surges on rolls of 1, 7, or 10. Wild magic surge
Olannach a woolly mammoth who is very shy. They have a massive stone club they wield with their trunk and can hear anything. Cold resistance
Seanfhear a whale known as "the old man" who has all the wisdom of stories. They have a knowledge of stories at score 17. Wise council
Torc olmhorr a giant boar who terrorizes the realm. They appear out of nowhere, trample everyone, and are able to eat anything. Rage
These animals are rare or unique. They usually work with mundane animals.

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

Cruach

Type: Crafter

An artisan well versed in many kinds of fey lore.

Cruachs are general artisans, capable of working any material and making a wide variety of objects using fey magic and the ancient lore of Faerie. They do this with crafting charms, spells, rhymes, and ancient Tradition. To do this, most make a deal with some fey being for the ability, giving up some facet of themselves for it. Others learn the craft from a mentor if they are fey or from strange dreams and portents if they are not. Others gain the abilities via some kind of curse or geas or quest.

Regardless of how they attain the ability to work the lore to craft objects, cruachs will have a list of spells, charms, songs, and rhymes that create specific kinds of crafts. They start with at least five of these:
  • Armor song: a song that shapes materials into armor.
  • Book spell: a spell to create books, scrolls, or other written pieces out of words and paper.
  • Broom and rag rhyme: a rhyme that creates enchanted cleaning products.
  • Builder’s song: a song to build larger structures.
  • Clock rhyme: a rhyme to create a fey clock.
  • Clothing spell: a spell to fashion clothing out of fabric.
  • Common item spell: a spell to make common mundane objects.
  • Dream song: a song to create a dream for someone.
  • Farmer’s rhyme: a rhyme that creates materials commonly used on farms.
  • Food rhyme: a rhyme to cook, bake, or prepare food.
  • Furniture charm: a charm to turn materials into furniture.
  • Inebriant rhyme: a rhyme that makes inebriants out of the appropriate materials.
  • Instrument song: a song that turns materials into musical instruments.
  • Jewelry spell: a spell to craft jewelry out of metal and stone.
  • Kitchen rhyme: a rhyme that makes common kitchen utensils.
  • Medicinal charm: a charm to make medicines.
  • Potion charm: a charm to make magical potions.
  • Tool charm: a charm to make common tools.
  • Vehicle spell: a spell to turn materials into a vehicle.
  • Weapon spell: a spell to make a weapon out of materials.
To do any crafting, they must have the materials needed, but their magic makes the crafting process much quicker. The bigger or more complex the project, the longer it takes, but most can be done within a month at most. Simple objects can be made almost instantly. Longer projects require more uses of their magic.

Typically, they can use three spells of power 10 or less per day without having to pay for it. Anything more requires they complete a task or give something to their fey benefactor or geas.

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

Cumhranoir

Type: Perfumer

A perfumer who uses fey microbes to create strange aromas. Pronounced “coo-rahn-or”.

In the time of the campaign, most are unaware of germs, bacteria, and other microbes, so cumhranoirs think of them in other terms - usually as invisible spirits - but effectively, they are drawing in microbes imbued with fey magic and turning them into aromas. They do this by using special saucers. They put a bit of honey and fruit in the saucer and wait overnight, and the invisible spirits become visible as they gather, turning into a violet fluid.

Those who work with fey microbes are usually infected by them and have strange side effects. These effects vary, but fey microbes do not work on the same rules as mundane ones. They affect different aspects of a person that usually would not be affected by a germ. During character creation, they select one of these to have. If they create a new perfume, they must roll to see if they end up with another:
  • Strange luck disease: player rolls three different die every time, but never three d10s.
  • Extraemotional fever: emotions manifest outside the body as colors.
  • Externalized monologue disorder: the cumhranoir’s internal monologue is spoken aloud.
  • Gaseous flesh dysfunction: on a roll of triples, the cumhranoir sneezes and one of their limbs turns into a violet cloud for 1d100 minutes.
  • Metaphysical instability: every time they use a magical ability, they roll once to see if they succeed and once again to see if their instability affects them - on a failure, two of the stats, skills, abilities, or powers on their character sheet swap scores permanently (their perfuming abilities are exempt from this).
  • Wandering shadow disorder: their shadow does not obey the laws of physics.
  • Cyclical gender: their gender changes under a specific phase of the moon. Their body does not.
  • Directional confusion: at a crossroads or doorway, they may take a wrong turn even if they take a correct turn.
  • Unpredictable mobility: there is a chance their next step will take them somewhere unexpected.
  • Contagious dreams: their dreams spread to others nearby every night.
  • Cassandratic personality quirk: they take low die on all persuasion rolls.
  • Relational distortion: on a straight roll (123, 234, etc.), they swap two of their relationship motivations.
  • Ominous focus delusion: they see omens everywhere. Their belief makes them come true (triggered by a roll of 5 or less).
  • Weighted debt flu: any debts they owe manifest as a literal weight on their shoulders, forcing them to roll STR every day or suffer -1 to -6 to PRO, ATH, and STH rolls.
  • Unforeseeable circumstance ague: any plan they make is forgotten the instant they start to take action on it.
  • Hunted look sores: everyone who meets them thinks the cumhranoir is being hunted by someone or something.
A cumhranoir can create perfumes that cause any of the above diseases as well, but they also create ones with positive effects, which they usually sell:
  • Violet mist: +3 PRS
  • Amethyst haze: good luck
  • Azure water: +3 fey magic
  • Brassy aroma: one portent
  • Castory musk: +3 STH
  • Citrine drop: +3 AWA
  • Indigo perfume: lucid dreaming
  • Mauve fog: +3 read people
  • Pyrite spark: surprising smile
  • Russet cologne: +3 legend lore
  • Sepia scent: +3 history
All effects last one hour unless more than one dose is used. No more than four doses may be used.

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

Curadoir

Type: Furrier

Curadoirs are furriers who use the magic of the Wild Hunt. They gain this magic by making a deal with the Hunt, serving for seven years to gain the magic. Thus, they come out of it with deep metaphysical trauma, nightmares, and the ability to see souls. They also know one day the Hunt will take them. But they are skilled hunters, and they can dress their prey and craft their fur with powerful fey traditions.

The Wild Hunt is a fey force of hunt magic that gathers the souls of those who have debts to pay. There are many reasons some fey being might be marked by the Hunt. It is a mixture of a force of death, endings, transitions, debts, hunting, cycles, and the afterlife; it is a force tied inextricably to the realm of Faerie. The Wild Hunt is the force that gathers the souls of fairies tithed to the Hells every year. Curadoirs are those who use the souls gathered, fey magic, and fey beasts to make fur clothing and materials. They are retired hunters who have a debt, but who also have work to do.

They do not know when the Hunt will come for them. They just know it will happen one day. Mechanically, this will happen if and only if they roll seven critical failures in a row or if it comes up in the story as per the GM's discretion. They do know that the Hunt will come before they die, and that it will come within the span of their natural mortal life (which varies by species).

As furriers for the Wild Hunt, they have seven charms, one for each year they served as a hunter:
  • Skinner's charm: a charm to aid in skinning and dressing prey.
  • Hunter's sight: a charm to let them see souls or sense their prey.
  • Deathless charm: a charm to let them avoid death, but speed the time the Hunt will come for them by seven years.
  • Riders charm: a charm to let them ride through trees or stone if they are hunting.
  • Preparers charm: a charm to prepare the furs to be made into usable forms.
  • Stitching charm: a charm to let them stitch furs together.
  • Cleansing charm: a charm to clean the furs.
The different furs they work with may have different magical properties:
Animal Description Effect
Airitech a grey wolf who protects lost children or those who stray from the path. They can sense when someone has strayed from the road. Lost sense
Arcane Barbastelle an invisible bat Vanish spell
Barrluch a little fairy mouse with a tiny cap on its head who is very sleepy. They sleep for the rider. Sleep spell
Beithíoch corcra a purple dawn bear who has many war stories. They have a PRO of 17. PRO+3
Boladh a sniffer mole who has no eyes but can smell secrets. They can tell when someone has a secret. Secret smelling
Broc corcra a violet badger who sleeps most of the time, dreaming powerful dreams, and gets ornery when woken up. They share dreams. Dream sharing
Cait Sith A fairy cat with many magical powes. Glamour, Bad luck
Castory Terrier A black dog that can vanish Vanish spell
Ciceran Fox A fox with metallic fur Toughness+3
Clumhpeist a furry annelid about 10' long who connects different stories together. They can connect any two people's stories. Connection sense
Coinin a trickster rabbit who is unbelievably fast and clever. They have a running speed of 16. Speed+3
Coirt a fairy seal who is a selkie that can't ever change back. They have all the skills but not abilities or powers of their former self. Swimming+3
Cu Sith A fairy dog the size of a small cow Death bark
Dallog a shrew known for its friendly demeanor, despite what you might think. They give PRS bonuses. PRS+3
Dobhar chu an otter-dog with many magical powers. They can get surprise attacks when in the water. Swimming+3
Doileirleam a squirrel with an amazingly fluffy tail of which it is very proud. They will die if their tail is harmed, but cannot die otherwise. Protection from death once
Easog a weasel known for its trickery and thieving. STH+3
Fairy stoat a tough and rough stoat who knows how to fight. They have a PRO of 17. PRO+3
Fey deer a magical deer which dances between stories and dreams and realms. They can vanish, move through solid matter, and cannot be harmed but by cold iron. Dream walk
Fey elk a large elk filled with the magic of life. Their blood heals. Reduce wound level
Gaire a cave hyena known as the antagonist in many stories. They are ruthless and take no penalties to called shots to kill. No penalty called shot to kill
Gráinneog a hedgehog who is grumpy but helpful, very domestic. They will help keep the house neat and tidy. Cleaning+3
Ialtog a bat which can turn its head upside down when needed. They can see stories back to front, sideways, or upside down as well. Rearsight
Kearin goat a magical goat who are imbued with wild magic. They cause wild magic surges on rolls of 1, 7, or 10. Wild magic surge
Leid Dearg a violet fox with many trickster magicks. Prank planning+3
The Lynx a lynx that knows secrets. Secret sense
Olannach a woolly mammoth who is very shy. They have a massive stone club they wield with their trunk and can hear anything. Cold resistance+6
Onchu a waterdog who terrorized the land. They become water when diving into it. Swimming+3
Tapacosa a fast-footed hare who can move nonlinearly. They teleport randomly sometimes. Random teleport
Torc olmhorr a giant boar who terrorizes the realm. They appear out of nowhere, trample everyone, and are able to eat anything. Rage
True Panther a drunken panther. Drunkenness
Any furs they craft will have a chance of marking someone for the Wild Hunt, but most it is a very low chance.

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

Dhumaval

Type: Cigarmaker

Dhumavals make faeriefire cigars. Faeriefire is a magical flame that only burns those who believe it is real. Dhumavals make these cigars with many illusory and fiery properties.

They gain the ability to create faeriefire by finding and dancing in fairy rings with a candle. If they can dance three times around the fairy ring without snuffing out the candle every time a moon is full within thirteen days, they may gain the ability to sense it. To wield it, they must eat fey mushrooms or drink fey mushroom tea, sleep in the fairy ring, and succeed at the dream quest this gives them. Once they awaken, they will have the ability to draw the faeriefire at will, though they must restore it by dancing around the fairy ring with a candle three times every full day during a moon's full phase.

Once they can wield it, they can draw it out with ancient rhymes. If they wish, they can store it in a feycrafted lantern. Because they believe in the faeriefire, they can use it to start fires while keeping the flames hidden from those who don't believe in faeriefire or are unaware it exists - up until they see it working, they won't feel the heat or smoke. If they wish to harm someone who doesn't believe in it, they must convince them it exists by showing it burn something, which is generally easy. However, those who know the trick can break the illusion by refusing to believe - and then it becomes a contest of wills. However, mostly, they use it to make magical cigars full of it.

A cigar made with special fey materials in it will burn with faeriefire. The smoke and flame will be illusory to those who do not believe it is real, but for those who believe it and smoke it, they will be able to create strange images in the smoke, make the cigar burn with various colors, and get very high in different ways. The properties they might have include the following:
  • Hallucinatory smoke: the smoker hallucinates and others see what they see in the smoke.
  • Mild high: the smoker is mildly high, like a decent strain of marijuana.
  • Dreamy state: the smoker is awake but dreaming.
  • Waking sleep: the smoker is awake but getting rest.
  • Jolly leaf: the smoker is filled with jolliness and joviality.
  • Confusing leaf: the smoker is utterly confused and so is anyone who breathes in their smoke.
The materials they use for their cigars are often fey plants and fungi.

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

Gunnadoir

Type: Gunsmith

Gunnadoirs make guns that draw magic from stories and legends of duels or from moments of face-offs.

Gunnadoirs do not work with iron. They can never work with iron, and they prefer not to work with steel or any other iron alloy, though they can. They tend to work with silver, bronze, copper, or brass. They make simple guns at the tech level present in the campaign (early 1500s).

To be able to make these guns, they must win a series of duels against fey beings, each time gathering up blood, magic, and stories. They train mundanely to learn to make guns, and they gather the magic via duels. Eventually, they face a powerful enough fey to gain the magic to enchant the guns they make. The duels to not all have to be gun duels, but 3/4s of them must be. The enchantments they gain are as follows:
  • Enemy's focus: the gun draws the attention of an enemy that gets bonus to hit you, but you also get bonus to hit them, and they get penalties to hit anyone else.
  • Dueling mark: the gun connects to an enemy, marking them as their opponent, effecting a dueling circle and magical enforcement of the rules agreed upon for the duel.
  • To the death: the gun keeps the holder alive in spite of mortal or critical wounds, even double or triple exceptional, but lets them drop after the duel is over and makes it easier for the holder to be hit in the first place.
  • Unload-reload: the gun automatically reloads so long as the duel is still ongoing. As most guns in this era are one-shot guns, this is very useful.
  • Clear smoke: the smoke from the gun is see-through for the wielder only.
Many other properties are possible. The gunnadoir draws from stories of duels in general, not just gun fuels, and can invoke those stories to have specific properties.

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

Laimhainni

Type: Glover

Laimhainni (lie-vuh-nee) are glove-makers whose gloves can grasp the metaphysical. Those who become a laimhainni give up part of their souls to gain this magic. They do this either by trading it to a powerful fey, learning the lore to make the sacrifice via ritual, or chancing into it via magical trauma. Most take the middle option.

Once they have gained the magic, they must learn to wield it. They do this by making gloves and infusing them with parts of souls, either their own or the souls of inanimate objects. All things have a Name, and a Name of a thing is the whole of a thing, which includes their body, mind, heart, and soul. Inanimate objects' Names are relatively "small" (metaphorically), but they have them, usually as part of something larger. A rock's True Name is the True Name of the mountain or continent or world it comes from, and it has a fragment of that Name, but still a whole Name. This paradox is a major esoteric question that remains unsolved. The point is, though, that there are pieces of metaphysical energy in all things, and laimhainni know how to draw from them to make gloves. It takes many, many inanimate objects to get enough magic to make a soul, and they all must be fey aligned for the laimhainni to use them.

Because of this, the materials they use are especially important. They must use fey fabric, hides, leather, feathers, threads, metals, or other materials in the gloves they make to make them magical. Once they have a pair of gloves made, they can use those gloves to grab the magical essence (soul) out of inanimate objects (or living things, but this is much harder and unpleasant for all involved). They can make them in these different ways or with these properties:
  • Animamanus gloves: gloves that grab raw fey soul energy (called anam).
  • Fine animus control: gloves that can hold tiny bits of souls (equal to 1 point of magical ability or power).
  • Soulpush: gloves that cannot hit physical things but push or press the metaphysical.
  • Spellgrasp: gloves that can grab magic outside of a soul.
  • Metaphysical exchange: gloves that, when pressed against something, allow the soul of the wearer to trade something with the soul of the target, with great risk.
Laimhainni risk their souls with almost every use of their magic, but it allows them to use very potent powers.

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

Lionadhoir

Type: Taxidermist

A lionadhoir (lee-an-uh-or) is a taxidermist who uses their emotions to preserve animals' forms, an ability they gain either through complex rituals and fey deals (trading away one specific emotion that a fey would want for it). They thus make taxidermied creatures that, while not fully alive, have a strange capacity for emotional resonance. Regardless of how they gain their magic, the price they pay for it is always emotional. They give up an entire emotion for their magic.

Once they have done this, they must learn to use their empathic senses to draw on emotions and infuse them into their work. They learn how to preserve animals and stuff them, shape and position them, and then enchant them. They do this by channeling their own emotions into the taxidermied animal or by borrowing from another for it. If the other is the former owner of the animal, it is easier, bringing back the animal briefly as some sort of ideal version of it for a moment for the owner. If it is anyone else, the animal comes back with the emotions it has been given temporarily, then reverts to the positioning it was taxidermied in.

Effectively, the lionadhoir creates temporary living animal constructs. It takes time to taxidermy something, especially larger animals, but they can expedite this by using their emotion magic as a preservative, filler, or augmentation. If they do this, it costs more emotions. Any emotions they use in this come back eventually, but failures on rolls could mean emotional loss or burnout. If they lose enough emotions, they suffer permanent loss to PRS or WIL.

If a player chooses to be a lionadhoir, they must choose the emotion they gave up for their magic, and they may choose an animal that they have permanently reanimated with emotional taxidermy and what emotion it is fueled with. It can be any local domesticated animal or wild fey animal (see here).

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


Lonrachoir

Type: Tailor

Lonrachoirs (lawn-rock-or) are tailors who use the threads of fate to make clothing. Unlike seers, soothsayers, or bogboths, they do not predict the future. They take fate itself in the form of thread and make things from it. They can do this because they are fated.

Some are fated because they were born that way. Some are fated because fate took an interest in them. Some are fated because they sought it out. Some are fated because someone else inflicted it upon them. Some seek to break free, others embrace it. But fate has control of their steps.

Fate, as an esoteric, fey energy, is woven in the form of invisible threads that flow throughout all of reality. They are often disrupted by other energies, but those with special skill and tools can feel them, touch them, and view them. The threads of fate combine to form the tapestry of what is to come. It is a complex tapestry where colors, forms, and measurements have meanings only a few understand. The interpretation of the tapestry tells what fate there may be. Lonrachoirs, when they are inflicted with their fate, view the tapestry as a whole and see its threads, but not their meaning. They take hold of a thread, pull, and draw it to them. Then the vision fades, and they have the brass threads of fate in their hands.

Lonrachoirs are aware they are fated. They experience life as anyone else - they can act upon their own will - but they know that somewhere hidden beneath their semblance of free will is fate itself directing them. They cannot see what the future is nor what the threads mean, but they can see the threads all around them. With special tools, they can cut those threads to make fabric and thus clothing. The tools come to them by fate (the player and the GM will make up that story together). The tools are always shears, needle, and other sewing materials.

With these, they can make clothing with these properties:
  • Portentious design: a design that has portents within it readable by the one destined to wear it.
  • Predestined cloth: a cloth that, when used in clothing, takes the form it was supposed to take, and becomes nearly impossible to thereafter alter (such as dying, tearing, or stabbing through) without considerable magic.
  • Precognitive garment: a garment that lets its wearer have a limited number of precognitive moments.
  • Prophetic seam: a seam used in certain pieces of clothing that combies with other prophetic seams to reveal a prophecy. The lonrachoir can only create a limited number of these in their lifetime.
  • Pattern of omens: a pattern used in clothing that contains omens readable by anyone.
As a person subject to fate, they are less susceptible to the winds of fortune. Instead of rolling three d10s for most rolls, they have the choice of accepting fate on a roll, meaning they roll five d10s instead, meaning the numbers will skew toward middle-of-the-road rolls. They may also pre-roll at the start of a session 2d10 single-d10 rolls and use the results when the player chooses after the opposing roll has been made. However, if they choose to do this, they must use all of their rolls before the end of the session. Any leftover rolls will be added up and divided by 3 to give -3s to rolls the next session. If they want, they can give a roll to someone else before or after an opposed roll is made, even another player (if the player consents).

If they roll for any tailoring work during the session, they must use prerolls for it if they have any. If they do not have any, they must let fate decide or let another player or the GM roll for it instead, taking fortune out of the player's hands. Alternately, they may use a number of tokens to dictate the results of the roll.

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

Sceistsealai

Type: Sketcher

Sceistealai (shketshalay) are those who can draw perfect copies of people, places, or things. They do this via using the magic of mimicry, which they wield via magical paper or writing utensils, via a deal with a powerful fey, or by studying deep lore and training to mimic and copy.

Sceistealai must be very good at drawing and sketching, and they must have the right materials - special ink or charcoal with fey magic in it. They must practice drawing perfect copies of things, finding ways to draw all sides of them, even the interiors of them if they can. The more detail, the better. After years of this, they eventually make a drawing so perfect it is barely distinguishable from the original object (never a living thing for the first attempt). Having done this, they take a part of themselves, either a memory, a feeling, a piece of their magical essence, or a lot of blood, and they mark the drawing with it. Then, they sleep and dream of the drawing, finding themselves within it. When they awaken, this original copied drawing becomes their magical focus, called a coip.

With their coip, they can draw from it and by extension from the part of themselves they put in it. If they put in blood, drawing from it lowers their STR temporarily. If it was magic, then their magical powers weaken temporarily. If they put in memories, their AWA lowers, and if they put in feelings, their PRS lowers. The more they draw, the more powerful their magic, allowing them to make drawn copes with different properties:
  • Perfect copy: a perfect drawing of something will give the sceistealai a temporary source of mimicry magic that means they don't have to draw from their coip, but it is always very difficult to make.
  • Moving picture: a picture of something that moves can make a moving image on a page (or whatever it is drawn upon).
  • Inked object: a perfect drawing can be empowered to become a three-dimensional ink version of the thing, so long as the thing is not a living thing. It will not last long and it will be weaker than the thing and be fey aligned.
  • Repeated scene: a perfect drawing of a moment in time can allow that moment to be replayed upon the page.
  • Altered image: a perfect drawing can be altered to alter the original obect with enough magic.
The sceistealai may come up with other effects with the GM's approval. Use your imagination on what one might do with a perfect drawing of something.

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

Teannaitheoir

Type: Cutler

Teannaitheoirs (tanteetors) are cutlers, a maker of knives, forks, spoons, and other cutlery, who imbue them with fey magic by fusing together certain folktales, fairy stories, and nursery rhymes. Specifically, they draw from whimsical tails like the dish who ran away with the spoon or similar ridiculous children's rhymes. These stories, or variations of them, are ancient, and teannaitheoirs tap into the depth of the stories to combine them with other stories to create strange, fey cutler.

This is a whimsical lore that started partly as a means to create cutlery that could work on the weirdest of fey meals, meals that might have illusory or imaginary properties, meals that might have improbable features, meals that might move of their own accord, meals that might be made of abstract ideas. These utensils that they make therefore must have the ability to make something unreal real, to catch something that moves nonlinearly, or to make a meal of a story. To make utensils like this, teannaitheoirs wield the lore, draw directly from nursery rhymes and other tales that involve cutlery, then merge them with fey magic or other tales to make something unreal but potent.

To gain the ability to do this, they usually learn from their own family or mentors, studying the lore for many years, but some make deals with powerful fey or find their way to it while simply trying to eat something impossible. Once they have the magic, they must learn to wield it. First, they need a collection of stories from which they can draw cutlery, and they they need a collection of stories from which they can draw magic to enchnt the cutlery. To fuse them, they need to tie the cutlery and magic together, usually using a magical napkin they have made.

In source stories, it is easier to pull a utensil from something that explicitly mentions them, but ones that are implicit are possible. So long as the teannaitheoir can cite a story, often from their youth, in which food was eaten or prepared, they can pull a utensil from it. Once they have done this, they must draw magic from another story to give it special properties. To draw from a story, they must have had it told to them, and they must recite it to another, and then they must recite it to themselves before they dream. In their dream, they must recite it again, and when they wake, they must take that dream and place it under their pillow. The next morning after they have dreamed again, there will be a small object - a coin, a button, a shell, a piece of string, something. That object will turn to sand or water in their hand if they press it hard, allowing them to mix it with sand or water from another story then will it into a utensil.

Their lore is explicitly for cutlery, ranging from kitchen knives, spoons, forks, and ladles to spatulas, chopsticks, and so on. For the magic that can be applied to them, consult the GM to come up with a list of five to ten nursery rhymes, folktales, fairytales, myths, or legends and what properties they may provide, but some examples include improbable designs, illusory utensils, elongating, widening, and so on. The more whimsical and silly, the better.

PRO +1 ATH -1 STR / AWA +1 WIL +1 PRS +1 STH /
Topic revision: r5 - 13 Apr 2026, SallyJaneBlack
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