Fey Mongers

Those who use fey magic to trade, buy, sell, or engage in commerce.

Eadaioir

Type: Silkmonger

Eadaioirs are traders in fairysilk, a rare and magical kind of silk which they can only get from the realm of Faerie. It is expensive, magical, and costs the silkmonger something profound to be able to sell. To gain the power to sell it, they must make a deal with the powerful fey who have a monopoly on it. There is no way to learn to use it otherwise; it requires the person make a deal that costs them part of their memories, history, soul, True Name and identity, body or blood, skills, emotions, anything about them that should not be salable and will cost them dearly to depart with.

Once they have made the deal, they gain one magical ability - the ability to sell fairysilk, which is somehow forbidden to anyone else via powerful magicks - but they can buy others. Most eadaioir buy abilities that allow them demonstrate the magic of fairysilk and wield its properties as well, which costs them even more. And then they spend their lives trying to buy back what they lost. Some of the abilities they usually have are as follows:
  • Fairysilk trader: the ability to sell or trade it is bound to them magically.
  • Glamouring drape: if they drape it over their shoulders, they may glamour themselves.
  • Impressive ripple: they can ripple the silk and make it more appealing to those who wish to buy it.
  • Spun armor: they can wrap themselves in it and wear it as a +7/+7 armor.
  • Dance of the worms: they can dance with a sheet of the silk and expand it, summoning more of it magically from the worms who make it.
  • Choking bind: they can tie some of it in a knot and twist it to choke someone from a distance.
  • Color change: they can shake it to change its color.
There are many other things they can do with it if they pay for it. Some, however, do find ways to wield its powers once they have paid for some abilities without paying for new ones.

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

Smeach

Type: Moneychanger

Pronounced "smahck". Smeachs are moneychangers who use magical fairy metals to swap out and trick people. To find and use fairy metals, they must either luck into them, trick or make a deal with a powerful fey to get them, or study and learn the lore of them to be able to find and use them.

Smeachs are usually people who work as moneychangers or in financial situations in Faerie or fey regions, but who come to the local regions for some reason (often for scamming the wrong person). Their money is still valuable and legal tender, but it often has powers over the ones who use it, making them... controversial at best. But it also means desperate or greedy people often come to them. Their magic not forbidden, but it is frowned upon.

To learn to wield the lore, even if they gain the magic in a quick way, they still need to learn about fey metals and how they work. They also need a source of the metals. Some gain these metals with their deals, but most have to earn, buy, trade for, find, inherit, or otherwise acquire it in their backstory. Some of the metals they may have include the following:
Metal Type Description Value Effect Rule
Airgead Trasdultach Silver Silver that has the magic of the Wild Hunt 500x Anyone who carries this may pay it to the Wild Hunt to get out of being Hunted To carry this, one must give up a part of their life, mark someone for the Wild Hunt, or defeat a Hunter
Airgid BanrĂ­on Silver Pure fairy silver, the fundamental fairy metal 300x If they think it to be normal silver, it will affect them and let them carry it as it plays tricks on them; if they know it to be fey silver, they may convince it to let them carry it This silver contains the magic of the Lore and the Tradition and can be carried by anyone who respects those
Amanissin Antimony Antimony found only in true stories 25x Anyone carrying this will find lying to be more difficult, though they won't necessarily know why To carry this one, one must not tell lies
Ciclunium Silver Silver that responds to the part of the story you are in 100x At a certain point in the story, it will insist on being used Anyone can carry this up until it insists on being used
Dhagandu Copper Copper that exists only in the present moment 120x You will not remember getting it and will not be able to plan how to use it Anyone can carry it, but they must use it without thinking once they notice it, otherwise it vanishes
Dunta Bronze Bronze made with a debt contained within 360x If you owe someone something, this will be much heavier Anyone can carry it, but if you have debts, it may get too heavy
Fiacail Wolfram Wolfram famed in stories of war for being great as a weapon 250x If your PRO is too low, it draws people in to fight you You must have a PRO of at least 10 to carry this
Filzite Bismuth Bismuth that exists nonlinearly 750x If you carry it, it might not react to causality properly Anyone who perceives it can carry it
Ivyuma Brass Brass that only exists at the end of a story 1000x If you carry it, your end might come sooner than you'd like You can safely carry it by walking backward while you do
Jarn Iron Iron that alters with those who perceive it 80x If your character sheet changes while you are carrying this, the coin changes Anyone can carry it
Jidhiry Zinc Zinc that binds and forms links that alter it 50x It bonds to other coins, mimicking them Anyone can carry it
Kinzoku Iron Iron that gains power with age and absorbs its own history 5x per year of age The older you are, the more valuable it is, but at the cost of part of your history You must be at least 10 years old to carry it, it will take bits of your history from you
Oneirium Bismuth Bismuth that exists only in dreams 240x If you think it's fake, it vanishes into dreams If you believe in it, it exists
Plumbum Lead Lead empowered by secrets 300x Will vanish if you tell anyone about it You can carry it so long as you keep it hidden
Sona Gold Gold that provokes boasting 20x, but looks 200x Looks better than it is Anyone can carry it
True Gold Gold Gold that embodies a place 400x Cannot leave the place it embodies Cannot leave the place it embodies
Values are multiplied by the value of a coin of equal size of the mundane version of the metal is worth.

Tradalai

Type: Trader

A fey trader who collects magical debts. These traders gain their ability to take esoteric debts in a deal with a powerful fey being, taking on a debt of their own, agreeing to give up a certain percentage of debts to the fey in exchange. The percentage ranges from 1/7 to 6/7, depending on how badly they haggled.

To gather magical debts, a tradalai must have things worth trading away. They gain this from their fey benefactor, an initial magical service they can offer someone, and for which they must charge something abstract and powerful to start things off. Then it becomes a matter of making good trades. The tradalai keep books that seem mundane, but which have invisible ink that keeps records of the esoteric debts. People come to them to for mundane things, magical things, or abstract things. They gather abstract and magical things - True Names, years of life, memories, stories, abilities, etc. - stack up and give them great magical power.

During character generation, they will roll 2d4 to see how many things they have, then a d100 enough times to pick out what they end up with. If they roll a power they already have due to their species, they may reroll. If they do this three times in a row, they simply don't get a power for that roll.
Roll Result
1 +7 years of life
2-3 Elemental resistance
4-5 Flight
6 Good luck edge
7 1 True Name
8-9 Memories of a noble
10-11 Waterbreathing
12 A night full of dreams in a box
13 A minor magical weapon or armor
14-15 Immunity to disease
16-17 11 in a science of player's choice
18-19 +3 in a base stat of player's choice
20-21 Someone is on a quest for them
22-23 Memories of a merchant
24-25 Youth in a bottle
26-27 Resistance to one celestial power
28-29 Someone owes them their first born child
30-31 Someone's chance at true love
32-33 Empathy
34-35 Someone's nostalgia for a certain food of the player's choice
36-37 11 in a language of player's choice
38-39 Someone's determination
40-41 +7 years of health
42-43 Telepathy
44-45 One random infernal power from an infernal species
46-47 Resistance to one infernal power
48-49 Vanish for 30 seconds 3/day
50 Someone must kill someone for you
51 11 in an athletic ability or sport of the player's choice
52 11 in a social skill of the player's choice
53-54 Memories of a scholar
55-56 Soulsight
57 11 in a weapon skill of the player's choice
58-59 11 in a different criminal skill of player's choice (not one of another PC)
60-61 Blood empowerment (bathing)
62-63 Someone else's gender
64 Random spirit power
65-66 Animal speech
67-68 Wisdom in a bottle
69 Random other fey power
70 11 in a lore of the player's choice
71 Random fairy power
72 Someone's faith in a bottle
73 Random terata power
74 Someone's most cherished memory
75 Random spirit folk power
76 Someone's sexuality
77 One-time wish granted
78-79 11 in an artistic skill of player's choice
80-81 Plant speech
82-83 Memories of a priest
84 Someone's best friend
85-86 Someone's courage
87-89 One random celestial power from a celestial species
90-91 Fungi speech
92-93 One random elemental power from an elemental species
94-95 One random unaligned power from an unaligned species
96-97 11 in a crafting / making / artisan skill of player's choice
98-99 One-time question of the GM
100 One-time resurrection
They are known for their dealing, and many seek them out when desperate. But they prefer to deal with those who are greedy, as they are more easily manipulated.

PRO -1 ATH +1 STR / AWA +2 WIL +1 PRS +3 STH +1
Topic revision: r3 - 30 Mar 2026, SallyJaneBlack
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