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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Jidhiry |
Zinc |
Zinc that binds and forms links that alter it |
50x |
It bonds to other coins, mimicking them |
Anyone can carry it |
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