Fey Workers
Those who use fey magic for common labor.
Alewright
Type: Brewer
Brewers who use the magic of celebration and mirth to make beer and ale. They gather celebratory energy (called
stagma) via toasts and dances, jokes and games, and they store it in special jars to use to brew drinks with.
To capture the celebratory energy, they must create first a celebration. Then they must find ways to accentuate or excite the celebration - songs, toasts, games, dances, anything that elevates the mood. Once it is at a high point, they must use a special cup, raised aloft, to gather it all up. They learn this magic either from studying the lore, making deals with powerful fey beings, learning from a master, or drunkenly finding their way to it in dreams, visions, and strange delusions. They use their magic to create potent drinks.
They have these abilities to use during the brewing process:
- Happy yeast: a drop of stagma makes the yeast happy, speeding up the fermentation process.
- Excited waters: a drop of stagma may make water boil more quickly.
- Maturation celebration: after the ale or beer is matured, it is mixed with a lot of stagma to heighten or alter it.
- Merry flavors: mixing stagma with flavoring ingredients heightens them and gives other magical conditions to the drink.
- Malting song: if they sing a merry song during the malting process, they can make the barley more potent.
The more of these they do during the process, the more potent the drink. Some drinks, they intentionally do one or more of these mundanely to reduce potency. The different kinds of drinks they can produce include the following:
- Brewed smiles: using only one magical processing ability, this simply makes the drinker more susceptible to smiling.
- Celebratory drink: using only two magical processing abilities, this gets the drinker more ready to join a celebration.
- Beer of mirth: using three magical processing abilities, this fills the drinker with mirth, a burst of intense happiness.
- Ale of happiness: using four magical processing abilities, this gives the drinker longer term happiness.
- Pure stagma: using all five magical processing abilities, this is pure happiness as a drink.
Anyone who regularly drinks any of the above gets different abilities if they use the magical drinks:
- Celebratory toast: they may toast a party or group and give everyone an increase in happiness, morale, or good feeling during a party or gathering.
- Party game: they may get everyone at a party involved in a game and give each one a small victory to cheer them up.
- Song of good humor: if they sing, others will join in, the happier ones first, until everyone is filled with good humor and singing along.
- Dance of inebriation: they may dance with someone and share their level of inebriation (or vice versa).
- Good cheer: they can exude their own good cheer and infect everyone near them with it, getting them to go along with them (PRS bonus).
Alewrights are potent and powerful brewers. Their drinks are expensive, and they usually work for powerful fey.
PRO +1 ATH -1 STR +1 AWA +1 WIL -1 PRS +3 STH -1
Athasoir
Type: Chocolatier
Chocolatiers who use the magic of surprise. Any Forrest Gump references will result in instant character death. To be an athasoir, one must learn to capture surprise in order to use it as an ingredient.
Most learn to do this as children, usually when they are playing some kitchen-based prank, and their grandparent or parent or some family member sees them and teaches them the secret. But some study it in lore, make a deal with a powerful fey for it, or stumble upon it in some bizarre magical accident in the kitchen. They learn with care and mischief how to use it, storing the surprise in special jars or secret pockets or small bags. Whatever they choose to store it in, that's what they must always use.
Surprise as an ingredient can be used in anything, but it works best with chocolate, which is an imported good. This means most athasoirs have to have connections or a little money to use their craft, unless they work for some bigger establishment. But their magic remains fey-sourced. To get surprise to use, they must surprise someone or something. They usually play little pranks and tricks to create it, often honing their craft as people begin to suspect them. This is usually benign, but they might go big and dangerous if they need a potent surprise for something. The more potent the surprise, the bigger a surprise they can put into their confections.
The surprise is inserted into the chocolates they make during the creation process, and not even the athasoir knows what it will be. The player rolls a d100 for each chocolate when someone opens or eats it:
| Roll |
Material |
Effect |
Power |
| 1-3 |
A drop of fey blood |
A feeling of intense confusion |
13 |
| 4-7 |
A burst of air |
Good luck for 7 hours |
14 |
| 8-12 |
A flavor more flavorful than it is |
An exaggerated sense of confidence |
12 |
| 13-14 |
A secret thing no one can detect |
A whispered secret in one's ear |
11 |
| 15-17 |
A taste of someone else's favorite food |
A debt is owed or cleared |
15 |
| 18-21 |
A flavor from far off |
A journey begins |
10 |
| 22-26 |
A dreamstone |
A deep sleep |
16 |
| 27 |
A culmination of flavors |
An ending occurs |
15 |
| 28-29 |
A familiar taste |
A meta understanding of one's character sheet |
14 |
| 30-32 |
A baked mushroom |
Potent hallucinations |
13 |
| 33-36 |
A tea flavored nougat |
A witch's spell upon the eater |
11 |
| 37-39 |
Two blended flavors of nut butter |
A magical bond to the chocolatier |
12 |
| 40-41 |
A burning coal |
A burnt tongue and a piece of ancient lore |
10 |
| 42 |
A microbial paste |
Immunity to any disease |
10 |
| 43-44 |
A bit of soft cookie |
A feeling of being full |
11 |
| 45-47 |
A rich, hot spice |
A moment of prescience |
12 |
| 48-51 |
Two contrasting kinds of jelly |
A knowledge of the nearest crossroads |
13 |
| 52-56 |
Water |
The power to breathe underwater |
14 |
| 57 |
A keening wail |
Instant death |
15 |
| 58-59 |
A blue cream |
A bonus to any magical ability or power |
16 |
| 60-62 |
An indigo cream |
A dream of power and fantasy |
10 |
| 63-66 |
A violet cream |
A new fey power or ability |
16 |
| 67-68 |
A russet cream |
A bonus to any story or legend lore |
11 |
| 69-71 |
A local fruit jelly |
A sense of and understanding of place |
15 |
| 72-75 |
A complex, contrasting flavor |
An analysis of a random memory |
12 |
| 76 |
A raspberry cream |
What you least expect |
14 |
| 77-78 |
A complex blend of many flavors |
A knowledge of three new languages, rolling to see how useful they are |
13 |
| 79-81 |
A sharp cheese |
A moment of clairvoyance |
10 |
| 82-84 |
Two blended flavors of fruit paste |
A combination of any two other effects on the chart (reroll to find out) |
11 |
| 85-89 |
What the person next to you is having |
Your next step goes somewhere unexpected |
12 |
| 90-93 |
A sweet liquor |
Instant drunkenness |
13 |
| 94-95 |
A flavor forgotten to history |
A memory of some historical moment |
14 |
| 96 |
A firecracker |
A small explosion in the mouth |
15 |
| 97-99 |
A bitter powder |
The Wild Hunt will come for you |
10 |
| 100 |
A bit of vanilla |
A major twist in your story occurs |
16 |
Athasoirs must eat a little of their own chocolates once per week or they will lose their magic; however, the effects on them switch out rather than stack. If they eat more than one, the same effect will happen the entire week at the same power.
PRO +1 ATH / STR +1 AWA +2 WIL -1 PRS +2 STH /
Cleireach
Type: Clerk
Clerks who use trick fairy papers. Cleireachs work for either fey businesses or governments or for imperials ones in secret. If they work for an imperial one, they keep their magic hidden so they can play better tricks. Most of their work is simple and direct - using and making magical papers that remember things written on them even after they have been cleared off - but they love to play pranks.
To make or use magical fairy paper, called by many names ranging from kiroku to par to flitterflap, one must learn its lore. Fairy paper is made from various fey materials - plants, insect wings, breath, and memories being the most common - and cannot be used without a little fey magic in use. To learn about fairy paper and how to use it, one must either make a deal with a powerful fey, study the lore for decades, or get trapped in a piece of fairy paper and find their way out of a maze of ink and paper. Once this has happened, they must practice the methods of using it - trickery, memory games, and various charms and cantrips. Eventually, they have these abilities:
- Swapping charm: they can speak a simple rhyme and make papers or writing swap places.
- Paper memories: they can tap a certain rhythm on paper and make the words that were once on it return.
- Ink sweep: they can sweep the ink off paper cleanly with their hand.
- Dissolving breath: they can breathe on fairy paper and make it dissolve or vanish.
- Shifting words: they can make words on paper (but not numbers or symbols) shift into other words with a simple cantrip.
Cleireachs often work for fey nobles and cause havoc in other people's businesses, either for fun or profit.
PRO -1 ATH -1 STR -1 AWA +3 WIL +1 PRS -1 STH +1
Fairynurse
Type: Caretaker
Fairy godmothers. Fairynurses are commin the lands of Faerie, but uncommon outside of it. Most outside of Faerie are summoned by mortal children who are desperate for some wish or dream.
Fairynurses either learn their lore via decades of study, via a deal with a powerful fey, or by having had one themselves and been recruited. The latter is most common and requires magical rituals, special charms, and a potent oath. To be a fairynurse, one must be a fey or spirit species (any spirit, spirit folk, terata, or fey-aligned species).
Once someone is a fairynurse, they begin first learning the charms and magicks of their job. These are taught by other fairynurses or by potent spirits. Once they are capable in them, they are sent to find children for whom they are the fairy godmothers. They are in charge of reading them stories, teaching them legends, and giving them special dreams. Many are unknown to the parents, as parents often disbelieve in them. Children's belief empowers them. They usually have between two and six children from different families to care for, and always children who are in need of imagination and whimsy in their lives.
They gain different abilities depending on how they choose to perform their work:
- Dream sending: they can send special dreams to their wards every night.
- Simultaneous recitation: if they tell a story to one ward, the other wards see them and hear it as well.
- Transformative charm: they can chant and channel a little magic through their wands to transform a objects in many different ways.
- Birthday present: on the day of the birth of their ward, they may grant them a magical quality like cunning, wisdom, charm, beauty, wit, grace, music, agility, kindness, and more.
- Distraction cantrip: they can cast a simple cantrip and create illusory distractions nearby.
- Protective charm: they can grant magical protections to any of their wards temporarily.
- Ward's story: they know the full story of their ward from start to finish, perfectly.
- Situational boon: if their ward needs something very specific in a situation, they may provide it, such as a boost to stats, a special skill, an interesting item, but they have limited times they can do this.
Fairynurses are not altruistic. They do this for the magic the belief in them gives them. They often have their own machinations and intentions, sometimes manipulating wards to positions of power, sometimes using them for different goals. Sometimes they are kinder and nicer, granting them wishes and protecting them from abuse and trouble. Some are more moralistic. Every fairynurse varies, but they all demand respect and belief from their wards.
In some rare cases, if the parents of their wards offend them, they swap the wards out for changelings, bringing the ward to be raised by them elsewhere.
PRO / ATH +1 STR +1 AWA +3 WIL +2 PRS +1 STH -1
Uimhiroir
Type: Accountant
When shall I marry?This year, next year, sometime, never.What will my lover be?Tinker, tailor, soldier, sailor, rich-man, poor-man, beggar-man, thief.What will I be?Lady, baby, wanderer, queen.What shall I wear?Silk, satin, cotton, ragsHow shall I get it?Given, borrowed, bought, stolen.How shall I get to church?Coach, carriage, wheelbarrow, cart. Where shall I live?Big house, little house, pig-sty, barn.
Pronounced "ivitor". Accountants who use counting rhymes as magic. Many use this as a simple cantrip, not knowing its source or power, while others truly study the lore or make a deal for the power and have full access to its magic.
Counting rhymes, like all folk songs and rhymes, are attuned to fey energy, and when used in conjunction with important kinds of counting rather than divinitory children's games, can be used to alter reality. An uimhiroir can use a counting rhyme to alter the actual accounts of a business, bank, or household. They can twist the wealth of a person with them. They are very dangerous, and thus, they keep their magic very secret.
Most seek out the magic to have sources of wealth and power, but some do so for revenge, out of desperation, or out of pure mischief. The latter are the most common among the fey, while other mortals use them for power.
The process is to count money while using the rhyme, and what the rhyme ends on ends up affecting the wealth being counted - if they land on beggar-man, for example, money will vanish from the account. If they land on big house while the account is low, it will increase. Sometimes, a big house's deed will land in their possession. It depends on the potency of the magic and how well they count. Any mistakes will bring the count back on the uimhiroir.
They can also use their counting rhyme on other things besides wealth, but the effects might be very different.
PRO -1 ATH -1 STR -1 AWA +3 WIL +2 PRS -1 STH +1