Fey Wranglers
Those who use magical fey animals.
Blinker
Type: Ickthyist
Blinkers are fishers who sail far out to sea and cast their lines into the deepest parts of the oceans. They use fey emotional magic to sense the animals there deep below who are most afraid of coming out.
To become a blinker, one must either make a deal with a powerful fey to gain the magic and lore, or they must spend years learning the lore. As this is something often passed down through families of fishers, this is often something people learn from childhood. They make decent money selling rare fishes and other aquatic animals, making it a respected trade.
To wield their magic, the blinker must practice being alone for hours on end, focusing on and meditating on their own fears, and challenging those fears by diving deep into the waters while in a meditative state. At first, they practice with a mentor or relative who pulls them up (or their fey benefactor), but eventually, they face their fears entirely underwater with no help, finding their way back up with wit and lore rather than strength or support. When this happens, something unlocks in them, and they can sense emotions through various tools, usually their fishing line, lure, or bait. From then on, they dream of the deepest parts of the oceans and gain insights into them, being visited by a deep sea fish called a little sleeper shark, a 3' long shark in the deepest parts of the local seas. This fish is very shy and must be lured out in dreams with many kind treats and friendship. If this is done, in the waking world, all little sleeper sharks will be helpers to the blinker.
As they fish, the blinker casts their line down and senses what lives down in the deeps by their emotions - usually hunger, fear, or interest - and can decide to either befriend, catch, or ignore them. Those they befriend will stop being their friend if they catch them. They usually find the most valuable ones to catch and sell, then befriend ones that are useful in herding the ones they want to catch. They almost never befriend the truly dangerous beings down there, such as infernal squids or sea monsters. A player who plays a blinker must choose two of the following to befriend and three to have as their regular catch: blackmouth catshark, bluntnose sixgill shark, boa dragonfish, common lanternfish, gulper shark, kitefin shark, local spiderfish, silver scabbardfish, velvet belly lanternshark, or white-spotted lantern fish.
Each of these comes with their power boosts to stats or magical abilities that they give to the blinker:
- Blackmouth catshark: ATH+2
- Bluntnose sixgill shark: waterbreathing
- Boa dragonfish: faeriefire breath
- Common lanternfish: create fairylights
- Gulper shark: STR+2
- Kitefin shark: swimming+2
- Little sleeper shark: dreamspeech
- Local spiderfish: fairysilk strands
- Silver scabbardfish: PRO+1
- Velvet belly lanternshark: PRS+2
- White-spotted lantern fish: read death omens
Blinkers sometimes are part of the guilds, but they still have a loyalty to the family traditions and communities they come from.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS / STH -2
Finestall
Type: Stabler
Finestalls work in stables where many stories end, giving them magical insights and power. They keep horses and other steeds in the stables, care for them, and learn their stories.
To become a finestall, one must work at a magical inn that exists where stories end. These inns are rare and strange, usually connected to Faerie, often enchanted by powerful fey. They are connected deeply to stories and folklore, to legends and myths, and anyone who works there will either already be connected or become connected. These are destinations within stories where the story of one or more characters end, but not always the main story. Partings of ways, deaths, retirements, marriages, other typical endings happen here, and many who work there are people whose stories ended there.
A finestall runs or works the stables and has a sense of the endings, and the steeds whose stories are tangential to the characters who ride them often end up forgotten. It is the work of the finestall to care for these steeds. As such, they learn much about the stories, the magic therein, the steeds, and gain magical insights. They begin speaking to the steeds, and eventually, they have a profound dream of the end of their own story that guides them. When they awaken, they choose either to remain a finestall and live toward the ending they dreamed, or to go off on a different story. If they accept their prophesied ending, they gain certain abilities:
- Stable talk: they can speak to any animal stabled in their stalls.
- Prescient consideration: they can analyze a person, place, or thing, and guess as to what comes next for them or it.
- Coda brush: if they brush the tail of any animal (or anything with a tail), they can alter the ending that being might be headed towards.
- Final word: in any conversation or interaction, they can force the final word to end the interaction.
- Ride to the end: if they ride an animal stabled in their stalls, they have the option of skipping to the end of the road they are on.
Finestalls usually do not engage much with people, but stick to their stabled animals. However, if they must, they keep some of their abilities to themselves, as they have learned that most do not wish to know that someone has an inkling of how they will die.
PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS / STH -1
Leccapiedi
Type: Amphibianist
Leccapeide daydream frog and toads into existence.
There are many ways to become a leccapiedi. One might make a deal with a powerful fey for the abilities. One might dream their way into the magic. One might study the lore and find a way to do it. Or one might engage in hallucinogenic frog-licking and stumble into it via potent magical chemicals. Regardless how one came to the magic, one is eventually tested by a powerful spirit called the Great Bufo, who appears to the wielder of the magic in a vision, takes them on a fanciful daydream adventure, then wakes up with a frog or toad in their mouth. This frog becomes their imaginary friend who helps them speak to amphibians and use their abilities:
- Anuraspeech: they can speak to any frog or toad.
- Imaginary croaker: they can daydream up to 10 frogs or toads who go wild in the nearby area.
- Riveting ribbit: they can mimic a ribbit to call upon frogs or toads nearby as well as distracting any people.
- Vivid tale: they can get lost in an hallucination and have the equivalent of a full night's sleep without sleeping.
- Daydream hopper: they can enter their own daydreams and enter those of others.
The kind of frog that appears in their daydreams to guide them also gives them specific abilities or bonuses:
- Agile frog: long jump
- Common frog: extended swim
- [Perez's] frog: dream of life
- Green toad: dream of grass
- Marsh toad: dream of wetlands
- Painted frog: colorful image
- Parsley frog: dream of food
- Pool frog: dream of water
- Spadefoot: dream of earth
- Stream frog: dream of currents
- [European] toad: grand croak
- Tree frog: climbing
- Yellow-bellied toad: courage
A leccapiedi is usually a strange person, often not very employed, usually not a city dweller, and very much excluded from most polite societies.
PRO / ATH +2 STR -1 AWA +2 WIL -1 PRS -1 STH +1
Slugsmaester
Type: Mollusker
Slugsmaesters use powerful magic to command armies of slugs. They specifically command slugs because slugs live in their story gardens. To have a story garden, one must either study ancient and powerful lore, or one must make a deal with a powerful fey to have the magic. But in the garden, one plants stories, characters, plotlines, moments, themes, beginnings, middles, ends, all the parts of stories, and grows strange and wondrous plants which attract special violet slugs.
Once one has a potent story garden growing, one must tend not the garden, but the slugs. One must sleep amongst them, dream of them, and speak to them, and eventually, a powerful spirit will visit and test the slugsmaester. If they pass the spirit's questioning and riddles, they are given abilities that allow them to command the magical slugs that come to their garden:
- Slugspeech: they can speak to any kind of slug except sea slugs.
- Slime armor: they may instantly coat themselves in slug slime to protect themselves from magic.
- Boneless form: they can temporarily take a mollusk-like consistency to move through narrow spaces.
- Rallying sniffle: they can sniffle once or twice to call their army of slugs.
- Desalinating roar: they may roar or scream and remove any salt barriers nearby.
Salt does burn them if it touches their skin, save for their tongue.
The slug spirit that visits them does reward them with a specific slug companion that gives them an extra ability:
- Black keeled slug: sneaking slither
- Shelled slug: toughness+3
- Threeband garden slug: pocket garden
Slugsmaesters are seen as a cross between a mad scientist, a quaint gardener, and a dangerous wizard.
PRO -1 ATH -1 STR +1 AWA +2 WIL +2 PRS -1 STH /
Zigolottore
Type: Avianist
Zigolottori sing and speak with buntings (emberiza, colorful little song birds), a colorful kind of song bird, and use them to cause lots of trouble.
Zigolottori are troublemakers. They are mischievious. They are pranksters. And they practice this long before they ever find their magic. Most zigolottori gain their magic after getting into a lot of trouble, then making a deal with a powerful fey to gain their magic and get out of trouble... but with a great debt. Some do find lore or stumble into the magic or get swayed or tricked into it by troublesome spirits. Most end up there either by being tricked into it or forced into it. Once they have it, they learn to wield it from the buntings who visit them and sing with them and help them cause mischief.
Once they have started using the magic, buntings start working with them, and a small flock of six of them end up helping them with their chaos. This flock becomes their guide and ally in trouble, the "devil on their shoulder", and their cohorts in chaos. Eventually, they cause so much trouble, they gain new magic:
- Bunting song: they can communicate with their flock with a little song.
- Intimidate insects: they can terrify nearby insects (threatening to have their birds eat them) to get them to do specific tasks.
- Seed trail: they can make their escape easier by marking ways out with seeds.
- Colorful trill: they can whistle and make a distracting flash of color nearby.
- Avian laughter: they can get their buntings to surround someone and make them laugh till they hurt.
Zigolottori's flocks have six of the following:
- Black-headed bunting: +1 read people
- Cirl bunting: +1 singing
- Corn bunting: +1 deception
- [Cretzschmar's] bunting: +1 escape
- Little bunting: +1 STH
- Ortolan bunting: +1 PRS
- [Pallas's] bunting: +1 AWA
- Pine bunting: +1 STR
- Red-headed bunting: +1 WIL
- Reed bunting: +1 ATH
- Rock bunting: +1 toughness
- Rustic bunting: +1 endurance
- Yellow-breasted bunting: +1 persuasion
- Yellowhammer: +1 PRO
They wear colorful clothing and perform pranks to make people laugh, not cause harm. However, they are not great at measuring the consequences.
PRO +1 ATH +2 STR -1 AWA +2 WIL -1 PRS +2 STH +2