Celestial Wrights

Makers of objects using popular or celestial magic.


Coelmetallurgist

A smith of celestial metal.

To forge, shape, or use celestial metals, a coelmetallurgist must learn how to work mundane metals first. Then, they must prove themselves worthy of working with celestial metals. To do this, they must not be a compliant or willing servant of imperial or infernal powers, must not be an abuser, exploiter, oppressor, slaver, imprisoner, impoverisher, indentured, or otherwise evil, and must atone for any previous actions in service to or that caused such. Though it is nearly impossible not to engage in labor for the powers-that-be, coelmetallurgists must minimize it and make atonement for it if they do, even to survive. This is often a continual process and one which affects their ability to do their work.

Once they are found worthy, usually via a ceremonial interaction with celestial metals, they are trained by a mentor or teacher to use the metals, what they are best for, how to forge them, and what kinds of magical effects they have.

The chart below shows different kinds of celestial metals, what effects they have, what they are best used for, and how to find them. The dagger score is how much a dagger’s damage rating would be if somehow made from the metal - not all of these metals can actually be effectively turned into a dagger. It’s just for reference. Forging time is based on time to forge a small tool, dagger, or piece.

Coelmetallurgists will start with five pieces of unshaped metal of their choice from any metals +6/+6 or lower in (maximum) power.

Metal TypeSorted ascending Base state Dagger score Best use Effect Found Description Time to forge
Nahasite Antimony Solid -3/-3 Wearables Empowered by honesty, max +7 Only findable by those who are honest Orange, blue, and white antimony 7 days
Kleosium Bismuth Solid +4/+4 Weapons and armor Empowered by acts of bravery, max +6 more Found in places untouched by industry or imperialism Bismuth with more scarlet than other colors 7 days
Tempatium Bismuth Solid +5/+5 Art Radiates rainbow light that empowers others Found at the end of rainbows Rainbow colored 9 hours
Kyldaltse Brass Solid +2/+2 Nursery items Glows when children are in danger Made by mixing viisaus and cuprum
Bluish brass 12 hours
Aegian Bronze Bronze Solid +3/+3 Armor Empowered by experiences (up to +6) Made by mixing cuprum and equinium
Bronze with a greyish streak in it 20 hours
Fasma Chromium Gaseous -4/-4 Lamps and lanterns Glows with celestial light Found in clouds affected by celestial light Rainbow clouds 15 days
Krasochnyite Chromium Solid +3/+3 Spectacles or viewers Color filters that improve vision Rare rocks and topsoil Rainbow chromium 9 hours
Malmur Chromium Solid +3/+3 Wearables Glows when danger is near Found in places untouched by industry or imperialism Bright chromium 10 hours
Daekkurban Cobalt Solid +2/+2 Smaller parts Empowers what it is connected to when it is destroyed Found only in places untouched by industry or imperialism Very light blue cobalt 6 hours
Cuprum Copper Solid +1/+1 Structures Expands when needed Found in places untouched by industry or imperialism Fluffed up copper 4 days
Paplasinat Galdium [Francium] Solid -4/-4 Vessels for communal materials Exudes energies into shared materials, never taking for itself Rare mines Pinkish francium 12 days
Asfarel Gold Solid +2/+2 Wearables +1 per principle or virtue lived up to, max 13 Found only in places of sacrifice or sanctuary Rainbow gold 13 days
Felicium Gold Solid -1/-1 Wearables Brings good luck Found only serendipitously Bluish gold 7 days
Gula Gold Liquid -1/-1 Wearables Exudes happiness Rare mines or stream beds untouched by industry or imperialism Lavender-hued liquid gold 8 days
Nebu Gold Solid +0/+0 Unknown Indestructible in Celestial Realms (+15/+15), useless outside of them Celestial Realms Goldest gold Unknown
Pesete Gold Solid -1/-1 Farming tools Makes harvest more bountiful Found in places untouched by industry or imperialism Amber gold 12 hours
Tsepe Gold Solid +1/+1 Religious objects +3 to celestial faith or conviction Found in sacred places of celestial Divines or places of principled conviction Bluish gold 12 hours
Tusizi Gold Solid +0/+0 Home building, especially ornamenting a hearth Creates warmth and comfort Found in lands untouched by industry or imperialism Brownish purplish gold 8 days
White Gold Gold Solid -2/-2 Medical devices Improves healing powers Found in places where blood is spilled to help others Pure white gold 8 hours
Yingxin Iron Solid +2/+2 Tools Draws power from principled behavior, max +6 Found in places untouched by industry or imperialism Black iron 2 days
Quickiron Mercury Liquid -3/-3 Home building Strengthens structures Found in lands untouched by industry or imperialism Brownish liquid metal 12 days
Quicktin Mercury Liquid -3/-3 Tools Empowered by communal labor (up to +6) Found as runoff from unionized mines Dull hued liquid metal, greyish brown 4 hours
Instarium Nickel Solid +5/+5 Various Gives as good as it gets Found in places untouched by industry or imperialism Brownish nickel 12 hours
Viisaus Nickel Solid +3/+3 Clan symbols +1 per generation who has owned it, max 13 Found in familial lands empowered by love Bluish nickel 4 days
Black Platinum Platinum Plasma +9/+9 Technology Obliterates infernal powers Found only by miracle Black cloud of energy Impossible
Fulvous Platinum Platinum Solid +1/+1 Printing presses and weapons Glows orange when used in resistance to tyrant, up to +6 Found where platinum is found and transformed into fulvous when drawn out by those who are dedicated to liberation Orangish platinum 7 days
Nyonyo Platinum Solid +1/+1 Cleaning tools Cleanses the air around it Found only in places untouched by industry or imperialism Bubbly platinum 3 days
Sigium Platinum Solid +9/+9 Flexible materials Instilled with grace Found only by grace itself Orange and green Varies
Taykacero Platinum Solid +1/+1 Religious objects +1 per ancestral generation met, max 13 Found via ancestral guidance Bluish platinum 9 days
Wihimpeh Platinum Solid +17/+17 Anything small Attracts miracles Found miraculously from nowhere Shimmering platinum 12 days
Mul Platinum/Silver Alloy Solid +5/+5 Personal items Responds to self-actualization or realization Made by mixing fulvous platinum and jerichonium
Bluish alloy 9 days
Jerichonium Silver Solid +2/+2 Tokens of love +3 PRS Found in sacred places of love Bluish silver 3 hours
Delka Steel Solid +13/+13 Weapons or armor Erupts in the fires of judgment Found only by the worthy, a mixture of paksheen and fulvous platinum
Reddish gold steel 20 days
Neelahara Steel Solid +6/+6 Instruments Steel that sings Made by mixing yingxin, carbon, and music Greenish steel 12 days
Temana Steel Solid +3/+3 Machines Makes machines more efficient Made by mixing yingxin, carbon, and curiosity
Golden brown 4 days
Yinghua Gang Steel Solid +9/+9 Tools Draws people together for work Made by mixing yingxin, carbon, and quicktin Brownish steel 20 days, -3 days per person over 2 working on it, mimimum 12 hours
Equinium Tin Solid -6/-6 Wearables Exudes calming energy Found in lands untouched by industry or imperialism Greenish tin 6 hours
Tokompe Titanium Solid +9/+9 Armor Repels infernal or imperial energies Found deep underground Dark green titanium 9 days
Coeligium Unique Solid +16/+16 Unknown Unknown Found only in the Gates of the Celestial Realms Gleaming gold Unknown
Sakar Unique Liquid +11/+11 Magical rituals Metallic celestial chaos Found in lands untouched by industry or imperialism Swirling chaos Unknown
Erythronium Vanadium Solid +1/+1 Wearables Empowered (up to +6) by positive emotions Found in the sands of places imbued with love Bluish vanadium 9 hours
Hilikinite Vanadium Solid +1/+1 Wearables Empowered by forms of love, +1 per form of love, max +9 Found in sacred places of love Bluish vanadium of a different hue than erythronium 9 days
Talugisgi Varies Solid +4/+4 Communal objects Varies Made by a community contributing small bits of metal to an alloy Varies Varies
Akplek Wolfram Solid +2/+2 Hunting tools Transforms with the good hunt, max +6 Found where blood has been spilled in the good hunt Reddish wolfram 5 days
Paksheen Wolfram Solid +7/+7 Weapons or armor Untouchable by the unjust Only found in places where justice has been Goldish wolfram 7 days

Gas and liquid metals can be forged only via very powerful and skilled magical rites. Plasma can only be utilized, not forged.

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


Crystalwicker

A chandler of celestial light.

Crystalwickers view their candle-making as an art. They study under mentors or other teachers of their magic and learn how to make wondrous candles, while also learning about other arts - especially crafting works - and about light itself along the way. Once they have achieved a high level of skill in mundane candle-making, they are able to use it as a source of inspiration and power for their magical arts, but they must also be training in the magical art as well. Eventually, their mentors or teachers test them on both their skill and their devotion to wielding the magic appropriately, for it will not work for someone who uses it to empower or support oppression, abuse, or exploitation.

They must build up a store of artistic candles that they created of sufficient skill to generate the magic they need, and they must learn to sense and draw the celestial light it gives off. Then, they must craft their own special wicks through which to use their magic. The wicks are made of threads of magical crystal imbued with their artistic magic. While the wax used must be unaligned (or celestial) in nature, the wicks must always be the special crystal wick in order for the candle to have magical effects. Mundane but artistically wondrous candles are sources of energy; crystal-wicked candles give off magical effects.

Some potential effects of the candles include the following:

  • Inspiring light: a candle whose light inspires anyone who sees it to create art.

  • Awe-inspiring light: a candle whose light instills anyone who sees it with a sense of awe, potentially stunning them or inspiring their convictions or faith.

  • Wondrous light: a candle whose light instills anyone who sees it with a feeling of wonder, compelling them to explore, experience, or experiment.

  • Allnight candle: a candle whose light automatically turns off when there’s enough light from elsewhere.

  • Glittering candle: a candle whose light instills anyone who sees it with the ability to see esoteric energies.

  • Longsight candle: a candle whose light instills anyone who sees it with the ability to see 2-5 times further than they can see.

  • Curved candle: a candle whose light instills anyone who sees it with the ability to see around corners.

  • Seethrough candle: a candle whose light instills anyone who sees it with the ability to see through solid stone, wood, or metal.

  • Focusing candle: a candle whose light instills anyone who sees it with the ability to notice a specific target chosen by the chandler.

  • Thinveil candle: a candle whose light instills anyone who sees it with the ability to see into other realms of being.

  • Blinding light: a candle whose light blinds anyone who sees it, but the light can be directed in a beam.

  • Seeking light: a candle whose light leaves the candles (though the wick still burns on the candle) and seeks out a specific target of the holder.

  • Illusory candle: a candle whose light creates specific images chosen by the chandler.

  • Prismatic candle: a candle whose light erupts into rainbows, instilling in anyone who sees it +1 PRO, +1 STR, +1 AWA, +1 Hearing, +1 PRS, +1 Resistance to negative emotions, +1 Sight, and +1 STH.

Candles don’t work if there’s too much other light around to drown them out. Other effects may be possible, especially in ways they affect vision. Consult the GM.

These candles are illegal to produce in colonized lands. Crystalwickers operate in secret for their own small communities if they are within the Sovereign Cities.

PRO / ATH / STR +1 AWA +4 WIL +1 PRS +1 STH -3


Dulcineer

An engineer who makes inventions for the greater good.

Dulcineers are skilled inventors and artisans who create machines that can help the people in their community. They are empowered by innovation, curiosity, and enthusiasm. Though they study mundane engineering, mechanics, devices, and building, they tap into a magical form of creation as well. The sources for a dulcineer’s magic are their devotion to making devices that help the people, their curiosity into how things work, and their enthusiasm for their work. They can pull from any of these for their magic, but the best dulcineers balance all three.

In order to tap into their devotion to helping the people with their devices, they must first make devices to help the people. The most potent are new inventions that meet the people's needs, but building any device for the people works. After they have built a device with this intention and purpose, they must provide it to those who might need it, freely, and make sure they know how to and have the resources to use it. This simple act will generate some energy they may tap into, but they must sense it first (a roll of AWA against an initial difficulty of 14 if they are aware the potential for the energy exists, vs. 20 if not). Then they must build a device that can interact with it, using special materials that are hard to find. These are usually provided by a mentor or teacher or acquired via a quest or through doing other good works. The difficulty on making such a device is a 14.

In order to tap into their curiosity, they must first indulge it by seeking knowledge or experiences that are not harmful to the world. This just means they can't seek out an experience like serial murder or learn about necromancy, to name two examples. As they follow their curiosity, they must not let it waver, but instead, let it continue to grow as they learn. Similarly, they tap into their enthusiasm simply by following it and using it to do their work. If they lose enthusiasm for their work, they weaken. If they stop being curious, they weaken.

Curiosity can be weakened by boredom, contentment, or rote. In order to maintain it, they must change things up occasionally. However, enthusiasm may be dampened by distraction, so changing things up may risk enthusiasm (for their targeted work). Thus, they must find a balance, maintaining focus on their work while engaging with it in different ways as they go. This translates into a roll of AWA to maintain the balance and WIL to maintain focus.

If they do this, they gain bonuses to their work, going from +1 at the start to +9 at their peak over the course of a single work. Failed rolls will lower that bonus; successful rolls will build it. Since their primary work is counterfeiting currency or objects, this is where their enthusiasm and curiosity and innovation must lead for it to work. Other paths will weaken them.

Dulcineers craft anything that is needed by or good for their community, so long as it is not given to or wielded by oppressors, exploiters, abusers, slavers, impoverishers, imprisoners, indenturers, or other evil people. They are, as such, criminalized in colonized lands.

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


Freeprinter

A printer of liberatory literature. While they can print mundane things, they can create magical printed pieces empowered by acts of resistance. They resist tyranny by printing literature that spreads anti-tyrannical ideas, and that act of resistance generates magical power.

Use of this magic is something that requires preparation and quick reaction, as one must be aware of when it has been generated and act quickly and in unison with others in order to use it. This starts with an act of defiance against an oppressor, usually a printed piece. This piece, if shared with others, will inspire them, and thus, a tiny amount of energy will be born. Anyone can be the spark of defiance. But only the freeprinter can wield it. Someone who feels inspired by an act of resistance has the potential to become a freeprinter if they have the skills, but only if they understand what they are feeling, why, and how to wield it. It requires that they act on the inspiration, on the force of liberation, and continue the act of defiance. If they and others act in unison, enough power might be generated to be useful. A freeprinter will then be able to act, if they have been taught how to wield such power.

Placing their hands on their breast, they may draw forth that power and channel it into their printing press. To channel this power from their hearts, they must act in unison with the others engaged in resistance, though only one of them needs to know what they are doing (and thus be a freeprinter). Hands over heart, pushed forward, clasped, concentrating, unwavering in devotion to liberation, and acting all at once, they may draw out fulvous sparks of magic. If they are near their press, they will then be able to place the spark on the press to empower it.

Once the press is empowered, it may be used for further acts of resistance. As resistance continues, more liberation power will build up, eventually allowing the printed pieces to self-replicate and have other effects:

  • Inflammatory pamphlet: a pamphlet that instills righteous outrage, inspiring the reader to act against tyranny.

  • Declaratory pamphlet: a pamphlet that can be read by those who can’t read.

  • Instructional pamphlet: a pamphlet that teaches the reader something, often used to teach people to read, to organize a union, or to free-print.

  • Uplifting pamphlet: a pamphlet that gives hope to the reader, giving them a bonus to their next act of resistance.

  • Clandestine pamphlet: a pamphlet of anti-tyrannical materials that hides itself from agents of tyranny.

  • Coordinating pamphlet: a pamphlet that self-replicates to anyone in the revolutionary grouping to give them specific instructions or information for the cause.

  • Revolutionary pamphlet: a pamphlet that inspires revolutionary action.

Other effects are possible. Consult the GM.

Given that they can only use their powers to oppose colonizers, they are of course criminalized in the colonies.

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


Hearthwright

A user of hearth magic who crafts house or even whole towns and imbues their work with the power of the hearth and home.

One's home may be anything from a mat on the ground to a sprawling town. One must identify it as their home subconsciously. Whether this is yearning to be there when times are hard, feeling safe there, or simply wanting to be there when you sleep, it is home. Any home can generate hearth magic, but the most potent hearth magic is generated when the four qualities of home that are met:
  • Sanctuary: a home may not be truly safe, but one must feel safer there than elsewhere.
  • Comfort: a home must bring one comfort when one is there.
  • Identity: a home must feel part of oneself. This can be as simple as an association with one's personal space or as much as a part of the person's culture or personal self-identification.
  • Control: a home must be at least in part under one's control. This could be as simple as their ability to choose where to lie their head or in what decor to use or as much as full ownership.
A home with a literal hearth gains a bonus to all magic here listed.

If one has lost their home because of eviction, foreclosure, or violence, because of a pogrom or because of running away, or even if they have a "home" but it is unsafe, out of their control, or otherwise not connected to them, they may take a token of one or all four of the above-mentioned qualities to a new place to rebuild. If someone is cast out of their home or made unsafe or uncomfortable within their home, they can use crafts they have made to reclaim the home. This is especially effective at driving out abusers, rejecting landlords, and dispelling hauntings.

Once a place is created where hearth magic can develop, the hearth magic can be invoked and grown by the crafting of objects that connect the home to the crafter. If the crafting is done within the home or in close proximity, it will work better, but so long as the objects are eventually stored within the home, they will draw the hearth magic to them.

Crafting and displaying objects in the home will provide different protections to the home:
  • Protection from disasters: a horseshoe of finely crafted steel or quickiron hung above the doorframe will keep out misfortune (and unwanted fey).
  • Protection from attack: an ornament of feathers, usually a wooden ring adorned with them, will make the walls stronger and resistant to attacks that seek to damage the structure of the home, if hung on the windows.
  • Protection from fire: a wooden doll hung over the hearth will protect the house from catching on fire.
  • Protection from internal violence: a collection of shells of any kind, sorted into a pattern significant to the owner, will protect the home from domestic violence, rejecting those who engage in it and shielding those subject to it.
  • Protection from disease or infestation: a homemade poultice made of local moss or grass, dirt, and well water smeared upon the baseboards of the home will help keep out disease or vermin.
  • Protection from pollution: a coat of paint made with taupe paint and applied with a feather brush will help keep out smog, toxic water, mold, or other pollutants.
  • Protection from invasion: the tooth of a beast of local significance or a nurse shark nailed into the kitchen floor of the home will prevent home invasions of any kind.
  • Protection from theft: a steel or quickiron nail wedged into the door to the master bedroom will prevent thefts or burglaries within the home.
  • Protection from eviction: a snakestone amulet kept in a special safe or box within the home will keep the tenants from being evicted.
  • Protection from infernal magic: a soapstone ring carved with water will keep the infernal energies out of the home if the placing of the ring is preceded by a cleansing ritual.
If a home does not have an abovementioned feature (windows, doors, hearths, etc.), any equivalent, similar, or convenient feature can be used. If the person who created the crafts violates the protections, the protections will break and fail.

A home will produce more hearth magic and be better protected if it is cleansed ritually of unwelcome energies. There are various forms of cleansing rituals, ranging from burning white sage to literally cleaning the home, but the most potent is a combination of cleaning, blood letting (to expel bad feelings and thoughts), and repositioning of crafts.

Sometimes the home is afflicted despite protections or before protections can be placed. In these cases, a ritual of banishment is necessary. Banishment is a much more potent form of a cleansing ritual, involving four steps:
  • Cleaning the home.
  • Crafting - making a new craft.
  • Sealing the target - symbolically locking a room or box or something else very tightly, or possibly burying something.
  • Releasing the target - naming the target aloud and demanding its departure.
This will often require a conflict of wills. If the ritual has been done correctly, the caster's will will receive significant bonuses.

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

Lapidarist

A jeweller who makes jewels that contain celestial emotions.

A lapidarist uses jewels of dumaqu, a crystallized form of radiant emotion. Lapidarists generate the jewels from their own hearts, literally and metaphorically. When they are feeling a celestial emotion, they can focus on it and store it, then act upon it when it has reached a certain point to manifest a blue jewel. The act must be sincere and profound. To capture and wield it, they must learn how via trial and error, guided by a mentor or teacher, and by seeking out specific emotional experiences to empower themselves.

They learned to cut the jewels to unlock different powers. A lapidarist is someone who intentionally creates, cuts, and uses these jewels to help others.

Dumaqu jewels are beautiful, glowing blue, often thought to be magical sapphires. Jewels have nine facets. Each facet exudes a different hue of blue light when any kind of light is shone through it. If it is held in shadow, it resonates with the shadow in a different shade of violet. If cut, the jewel breaks into nine pieces, each one representing the different facets. If kept whole and used whole, they exude pure celestial emotion.

The simplest way to use a jewel is to shine light directly through it. The light that comes out will drain the jewel and instill love of some kind into those that see it. One may also hold the jewel in darkness and let the darkness absorb the dumaqu. The object that is occluding the light will then very briefly contain the power of the jewel. If a jewel is placed into a box, for example, then darkness inside the box will take in the energy. If multiple jewels are put in, it will absorb the energy of all the jewels. Darkness creates what are essentially batteries to be drawn from. Shining light through the jewels uses the power of the jewels up quickly.

The emotions they can store and be empowered by include the following:

Emotion Effect
Aspiration +3 to any action done in pursuit of a specific listed passion motivation.
Awe stunning awesome aura.
Bravery +3 to any action against an opponent 6 or more above your skill, stat, power, or ability.
Calm calming touch.
Comfort comforting aura.
Compassion healing touch.
Confidence take high die on any action for a skill, ability, power, or stat of score 9 or above, or for learning to use a skill below 9.
Contentment +3 to resist being coerced.
Critical skepticism +3 to resist deception.
Curiosity +3 to perception.
Delight +1 to every ally nearby you for one of their base stats.
Enthusiasm +3 to a specific pursuit listed in passion motivations.
Faith +3 to faith.
Generosity any mundane necessity shared (not including money) will not run out if shared sincerely and shared to those in need.
Gratitude sense where target of gratitude is.
Grief grief from love, specifically. Empowers actions based on a relationship motivation.
Happiness +3 PRS.
Honor high die once someone engages in dishonorable behavior against you.
Hope roll a d100 when in dire situations to see if a miracle occurs.
Inspiration +3 to one artistic skill.
Joy spread joy through a smile.
Love in all its forms varies by form of love. Consult the GM.
Loyalty bonding to those to whom they are loyal; only works if they are loyal to a non-imperial figure, concept, or organization.
Outrage +3 to react to injustice.
Passion +3 to a specific pursuit listed in passion motivations.
Relief soothing touch.
Serenity calming aura.
Sorrow good sorrow, sorrow from love, not condescending pity or depressive sorrow. Grants protection from depression.
Surprise +3 STH.
Trust empowers based on a relationship motivation.
Wonder bonus to learning a new lore.
The above listed are the potent celestial abilities created by the emotion. Each of these emotions has other effects and powers. The most basic effect is to spread that specific emotion. It can amplify, sense, direct, and influence these emotions as well, but other effects are possible. Other emotions may also provide fuel. Consult the GM.

Jewels may be cut, shaped, set in jewelry or clothing, used in art, crushed to be consumed, or otherwise used as mundane jewels might be, and this might affect what magic is caused by them. Consult the GM.

PRO +1 ATH / STR -2 AWA +1 WIL +1 PRS +4 STH -1


Lueba

A maker of magical dolls that protect children.

The dolls they make have various magical effects that extend only to children. They only work with the children's consent.

Anyone who protects a child generates magical energies, but only some are able to notice and wield them. In order to do this, luebas learn their craft from mentors or teachers. They practice by caring for children in the community and learning to make mundane dolls while studying the magical arts wielded. Eventually, they are deemed ready and are tested. In order to be able to tap into this magic, they must meet certain criteria. They must never intentionally harm a child. They must not allow harm to come to a child if they have the means to safely prevent it. And they must be willing to die for a child.

If they meet these criteria, they are tested three times. Each time, they are forced to decide between their own life and that of a child, and if they hesitate at all, they are not granted powers. If they sacrifice themselves, they are granted a magical power to let them resolve the situation without dying. After these tests, they then gain new powers as they continue to protect and care for children:

  • Guardian doll: a doll that absorbs damage for a child.

  • Replica doll: a doll that appears to be a child when someone is seeking them for bad reasons.

  • Laughing doll: a doll whose magical laughter cheers a frightened child.

  • Warning doll: a doll who cries out when the child is in danger, but can only be heard by those who will help.

  • Avenging doll: a doll that attacks someone who has harmed a child.

  • Tourmaline doll: a doll who gives a magical aura that protects from infernal or imperial energies.

  • Soothing doll: a doll who provides magical healing to a child.

Other dolls are very possible, but they must always be about caring for, healing, or protecting children. Consult the GM.

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


Macarian

A maker of games that bring deep delight.

A macaron creates magical games. They learn to do this either from a mentor or teacher or from finding their own joy, happiness, delight, or optimism too much to handle and channeling it into their games. Most macarians have to be someone who is irrepressibly cheerful, though it is possible if they are not. They learn to wield their own emotions because they are too intense to contain, too potent to keep within their own bodies, sometimes storing them in a blue dumaqu jewel. They spill out constantly as emotional resonance, but the macarians are able to gather them and infuse them into their crafts.

To wield them, the macarian must become aware of their own emotional resonance, which is easier if they are feeling intense delight, happiness, or joy, especially shared happiness, delight, or joy. This happiness, delight, or joy must not stem from harm to others or from exploitation, oppression, abuse, etc. Once they are aware of it - usually because their mentor showed them or because it was so intense none could not see it - they can learn to wield it through breathing exercises and expressing it via art. As they do this, eventually, their expression of the emotions will manifest in the games they create. Once it is potent enough, they can create street art that affects the oppressed, exploited, abused, enslaved, imprisoned, etc., giving them delights, especially in difficult times.

The games are always full of small, special surprises, often designed for a specific person. Sometimes they are puzzles, sometimes they are board games, sometimes they are toy games. Many are mechanical. The form they take is up to player and GM. Common effects include the following:

  • Fascination: a puzzle or device fascinates a target, drawing their entire focus and forcing them to do nothing else until they solve it.

  • Surprising noise: a puzzle or toy does something unexpected, creating a surprising sound that draws attention from everyone within a 20’ radius.

  • Delightful turn: a puzzle, toy, or game changes in a way that brings delight to all allies, shaking them out of any negative emotional affects.

  • Confetti burst: a burst of confetti gives everyone low die on to-hit rolls for the next round.

  • Colorful device: a device of many colors moves on its own within a 30’ radius, zapping, buzzing, or shocking anyone who tries to grab it, drawing their attention for up to three rounds.

  • Lavender light: a soft light glows from a toy, illuminating a 10’ radius and revealing any magical emotional effects.

  • Joyous song: a toy or game plays a happy song that everyone must sing along to, giving them +3 WIL or PRS against negative emotional effects. If they do not willingly sing along, they become trapped in the song if they fail a WIL roll and unable to act until they succeed or the song is ended.

  • Satisfying pop: a toy or game makes a satisfying popping sound when you succeed in solving one of its puzzles, giving you +3 to your lowest base stat for a round.

Other strange magical effects may be possible if the player can come up with the right toys and games to suit them, but they must be around the theme of delight and happiness. Consult the GM.

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


Prismawicker

A chandler of rainbows who make candles that can burn with celestial light in its seven component parts. These energies can then be redirected to empower others or create other radiant energies. Though anyone can use prisms on celestial light, few understand how to control the results or how it works. Only those deemed worthy by rainbow serpents learn those secrets.

Anyone who uses celestial light often enough will begin dreaming of rainbow serpents. If they are deemed worthy, the rainbow serpent will teach them the arts of the prismawicker. If they are not deemed worthy, they will have to find other ways to learn. Those taught by rainbow serpents are often required to render services to the serpents, going on long journeys to help others in the world. A prismawicker proves themselves worthy by helping others. A rainbow serpent will never teach those who harm others (or wish to) how to wield their powers.

Raw celestial light is more versatile and powerful than any of its single component parts, but it is much more difficult to control and can often overwhelm its targets. It also hits everything in its range, including targets you might want to avoid empowering. Because of this, prismawickers tend to use the components instead. In order to find raw celestial light, a prismawickers must either seek out natural rainbows, find objects that contain it, or generate it by helping others and receiving it from the rainbow serpents when they dream (they will awaken with celestial light around them that follows them until they use it).

Much as light splits into an infinite number of colors collected into seven categories, so too does celestial light split into an infinite number of variations split into seven categories of “radiance”:

  • Radiant body: Scarlet radiance, the energy of empowering bodies and physical matter.

  • Radiant action: Fulvous radiance, the energy of empowering actions, behaviors, and skills.

  • Radiant thought: Yellow or saffron radiance, the energy of empowering thoughts, knowledges, and learning.

  • Radiant movement: Emerald radiance, the energy of empowering movement, kinetics, energies and gaseous matter and sound.

  • Radiant identity: Sapphire radiance, the energy of empowering Names, the whole of one's being.

  • Radiant emotion: Lavender radiance, the energy of empowering emotions, as well as liquid matter.

  • Radiant soul: White radiance, the energy of empowering souls, identity, self, as well as light.

There is also a theoretical eighth component, known as black radiance, celestial absence, or empowering shadow, which is the explanation for the existence of celestial shadow, though others just claim this is an entirely separate energy.

Once split, celestial light can be filtered such that the only component present is the one(s) the prismawicker wishes to use. This is done either by using colored candles that absorb components the mage does not wish to use and only releases the celestial light the mage wishes to use. These colored materials are added to the wax or applied to the candle via oils when it is in use in order to direct and refine the celestial light.

Refining is done through use of complementary colors:

  • Scarlet (red) is refined by use of emerald (green) filters and vice versa.

  • Yellow is refined by use of lavender (violet) filters and vice versa.

  • Fulvous (orange) is refined by use of sapphire (blue) filters and vice versa.

  • White is refined by use of black filters and vice versa.

Magenta will neutralize a candle.

In other words, if you want a beam of red, add green wax over your candle, and so on. Use of in-between colors may result in more subtle or complicated results.

Unlike prisms, candles cannot be directed. They simply shine in their area of effect.

What can be empowered by a component is determined by its characteristics. Substance, color, and energy all come into play.

Component State Form Stat Skill / Power Color Element
Scarlet Radiance Solid Body Strength Craft skills and manual labor / Inherent physical powers Reds Metal
Fulvous Radiance Plasma Action Prowess / Stealth / Athleticism Fine motor control / Acts of resistance Oranges Fire
Yellow Radiance Gas Thought Awareness Lores and knowledges / Hard-learned skills Yellows Earth
Emerald Radiance Gas Sound Awareness / Presence Music, communication, language / Team activities Greens Wood
Sapphire Radiance Solid Identity Presence / Athleticism Skills to help others / Relationship skills / Sex / Empathy Blues Water
Lavender Radiance Liquid Emotion Presence Alleviating pains / Medical skills / Cooking / Mixing Violets Wind
White Radiance Plasma Soul Willpower Inherent non-physcial powers / Artistic skills Whites Light
Black Radiance Liquid Shadow All (esp. Stealth) Unexpected skills Blacks/greys Darkness
Full Radiance All Name Any (esp. Prowess) Any All All
As per the spectrum above, browns are somewhere between oranges and yellows and thus can be empowered by both. Magenta is an unreal color and does not get empowered. Indigo is a violet. Anything on the edge between colors gets empowered by both, and lighter or darker versions thereof can tap into white or black radiance at weaker ranges than full white or black.

Some things may not be the color they are associated or perceived to be - many "grey" steel armors are in fact blue, for instance. Or mostly blue.

Anything with multiple colors within it will be empowered by any color present, but at a rate equal to the proportion the target is the specified color. For instance, a ship's sail that has a red stripe down the middle will be more strongly affected by white radiance than scarlet radiance.

No one has ever figured out how to create celestial shadow with radiance, hence why it is usually classified as a non-radiant energy. It is theoretically possible only.

Most naturally occurring rainbows contain celestial light, at least in trace amounts. To be specific, a rainbow is not merely the eruption of light into its spectrum, but such a phenomenon created by atmospheric conditions, especially in association with rain. In order to reach such a rainbow, a prismawicker usually has to be able to fly; most acquire this (if they do not already have it) via use of yellow radiance. A prismawicker will absorb celestial light by placing wicks of the correct colors into it to absorb it..

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


Sartorist

A tailor of protective clothing. Sartorists use celestial fabrics, but to do so, they must learn the special methods required to work them.

To sew, shape, or tailor celestial fabrics, a sartorius must learn how to work mundane fabrics first. Then, they must prove themselves worthy of working with celestial fabrics. To do this, they must not be a compliant or willing servant of imperial or infernal powers, must not be an abuser, exploiter, oppressor, slaver, imprisoner, impoverisher, indentured, or otherwise evil, and must atone for any previous actions in service to or that caused such. Though it is nearly impossible not to engage in labor for the powers-that-be, sartorists must minimize it and make atonement for it if they do, even to survive. This is often a continual process and one which affects their ability to do their work.

Once they are found worthy, usually via a ceremonial interaction with celestial fabrics, they are trained by a mentor or teacher to use the fabrics, what they are best for, how to sew them, and what kinds of magical effects they have.

The chart below shows different kinds of celestial fabrics, what effects they have, what they are best used for, and how to find them. The shirt score is how much a shirt’s defense rating would be if somehow made from the fabric - not all of these fabrics can actually be effectively turned into a shirt. It’s just for reference. Sewing time is based on time to forge a medium-sized shirt.

Sartorists will start with five pieces of unused fabric of their choice from any fabrics +6/+6 or lower in (maximum) power.

Toughness cannot go below character's base STR/toughness.

Fabric Type Leather armor score Effect Time to create Description
Ahawi deer skin Hide +1/+1 Social bonding 1 day Skin of a deer that bonds to its herd
Akbinnahpaché bison hide Hide +6/+6 Equalizing 3 days Wise Old Bison's hide
Ampofalamut stegosaur hide Hide +5/+5 Provides warmth or coolness if needed 5 days A stegosaur whose body provides for the whole herd
Angelfeather Feather +5/+5 Protection from infernal 6 days Feathers from celestial beings
Avoo Silk +13/+13 Protection from infernal 13 days Fabric woven in the Celestial Realms
Bison hide Hide +2/+2 Resist invader 5 days Common bison leather
Blue mountain panther hide Hide +1/+1 Clan blood 3 days Panthers who form vast clans
Blue sable fur Fur -2/-2 Intense passion focus 9 hours Sables with beautiful fur and passionate intensity
Bluemole fur Fur -4/-4 +3 WIL/patience 3 days Moles known for their patience
Bluesinger whale hide Hide +5/+5 +3 singing 10 days The most beautiful singers
Celeste lamb wool Wool -4/-4 Protection from infernal 6 hours Wool from blue lambs who can restore someone's soul
Celestial cottontail fur Fur -6/-6 Emotional soothing 8 hours Rabbits in the Celestial Realm
Chromium cotton Cotton +1/+1 Instills wonder Cotton that shines like chrome Shiny, metallic cotton
Cleverwool Wool -2/-2 +3 mechanic skill 1 hour Wool from the clevergoat
Corundumweave Weave +7/+7 Empowered by virtues, +3 max 6 days Weave made from corundum thread
Crocodile skin Hide +1/+1 Looks good 7 hours Common crocodile skin
Crystal squirrel fur Fur -4/-4 Inspires 1 hour Clear shiny fur
Crystalweave Weave +1/+1 +3 art skill 1 hour Fabric made from crystal threads
Dacm hide Hide +8/+8 13 days Hide from a protective beast called a dacm, not native to the area
Darksky velvet Velvet -2/-2 Good luck 7 minutes to 77 days Dark navy blue velvet
Deheya mule deer skin Hide -3/-3 Protection for children, +6 8 hours Skin of a magical mule deer that protects it children
Dumaqu silk Silk +9/+9 Makes you beautiful 9 days Silk made from dumaqu jewels
Dun beaver hide Hide +1/+1 +3 outdoor work 4 hours Industrious beavers' fur
Ebon velvet Velvet -3/-3 Roll 1d100 to see if a miracle occurs, if it does, velvet dissolves 9 days Blackest black velvet
Echinemon fur Fur -2/-2 +3 vs opponents 6 or more higher 7 days Fur of a dragon-killing mongoose
Eohippus hide Hide +1/+1 Ancestral sense 8 days Leather from a prehistoric horse
Fairwing feather Feather +2/+2 Equalizing 4 days Feathers of a massive bird that fights inequality
Flying reindeer hide Hide +4/+4 Flight 12 days Santa's reindeer's hide, you disturbed fuck
Gandohga smilodon hide Hide +3/+3 Communal bonding 10 days A massive smilodon that hunts in packs
Golden hind skin Hide +4/+4 Empowered by constance, +3 max 10 days Fur and hide of a golden deer
Good elk hide Hide +4/+4 Empowered by loyalty, max +3 10 days Hide of an elk that is loyal to its friends
Hadb Lace -5/-5 +3 ATH 1 day if graceful, 11 days if not Lace that moves with your body magically
Hadrosaur hide Hide +6/+6 +3 more if you don't attack 10 days Common hadrosaur hide
Hayop hide Hide +4/+4 +3 more against tyrannical forces 10 days Hide of the hayop, a massive beast that will never let anyone conquer it, not native to this area
Heslusluta hide Hide +5/+5 Equalizing 10 days Hide of the two-ton bison
Humblecloth Hemp -3/-3 Empowered by humility, max +3 1 day } Hemp grown by the poorest farmers
Iridal horse hide Hide +2/+2 Empowering leather 7 days Rainbow-colored horse
Iridal painter fur Fur +1/+1 Empowering 9 hours Fur of a rainbow-colored cougar
Jiyisi Silk +2/+2 Ancestral connection 1 day with guidance, 9 days without Silk made from ancient silk spun from the threads of ancestry
Keythong hide Hide +2/+2 Soul-strengthening 7 days From a griffin with a single horn
Kindsheep wool Wool -3/-3 Empowered by kindness, max +3 3 days Sheep herded by shepherds of kindness
Konrul feather Feather +5/+5 Empowering and fiery 9 days Firebird feathers
Lasthope shadow Shadow 0/0 Hides wearer from infernal shadow made into fabric Unknown Found in the darkest moments
Lavender muslin Muslin -4/-4 Makes you happier, resist infernal emotional attacks 6 hours Muslin made with euphoric magic
Loversweave Weave -2/-2 Empowered by romantic acts 9 hours Woven of threads of red string between lovers
Measured hemp Hemp -1/-1 Nourishing 4 hours Hemp harvested with the good harvest
Musimon wool Wool -1/-1 Protects family 4 hours Half-sheep, half-goat
Nineblue satin Satin -6/-6 Empowered by emotion, max +9 9 hours Satin made from nine emotional threads
Nymphish satin Satin -5/-5 Empowered by desire, max +3 9 hours Satin made by nymphs with special magic
Opal velvet Velvet -7/-7 Heals wounds 10 days Velvet made with taala blood
Parandrus wool Wool -1/-1 Comfortable to work in 10 days without help, 1 day with Wool from a shapeshifting beast
Puresoft linen Linen -6/-6 Cleanses easier 1 hour Linen made via magical cleansing rituals
Rainbow serpentscale Scale +9/+9 Empowering 9 days Scales given freely from the rainbow serpent
Raqiq Cotton +1/+1 Bounce back quicker 10 hours Extremely resilient cotton
Scarlet cougar fur Fur +1/+1 +3 vs enemies 6 or more above 10 days Fur of massive cougars from further north
See'peets bighorn sheep wool Wool -2/-2 +3 to resist imperial powers 10 hours Wool from sheep who batter invaders
Sereneweave Weave +1/+1 Pure serenity 8 hours Woven from fabrics of accord
Shiningweave Weave -4/-4 Brightly shine and inspire 3 hours Woven from celestial light
Shukha chuklheheli opossum fur Fur -2/-2 Empowered by acts of justice, max +7 7 hours Made from opossums that help seekers of justice
Softblue cotton Cotton -5/-5 Comforts children 4 hours Cotton that feels softer to children than adults
Swanfeather Feather -3/-3 +3 to seeking justice 7 days Magical swan feathers
Taupe cotton Cotton -3/-3 Comforting to the touch 8 hours Magical cotton that makes homespun and comfortable clothing, cannot be grown by oppressors
Tkanime Silk +1/+1 Uplifting chaos magic Unknown Pure celestial chaos made into silk
Tremendous satin Satin -5/-5 Inspires awe 5 days Satin made with emotional resonance
Triskedecaceratops hide Hide +13/+13 Protection from infernal 13 weeks Made from a thirteen-horned dinosaur
Trueself silk Silk -5/-5 Empowered by living true to oneself, max +13 As long as it takes to find onself Made from the resonance of loving oneself
Trueweave Weave +2/+2 Empowered by True Names, max +3 20 days Made from True Names
Warming cotton Cotton -4/-4 Empowered by the rules of hospitality, max +10, automatically warms 8 hours Cannot be grown by oppressors  
White doe skin Hide -4/-4 +3 hunting 5 days Skin of the white doe spirit
Yona bear hide Hide +2/+2 Communal bonding 10 days Skin of bears that bond into magical communities.
Sartorists are heavily criminalized for their work.

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

Topic revision: r2 - 13 Jul 2025, SallyJaneBlack
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