A keeper of a secret inn. One who works at an inn that only appears at certain times, under certain conditions, and is magically kept secret by those who know of it or keep it. The kind of place that vanishes after you leave it.
To become a clandestineer, one must first find or create a magical secret inn. There are several ways this might happen:
They stumble upon the inn and cannot pay their fare, so they must work it off and end up bound to it.
They learn to wield the magic of secrets and arcane shadow with the intention of creating or working at such a place.
They were raised in such a place and inherit its magic.
The magic of the clandestineer is much akin to that of an intelligencer, but with a more domestic focus.
A clandestineer wields arcane shadow to imbue their inn with secrets, protect it with mysteries, and keep it hidden from those they do not wish to find it. They have special and secret rituals and devices that allow them to command the arcane. The keeping of secrets and mysteries can give things power, varying by the nature of the secret. The art of using these powers is called arcanum.
One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret, if they are aware of the power of it. To become a clandestineer, one must be initiated by another clandestineer who holds powerful secrets. With many secrets, the clandestineer gains many powers:
Arcane lock: the clandestineer must unlock a mystery or secret in order to seal a secret into the inn’s door to keep it hidden and control who can open it.
Veiled curtains: the clandestineer can make the curtains in their inn threaded with mystery, meaning anyone who looks through them gain insights into what they see beyond.
Secret-binding: the art of binding a secret to a place or object involves whispering that secret to the place or object every night at 3 a.m., then walking backward around the spot or object 7 times. This ancient Tradition leaves a resonance of the secret on the place or object. This is how they keep their inn secret.
Arcane sense: this sense is the ability to tell when something is being hidden. Many have this naturally as a weak subset of their "Read People" score, but some develop it through exploring mysteries for long periods of time. Some supernaturally develop it through use of arcane empowerment, secret-binding, or other powers.
Soft voice: the ability to spread a secret over great distances, whispering is fueled by the need to tell someone a secret. This happens when a secret's time of revelation has come, objectively and narratively, and it cannot be stopped or controlled.
Questions: an ancient game of back and forth questioning that empowers the initiator by giving them building insight into their partner. Clandestineers employ this with new guests if they are suspicious of them.
Clandestinners using secret-binding on many objects and rooms within their inns. Other abilities may be possible. Consult the GM.
The player and GM will design the inn together.
PRO +1 ATH / STR +2 AWA +3 WIL +1 PRS / STH +2
A cook who prepares otherworldly food for the bodies of the fey. A cocaire gains their powers one of three ways:
Becoming indebted to the fey and having to serve as their cook for a certain period of time.
Making a deal with the fey to gain special cooking skills.
Being fey and learning the old fashioned way how to cook for other fey.
Fey beings have varied diets, but some part of their diets must contain fey magic. Cocaires make sure this need is met. They do this by using fey plants, animals, and fungi, casting spells over the food, and using magicks to take abstract characteristics from victims to infuse into food. They gain these powers when they are indebted, make their deal, or study it growing up.
A cocaire will vary the foods they prepare depending on those they are feeding, but some common foods they can prepare include the following:
Dreamer’s tea: tea made from fairy mushrooms or flowers that produces profound hallucinations and deep sleep and dreams. This takes an hour to prepare.
Baked mushrooms: baked fairy mushrooms, sometimes stuffed with herbs, that fill fey beings up and give them protection from infernal powers. This takes two hours to prepare.
Fairy bread: bread with a little sweetness to it that lightens the step of any who eat it (+1 to +3 ATH and +1 to +3 STH for four hours). This takes four hours to prepare.
Elk’s head: a whole elk’s head, roasted and stuffed, if eaten before the autumn, can provide protection from the Wild Hunt. This takes eight hours to prepare.
Honey milk: sweet milk that reduces wound levels for fey beings by one and alleviates pain for non-fey beings. This takes half an hour to prepare.
Pink cream: a light, frothy cream that allows any who consume it to feel a slight euphoria and gain +1 to +3 PRS for four hours. This takes an hour to prepare.
Fey venison: meat from fey deer that allows the consumer to vanish once within an hour of eating it. This takes three hours to prepare.
Turnip lamp: a carved turnip that glows in the night during the autumn, protecting from evil. This takes half an hour to prepare.
Violet apple butter: spiced butter made from violet apples that gives the consumer the ability to glamour or bonus to their glamour for the day. This takes four hours to prepare.
Faerie feast: food that, if eaten by the fey, protects them from non-fey magic for up to a season. If eaten by non-fey, it either traps them in Faerie for seven years or inflicts them with a geas if they are not in Faerie when they eat it. This takes six days to prepare.
Other foods are possible. Consult the GM.
PRO +1 ATH +1 STR / AWA +2 WIL +1 PRS +1 STH +1
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