Fey Wrights

A wielder of fey magic who uses it to craft things.

Alewright

A brewer who makes fey alcohol. Fey plants tend to have an hallucinatory edge to them, so their alcohols are appreciated by those who want to get very intensely drunk and see something unexpected in the night. While anyone can work with fey plants, those that do so consistently end up being deeply affected by the plants and the powers of the fey, gaining strange abilities and the occasional affliction.

The fey plants that they use include the following:

  • Aitil: a form of juniper used in gin to make the drinker feel like time has slowed down.

  • Babeal: a cowslip added to wine to get the drinker drunk faster.

  • Cloggorm: a bluebell used to enhance beers, ales, and wines, making them aromatic and euphoric. These flowers call fairies when rung.

  • Corcrablath: a lavender used to enhance brandy, adding an aromatic flavor and an intense euphoria.

  • Cruithneacht: a form of wheat used in many drinks that causes the drinker to feel connected to the subconscious of those physically closest to them.

  • Dris: blackberry brambles (that grow throughout the Bramblebed) create sweet drinks that instill a sense of mischief in the drinker.

  • Eoinwort: a form of st. john's wort that makes a liquor red, giving it mild mental healing properties.

  • Fairy apple: fairy apples are used in the making of cider, creating a pleasant, cinnamony warmth and contentment.

  • Farard: a form of sorghum that is used in various drinks that makes the drinker feel bigger than they are.

  • Fey pansy: a pansy added to cider to make it aromatic and grant the drinker mild dreams.

  • Fionchaor: a grape used to make wine that is a bright violet in color, causing the drinker to have lucid dreams.

  • Garbhcomh: a form of barley that is used in many beers, ales, and liquors; it makes any drink richer in flavor and causes mild hallucinations, mostly auditory.

  • Seagal: a form of rye used for whisky that gives the drinker a sense of deep understanding of the nature of dreams, unreality, and perception.

  • Searbh: a form of slightly more bitter hops that makes any drink (usually beer) a potent hallucinogen.

  • Silin: wild cherries that provide a miracle sure to many, many, many common ailments.

  • Sionlamh: a foxglove used to cause wines to burn, mildly poisoning the drinker, and giving them an intense energy.

  • Smearban: rowan berries used to strengthen wine, ale, or spirits, giving protection from fairy magic when used.

  • Sun thyme: a form of thyme added to ales and ciders to make them aromatic and make the drinker feel lighter and more social.

As they use these plants, they sometimes gain the following powers:

  • Green thumb: their thumb literally turns green and gives them the ability to encourage plants to grow by touching them.

  • Olfactory reading: they can smell disease or problems with a plant.

  • Plandagairt: the invocation of the mystical power of plants, they can invoke the magic inside a plant by breaking one of their seeds.

  • Plant speech: they can speak to any fey or mundane plants, and some elemental and celestial plants, but never infernal plants.

  • Taste of power: they can know the powers of a plant by tasting it. This can have consequences when the plant is poisonous.

And they are often afflicted with one of these:

  • Bubbling consciousness: the alewright sees hallucinatory images in bubbles floating in their vision at all times. These bubbles sometimes speak to them with information from their deep subconscious.

  • Fearful whispering: the alewright hears whispers that terrify them when they roll below a 3 on any roll.

  • Insectoid delusion: the alewright thinks insects are crawling on them, though the sensation is mild, and they are used to insects due to their work with plants. Any time they roll triple 3s, they insects become real.

While primarily they grow fey plants to make alcohol, they are also capable of and knowledgeable of other fey plants and their properties:

  • Bridewort: strewn on the ground at weddings, it makes the bride impervious to disease for the night.

  • Cloggorm: a bluebell (see above) that calls fairies when rung.

  • Feithleann: a honeysuckle used to repel magic and give dreams of love. It cannot be used in alcohol, but its nectar is a sweet drink.

  • Fey elder: the elder tree is the most potent fey tree for protection from infernal powers.

  • Fuinseog: the ash tree prevents the fey from stealing your children.

  • Gort: an ivy that leads those who follow it to safety, to love, or away from death.

  • Meadowsweet: a pain killer and cleansing flower.

  • Neanntog: nettles that can be used to form a painful bed that saps the body of all toxins.

  • Sabhaircín: a primrose that love, good luck, and inspiration.

  • Saileach: the willow tree is a painkiller, but also enhances all witchcraft powers, and its branches can be used to find water.

  • Sceach gheal: the fairy tree, the hawthorn, with many, many powers. This tree will open a gate to other realms, cause bad luck to those who harm it, banish evil with its sprigs (if you ask nicely), grant protection to a newborn if the afterbirth is hung from its branches, repel unwanted men with its sprigs, grant beauty with its morning dew, repel lightning when growing near a fey home, grant wishes on Beltane if ribbons are hung from it, medicinal leaves or berries, and more. Consult the GM.

  • Straif: a blackthorn tree that keeps secrets and contains magic of witchcraft. Harming it will cause the person to be cursed.

Alewrights keep special gardens as well as breweries, distilleries, and vinyards.

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


Amhranai

A wielder of fey lore who uses emotion to shape objects. Pronounced “or-uh-nee”.

An amhranai is fueled by their emotions, an ability they gain either through complex rituals and fey deals (trading away one specific emotion that a fey would want for it) or by taking special concoctions that cause deep and disturbing hallucinations. The concoctions are always made up of fey plants, fungi, and dreamstone powders. They must take at least one dose per day. The more they take, the worse their hallucinations get.

These are the price they pay for their abilities if they use concoctions:

  • Bubbling consciousness: the amhranai sees hallucinatory images in bubbles floating in their vision at all times. These bubbles sometimes speak to them with information from their deep subconscious if they are on one dose.

  • Fearful whispering: the amhranai hears whispers that terrify them when they roll below a 3 on any roll if they are on one dose.

  • Insectoid delusion: the amhranai thinks insects are crawling on them, though the sensation is mild, and they are used to insects due to their work with plants. Any time they roll triple 3s, the insects become real if they are on one dose.

The abilities they gain regardless of how they gained them are as follows:

  • Shape metal: to shape metal, they must burn either fear or courage. The minimum power needed is 13.

  • Shape wood: to shape wood, they must burn either sorrow or happiness. The minimum power needed is 13.

  • Shape stone: to shape stone, they must burn either love or hatred. The minimum power needed is 13.

  • Shape bone: to shape bone, they must burn either trust or distrust. The minimum power needed is 13.

  • Shape flesh: to shape flesh, they must burn either acceptance of disgust. The minimum power needed is 13.

  • Shape rubber: to shape rubber, they must burn either envy or contentment. The minimum power needed is 13.

  • Shape fabric: to shape fabric, they must burn either hope or despair. The minimum power needed is 10.

  • Shape mind: to shape minds, they must burn either joy or rage. The minimum power needed is 19.

  • Shape heart: to shape emotions, they must burn either grief or arousal. The minimum power needed is 16.

  • Shape soul: to shape a soul, they must burn either pride or confidence. The minimum power needed is 22.

  • Shape Name: to shape a True Name, they must burn either determination or guilt. The minimum power needed is 25.

They must have the materials to shape them. It takes time to make a complex change, but simple changes can be almost instantaneous.

To wield an emotion, they must first feel it, then store it for later use. To store it, they need to have a silver cup to place them in. If the cup spills, they lose the emotion, so they also often use a silver lid for it. To use it, they must drink it and say a rhyme about what they want to alter. The target must be within 10’. Power of the spell is determined by how much emotion they have used. If they use more than 10 points of emotion, they risk burning out on it on a critical failure (roll PRS vs. difficulty). For every three above this, the risk goes up by failure/success level.

Amhranais use their powers to make strange, fey objects with special emotional magical powers. Consult the GM for what effects are possible.

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


Cruach

An artisan well versed in many kinds of fey lore.

Cruachs are general artisans, capable of working any material and making a wide variety of objects using fey magic and the ancient lore of Faerie. They do this with crafting charms, spells, rhymes, and ancient Tradition. To do this, most make a deal with some fey being for the ability, giving up some facet of themselves for it. Others learn the craft from a mentor if they are fey or from strange dreams and portents if they are not. Others gain the abilities via some kind of curse or geas or quest.

Regardless of how they attain the ability to work the lore to craft objects, cruachs will have a list of spells, charms, songs, and rhymes that create specific kinds of crafts. They start with at least five of these:

  • Armor song: a song that shapes materials into armor.

  • Book spell: a spell to create books, scrolls, or other written pieces out of words and paper.

  • Broom and rag rhyme: a rhyme that creates enchanted cleaning products.

  • Builder’s song: a song to build larger structures.

  • Clock rhyme: a rhyme to create a fey clock.

  • Clothing spell: a spell to fashion clothing out of fabric.

  • Common item spell: a spell to make common mundane objects.

  • Dream song: a song to create a dream for someone.

  • Farmer’s rhyme: a rhyme that creates materials commonly used on farms.

  • Food rhyme: a rhyme to cook, bake, or prepare food.

  • Furniture charm: a charm to turn materials into furniture.

  • Inebriant rhyme: a rhyme that makes inebriants out of the appropriate materials.

  • Instrument song: a song that turns materials into musical instruments.

  • Jewelry spell: a spell to craft jewelry out of metal and stone.

  • Kitchen rhyme: a rhyme that makes common kitchen utensils.

  • Medicinal charm: a charm to make medicines.

  • Potion charm: a charm to make magical potions.

  • Tool charm: a charm to make common tools.

  • Vehicle spell: a spell to turn materials into a vehicle.

  • Weapon spell: a spell to make a weapon out of materials.

To do any crafting, they must have the materials needed, but their magic makes the crafting process much quicker. The bigger or more complex the project, the longer it takes, but most can be done within a month at most. Simple objects can be made almost instantly. Longer projects require more uses of their magic.

Typically, they can use three spells of power 10 or less per day without having to pay for it. Anything more requires they complete a task or give something to their fey benefactor or geas.

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


Cumhranoir

A perfumer who uses fey microbes to create strange aromas. Pronounced “coo-rahn-or”.

In the time of the campaign, most are unaware of germs, bacteria, and other microbes, so cumhranoirs think of them in other terms - usually as invisible spirits - but effectively, they are drawing in microbes imbued with fey magic and turning them into aromas. They do this by using special saucers. They put a bit of honey and fruit in the saucer and wait overnight, and the invisible spirits become visible as they gather, turning into a violet fluid.

Those who work with fey microbes are usually infected by them and have strange side effects. These effects vary, but fey microbes do not work on the same rules as mundane ones. They affect different aspects of a person that usually would not be affected by a germ. During character creation, they select one of these to have. If they create a new perfume, they must roll to see if they end up with another:

  • Strange luck disease: player rolls three different die every time, but never three d10s.

  • Extraemotional fever: emotions manifest outside the body as colors.

  • Externalized monologue disorder: the cumhranoir’s internal monologue is spoken aloud.

  • Gaseous flesh dysfunction: on a roll of triples, the cumhranoir sneezes and one of their limbs turns into a violet cloud for 1d100 minutes.

  • Metaphysical instability: every time they use a magical ability, they roll once to see if they succeed and once again to see if their instability affects them - on a failure, two of the stats, skills, abilities, or powers on their character sheet swap scores permanently (their perfuming abilities are exempt from this).

  • Wandering shadow disorder: their shadow does not obey the laws of physics.

  • Cyclical gender: their gender changes under a specific phase of the moon. Their body does not.

  • Directional confusion: at a crossroads or doorway, they may take a wrong turn even if they take a correct turn.

  • Unpredictable mobility: there is a chance their next step will take them somewhere unexpected.

  • Contagious dreams: their dreams spread to others nearby every night.

  • Cassandratic personality quirk: they take low die on all persuasion rolls.

  • Relational distortion: on a straight roll (123, 234, etc.), they swap two of their relationship motivations.

  • Ominous focus delusion: they see omens everywhere. Their belief makes them come true (triggered by a roll of 5 or less).

  • Weighted debt flu: any debts they owe manifest as a literal weight on their shoulders, forcing them to roll STR every day or suffer -1 to -6 to PRO, ATH, and STH rolls.

  • Unforeseeable circumstance ague: any plan they make is forgotten the instant they start to take action on it.

  • Hunted look sores: everyone who meets them thinks the cumhranoir is being hunted by someone or something.

Other diseases are possible. Consult the GM.

A cumhranoir can create perfumes that cause any of the above diseases as well, but they also create ones with positive effects, which they usually sell:

  • Violet mist: +3 PRS

  • Amethyst haze: good luck

  • Azure water: +3 fey magic

  • Brassy aroma: one portent

  • Castory musk: +3 STH

  • Citrine drop: +3 AWA

  • Indigo perfume: lucid dreaming

  • Mauve fog: +3 read people

  • Pyrite spark: surprising smile

  • Russet cologne: +3 legend lore

  • Sepia scent: +3 history

Other effects are possible. Consult the GM. All effects last one hour unless more than one dose is used. No more than four doses may be used.

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


Faceter

A jeweller who uses dreamstones and other fey stones.

Faceters create jewels, jewelry, or other objects out of fey stones. Their primary material are dreamstones, which they gather from dreams themselves, but they can work with any fey stone. They gain the ability to do this either by making deals with powerful fey or by being magically bound to a specific dreamstone on a dream quest.

Faceters make stones that give the bearers specific abilities, powers, or bonuses, but they must extract a price from anyone they give them to, something they can feed to dreams or give to their fey benefactor. The price varies by the power of the stone.

Some stones they might work with include the following:

StoneSorted ascending Effect Type Hardness Description
Aentrite Tutelary protection Ruby 9.75 Stones that embody a place
Akanono Inflict fey disease Agate 6.85 Tiny stones that are part of a tale of microbes
Aole Ona Inebriation Amethyst 6.9 Amethyst that ferments
Azurealite Creates blue zones Turquoise 5.39 A stone imbued with wild mana
Batopeke Mimicry +3 Serpentine 2.75 Serpentine that mimics other stones
Birichiko Stores information and relays it Gossan 1.2 Gossan that can speak
Bridgestone Teleportation Granite 6.75 Heavy stone used to build bridges
Carraiggas Hunting +3 Jet 3.25 Jet that aids in the hunt
Cloch Aitheanta Control over fey Corundum 9 A corundum that has a fey Name etched into it
Clochcorcra Dream empowering +3 Dreamstone 0 Dreamstones that shimmer with purple light and can empower imagers' mirrors, miros, or the dreams of those who wear them
Dhagax Inebriation Marble 3.35 Marble that makes people drunk if they touch it too long
Dreamstone Dream empowering +1 Dreamstone 0 Stones found in dreams that have no substance in the Waking Realm
Ecel Symbology +3 Citrine 7 A citrine used in symbolist charms
Elevenite Magical power +3 Aquamarine 7.75 Aqumarine that resonates with mana
Fenzeki Bonding Sapphire 9.1 A sapphire that bonds to other stones
Gan Meisce Good luck Amethyst 7 An amethyst quartz that brings good luck to the bearer, a blue amethyst
Glain Neidr Deflects misfortune Flint 7 A flint with a hole worn through it; protects from misfortune
Glogbjar See other perspective Sardonyx 6.75 Sardonyx that allows the user to see other people's perspectives
Gloine Reimse Nourhsing energy Glass 2.9 Glass that is filled with the tale of the harvest
Hagstone Magic sight +3, magic protection +3 Flint 7 A flint with a hole worn through it that allows the holder to see esoteric energies and provides some protection from them
Ibwenkon PRO +1 Malachite 3.75 Malachite that remembers stories of war
Iseol Lore +3 Emerald 7.75 Emeralds that contain secrets of the Lore
K'lde AWA +3 Chert 7 Chert that aids in analysis
Konhin Persuasion +3 if true Calcite 3 Calcite that resonates with true observations
Kuppad Boasting +3 Gneiss 6.5 Gneiss that looks bigger than it is
Lyngurium STH +3 Fossil 1 Fossilized lynx urine that helps a person hide
Marvarid Performance +3 Emerald 7.9 An emerald that improves performances
Ngonyan Clairvoyance +3 Andalusite 7.25 Andalusite only extant in the present
Ottun Persuasion +3 Pyrite 6.25 Especially convincing pyrite ore that dazzles those who see it
Pharato Guides on journeys Aventurine 6.75 Aventurine that glows when taken on a journey
Pungkaba Depends on component parts Conglomerate 3.5 Conglomerate stone made via narrative synthesis
Ros Grows fungi Tanzanite 6.75 A tanzanite that makes dream fungi grow
Seoda Empowered by debts +3 Hornfels 5 Hornfels etched with debts
Shannite Secret empowered STH bonuses Onyx 6.75 An onyx that becomes harder to see if you whisper a secret to it
Siglakxa Distupted stepping Larimar 4.8 Larimar that exists laterally
Siyaqat Inflicts a fate Siyaqat 10.25 A stone that is as hard as the certainty of fate
Soro Okuta Storytelling +3 Apatite 5 A speaking rock that gives the holder encouragement to tell their tales
Tanganitene Guides on journeys Jet 3.25 Jet that draws one to the end of the story
Utanakai Catalyzes a story Lapis Lazuli 5.3 Lapis lazuli that can start an adventure
Faceters must complete dream quests every so often to maintain their abilities.

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


Fairywicker

A chandler who uses fairy lights.

Fairy lights are small motes of light that confuse, distract, form illusions, or glow without apparent source. They exist commonly in Faerie but can be summoned or created by those with fey magic. A fairywicker gains the ability to make candles that exude fairy lights by making a deal with the fey or after strange events give them the ability, usually getting lost in the wilderness following fairy lights then awakening from a bizarre and epic dream quest - a quest they never complete.

Fairy candles are made from magical wax and wicks collected in dreams and made real via simple spells. Once the candles are made, they have one of the following effects:

  • Confusing flicker: anyone who sees the flicker suffers -1 to -6 AWA.

  • Disrupting light: anyone who sees the light cannot think for up to a minute.

  • Illusory candle: illusory images form around the candle in a 10’ to 30’ radius.

  • Dream candle: anyone who sleeps within the light has potent and strange dreams.

  • Questing light: the light guides the bearer on a quest.

  • Luring light: the light makes targets roll AWA vs. its power or be lured toward it.

  • Portentous light: the light casts shadows that show the near-future of those who see it.

  • Vanishing flicker: the light allows the fairywicker and anyone they choose within 10’ to vanish for 30 seconds.

  • Mirroring light: the light shows those who see it dream versions of themselves.

  • Wandering flicker: the light wanders away from the candle at random.

Other effects are possible. Consult the GM.

Every candle made requires some aspect of the dream quest to be completed.

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


Fatespinner

A spinner of the threads of fate.

Unlike seers or soothsayers, fatespinners attempt to control fate. This is inadvisable to the inexperienced and dangerous to the experienced. It requires an understanding of fate and time that most cannot ever possess.

Fate is woven in the form of invisible threads that flow throughout reality. They are often disrupted by other energies, but those with special skill and tools can feel them, touch them, and view them. Fatespinners attempt to spin them into tapestries that not only predict the future, but dictate it.

The consequences of this are always that fate fights back. Fatespinners cannot weave their own fate, only those of others. Their own fate becomes woven in retribution to every fate they weave. The more they use their abilities, the less able they become to escape what is fated to them.

What the threads of fate combine to form is the Tapestry of What Is to Come; fatespinners create a smaller version of this for individual people, places, or things. It is a complex tapestry where colors, forms, and measurements have meanings only a few understand. The interpretation of the tapestry tells what fate there may be. Fatespinners create these and weave into them what they wish the fate of their target to be.

To weave, a fatespinner must learn how to spin without their eyes. They do this first by training with a blindfold or other device that blocks their eyes. If they cannot see already, they must train themselves to sense the threads in a similar fashion. Sight beyond sight is required, but also the ability to touch the invisible threads of the tapestry. This is done by first working with actual threads to know the feeling, then working up to more esoteric threads. Training to see without one's eyes requires years of meditation, working with actual thread, and the use of hallucinatory drugs. If they fail at this, they are doomed before they even begin. Often this happens because they followed a Forbidden Thread, such as looking at the fate of a Divine, or at their own death, or a thread that is too erratic and affected by chaos, luck, or other powers. Or worst of all, if they tried to view the entire tapestry of all that is at once.

Fatespinners cannot see portents, visions, or prophecies like seers or soothsayers, but they sometimes have precognitions and insights, and they learn deeply about omens, which they often weave into people’s fates.

  • Precognition: they simply know what will happen before it happens. A priori knowledge of an event with a deep certainty.

  • Insight: something happens that gives them an insight into the future wherein they know something they could not have even from advanced pattern recognition.

  • Omen: they see something happen and know it is a good or bad omen, though not what it relates to nor why.

If they tell someone about their weavings, they are often disbelieved, as even the most powerful seers and prophets are. They always take a PRS penalty when telling someone who isn’t familiar with them their fate.

To weave the fate of someone, a fateweaver must capture some of their existing threads. They can do this by getting near them and taking them or trading magically with powerful beings of fate or fey power. The latter is always extremely costly. Once they have the threads, they must find the appropriate materials to create a tapestry of their future. Materials must be related to the target’s species, occupation, nation, gender, age, and other qualities. If the target is a thing or place, other relevant qualities must be represented.

If they do not have the appropriate materials, their spinning will automatically fail. If they have the appropriate materials, they must roll not against the target, but against fate itself. Targets rich in chaos, fortune, or other energies antithetical to fate are much harder to target.

The fatespinner will give a detailed prediction. The GM will determine difficulty. The fatespinner will roll. These cannot be precognition rolls; they must be left up to chance. However, the fatespinner only rolls one d10 for these rolls. Tokens may only be used on the opposing roll, which will still be three d10. They cannot be used to narrate success, but they may be used if the player has a clever idea that the GM likes.

The more severe the fate inflicted, the higher the success rate needed. Even a normal success cannot enforce a target’s death or destruction, nor their rebirth or happiness.

Roll Effect Consequence
Critical failure The fate fails and the target is granted a boon or doom by fate, whichever the fatespinner would like less The fatespinner will die and be cast into perdition within six days OR the world ends
Exceptional failure The fate fails and the target gains +6 and high die or -6 and low die for the next six days, whichever the fatespinner would like less The fatespinner takes low die and -6 for the next six days
Special failure The fate fails and the target gains +6 or -6 for the next six days, whichever the fatespinner would like less The fatespinner takes -6 for the next six days
Normal failure The fate fails and the target gains high die or low die, whichever the fatespinner would like less The fatespinner takes low die for the next six days
Tie The fate is scrambled and the target takes -1 or +1, whichever the fatespinner would like less The fatespinner takes -1 for the next six days
Normal success The fate succeeds but will wear off within six days The fatespinner takes low die for the next three days
Special success The fate succeeds but will wear off within six weeks The fatespinner takes -6 for the next three days
Exceptional success The fate succeeds but will wear off within six months The fatespinner takes low die and -6 for the next three days
Critical failure The fate succeeds and does not wear off The fatespinner will suffer a doom dictated by fate within three days

Fate never treats a fatespinner kindly.

At the start of the session, anyone playing a fatespinner will make 6d6 single-d10 rolls. These are their precognitions. They will note these numbers down and share with the GM. Throughout the session, these will be their rolls. They will pick which one they will use for a roll before the opposed roll is made. The opposed roll will still be a three-die roll. If they want, they can give a roll to someone else before or after an opposed roll is made, even another player (if the player consents).

If they run out of rolls, they may spend tokens, and if they have none, they roll the usual three d10s. If they have rolls left, they can still choose to forgo a roll and accept a failure.

Insights will occur twice per session. The player may invoke one either by willingly forgoing a roll or by spending a token, or the GM can provide one at their discretion. Omens and portents occur on AWA or read people rolls if the player forgoes the roll and chooses to experience an omen or portent instead, or they can occur at the GM’s discretion or if the player spends a token.

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


Fiodoir

A weaver of fey omens of death. Pronounced “fyodor”.

Fiodoirs take abilities from ancient tales of death, weaving magical omens of death into special works. To gain the ability to do this, they study the ancient lore for years, and on a blustery midwinter night, they must perform a ritual in which they offer first their blood, then their memories, then their feelings, then their soul to Death Herself. If she accepts any of these, they simply die. If she refuses all four, they are given four years to prove themselves worthy of her magic. During that time, they must perform four quests in her name, bringing back blood, a memory, a feeling, and a soul to her. If they succeed, she gives them four abilities:

  • Soulweaving: soulweave is what it sounds like - threads made of actual souls - and can create materials that affect metaphysical properties.

  • White ribboning: white ribbons are omens of death; a fiodoir can create them and mark places to signal incoming death.

  • Keening yarn: the fiodoir can infuse the keen of a bean sidhe into any yarn they use to create fabrics that protect from death.

  • Crow caw: the fiodoir can weave a symbol from crow feathers or the image of a crow into something to prevent whatever this fabric touches from becoming undead.

Anyone they kill or prevent from becoming undead gives them a little bit of magical energy. The more they do this, the more they gain, and after every 16, they gain a new ability.

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


Gabha


A fey smith. Pronounced “gow-uh”.

A gabha must pay a deep price for the ability to forge fey metals. Partly, they pay this in metal itself - either fey currency or raw metals as tribute to the fey being who gives them their abilities - and partly they pay in blood. Everything they forge has a bit of their blood in it. The more powerful the object, the more of their blood they must use. And finally, they must pay an initial price to their fey benefactor of an abstract feature or characteristic or a body part.

Forging fey metals is a little different from other metals in that they sometimes exist only in the Dream Realm. Sometimes, a gahba must dream of a forge to do their work.

The chart below shows different kinds of fey 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 and blood price is based on time to forge a small tool, dagger, or piece.

Metal Type Form Modifier Best use Effect Found Description Time to forge Blood price
Labhartha Silver Solid 16 Anything Alters identity Found in fey True Names Silver infused with the Name of fey 25 days Permanent STR -6 per 1 day off time to forge, minimum -1, max permanent death
Airgid Banríon Silver Solid 3 Anything Displacing, glamour Found in the realm of Faerie Silver wielded by fairies 7 days Permanent STR -1 per 8 hours off time to forge, minimum -1, max 6
Quickcopper Mercury Liquid -5 Stealth equipment STH +3, empowered by silence, max +6 Found in places where sound does not touch Mercury that is difficult to see 7 days Deep wound per day off time to forge, min 1, max 6
Plumbum Lead Solid 3 Stealth equipment STH +2, read people +1, empowered by secrets, max +6 Found in secret places Lead empowered by secrets 7 days Deep wound or one secret per day off time to forge, min 1, max 6
Jarn Iron Solid 2 Wearbles Alters character Found in the realm of Faerie Iron that alters with those who perceive it 10 days Deep wound or one characteristics per day off time to forge, min 1, max 9
Sona Gold Solid -1 Cups Instills confidence Found in the realm of Faerie Gold that provokes boasting 10 days if sober, 5 if drunk Flesh wound if drunk, normal wound if sober, per day off time to forge, min 1, max 4
Ciclunium Silver Solid 3 Magical tools Magical ability +3 cyclically, witchcraft +1 permanently Found in places of witchcraft Silver that reacts to story cycles 3 weeks Deep wound or a full witchcraft ritual per three days off time to forge, min 1, max 18
Fiacail Wolfram Solid 2 Weapons and armor PRO +3, empowered by parries, max +6 Found in battlefields Wolfram empowered by stories of war 7 days Permanent STR -1 per day off time to forge, min 1, max 6
Imvizitsulo Nickel Gaseous -6 Door frames Teleportation, can be empowered to +6 Found at crossroads Gaseous nickel that creates magical doorways 7 days Deep wound per day off time to forge, min 1, max 6
Oneirium Bismuth Imaginary 0 Anything imaginable Shaped by imagination, empowered by dreams, max +4 Found in the Dream Realm Bismuth that exists only in dreams 6 days in dreams, 12 out Deep wound or permanent AWA -1 per day off in dream, permanent STR -1 or permanent AWA -3 per day off out of it, min 1, max 5
Jidhiry Zinc Solid 1 Shared items Bonding, empowered by bonds, max +12 Found only deep underground Zinc that binds and forms links that alter it 3 hours Normal wound, but risk being bonded to what you create, mitigate danger with deep wound
Tinebeag Brass Alloy 3 High heat equipment Fire damage +5 Found in the realm of Faerie Brass burning with fey flame 7 hours Deep wound per day off time to forge, min 1, max 6
Quickwolfram Mercury Liquid -3 Weaving equipment Bind fate Found where fate dictates Mercury that flows on lines of fate As fated As fated (GM dictates)
Dunta Bronze Alloy 8 Anything Empowered by debts, max +6 Found in the realm of Faerie Bronze made with a debt contained within 7 days Deep wound or a debt to a powerful fey per day off time to forge, min 1, max 6
Aluro Copper Gaseous -6 Anything Catalyzes a story Found in the realm of Faerie Copper gas that catalyzes stories or reactions 7 minutes Permanent STR -1
Blue Gold Gold Gaseous -3 Games of chance Alters fortune Found where winds of fortune dictate Golden gas that flows with the winds of fortune 7 minutes, hours, days, weeks, months, years, or decades Normal wound, roll a d8 to see how long it takes, reroll on 8, higher roll is shorter time
Airgead Trasdultach Silver Solid 2 Hunting equipment Empowered by hunting, max +6 Found in the wake of the Wild Hunt Silver transformed by ancient tales of the Hunt 7 days Deep wound or a soul of the hunted per day off time to forge, min 1, max 6
Amanissin Antimony Solid -3 Writing or printing tools Empowered by telling truths, max +6 Found in the realm of Faerie Antimony found only in true stories 7 days Deep wound or one profound truth per day off time to forge, min 1, max 6
Kinzoku Iron Solid 2 Enduring materials Adds bonus +1 per 100 years, max +8 total Found anywhere of ancient power Iron that gains power with age and absorbs its own history 7 days per 100 years Deep wound per 100 years per day off time to forge, min 1, max 6 per 100 years
Filzite Bismuth Solid -2 Anything Shifts laterally Found in the realm of Faerie Bismuth that exists nonlinearly A year and a day Mortal wound per month off time to forge, min 1, max 11
Elevenium Plutonium Solid 11 Magical tools Magical ability +3 if near ley line, glows azure near ley line Found near ley lines Plutonium found only near ley lines 11 days Deep wound per day off time to forge, min 1, max 10
Azure Silver Silver Liquid 0 Magical tools Magical ability +3, glows azure near strong magic Found near places of mana Liquid silver full of mana 11 days Normal wound per day off time to forge, min 2, max 10
Vorpal Wolfram Solid 13 Weapons Snickersnack, no penalties to cut off a head Found in the realm of Faerie Wolfram that can cut anything A year and a day Mortal wound per month off time to forge, min 1, max 11
Dhagandu Copper Solid 1 Anything Clairvoyance +3, resets any effects on it after a single second Found in the realm of Faerie Copper that exists only in the present moment The present moment Mortal wound
Lo Gold Liquid -5 Alcohol Gets drinker drunk Found in the realm of Faerie Liquid gold that can be drunk for inebriation 10 days if sober, 1 day if drunk Deep wound per hour off time to forget if drunk, mortal if sober, min 1, max 1
Chrysopoeium Unique Solid 2 Nothing Symbolism +3 Alchemical byproduct Byproduct of transmuting one metal into another via alchemy 7 days Deep wound per day off time to forge, min 1, max 6
Dhaatu Mercury Gaseous -6 Travel equipment Endurance +3, empowered by journeying, max +6 Found in the realm of Faerie Mercury gas that moves through stories 7 days Deep wound per day off time to forge, min 1, max 6
Nhprang Bronze Alloy 2 Viewing equipment AWA +1 Found in the realm of Faerie Bronze that alters when analyzed 7 days Deep wound per day off time to forge, min 1, max 6
Ivyuma Brass Alloy 3 Unknown Inflicts an ending Found in the realm of Faerie Brass that only exists at the end of a story When it is finished Mortal wound
Pelopium Platinum Gaseous -5 Recording equipment Varies by language, empowered to max +6 Found in places full of words Gaseous platinum that responds to language 7 days Deep wound or powerful word per day off time to forge, min 1, max 6
True Gold Gold Solid -1 Structures Stronger in a specific location, max +6 Found in specific locations Gold that embodies a place 7 days out of the place, 7 hours in Deep wound per day off time to forge out of the place, normal wound per hour in the place, min 1, max 6
Kuatepoti Pyrite Gaseous -1 Fireworks Causes confusion Found in the realm of Faerie Pyrite gas that confuses people 21 days Normal wound per day off time to forge, min 2, max 20
Kyuuma Steel Alloy 4 Anything Varies by component metals Made from any two fey metals Steel made by synthesized fey metals 7 hours Mortal wound
Argentum Silver Gaseous -5 Magical tools Triggers wild magic, see wild mage, empowerd by wild magic, max +6 Found near blue zones Silver gas that triggers wild magic 11 days Deep wound per day off time to forge, min 1, max 10

Gabhas are much sought after for their magical abilities, but also much feared. They often train in magical medicinal work to heal themselves.

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


Poppeter

A fey dollmaker.

Dolls made with fey energies are filled with sympathetic magic. To make one, one must either have a mentor to reach them or make a deal with the fey.

There are specific supplies they will need to make a poppet. Sympathetic magic involves taking a piece of someone (a bit of hair, a tooth, a fingernail, some skin), attaching it to an effigy, then altering it to that effigy to affect the target. Poppeters make poppets, dolls, as effigies. To make this work, they must prepare the poppet with a ritual that involves putting a piece of themselves into a magical circle, alongside the poppet and some symbols of power. The ritual must be performed outside the view of the moons (under a triple new moon or inside where no moonlight spills in). Once the ritual is done, the piece of the poppeter must be placed on a poppet of the caster and kept somewhere safe. The poppet of the target is infused with magic and ready to be used.

Once the poppet is prepared, the poppeter must get a piece of their target to apply to it. From there, they can affect the target at their leisure. The range is generally one mile, but it can be reduced or extended with more potent pieces of the target. Esoteric parts of the target (their feelings, their memories, their soul) are the most potent and hardest to acquire.

Once they have the poppet prepared, they can cause harm by puncturing with pins, lighting it on fire, dropping it in oil, or ripping it asunder. Every harm applied to it must be rolled against the WIL of the target. If the target fails, a pin causes a wound, fire causes burning under the flesh, oil causes suffocation, and ripping causes dismemberment. Positive effects can be rendered by applying balms, washing with soap, rubbing with herbs, etc. It can be filled with different substances which will have other effects: filled with seeds, it poisons them; filled with leaves, it causes disease; filled with sand, it causes weariness; filled with dirt, it causes personality changes; filled with insects (living or dead), it causes madness. If filled with salt, it heals; with water, it soothes emotions; with grain, it strengthens; and so on.

Some effects render the poppet useless after one attack. Fillings last for as long as the filling is present and no other effects inflicted; once emptied, the poppet loses power. Pins can be used as often as the poppeter pleases so long as the poppet remains intact.

If anyone finds the poppet of the poppeter , they will have the same power over the poppeter.

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

Topic revision: r4 - 13 Jul 2025, SallyJaneBlack
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