Mongers

Those who use magic in buying, selling, and trading.

Mainstay

Alignment: Celestial

A trader who knows what their clients need. A mainstay is a provider of helpful goods who have the ability to know what a person needs by listening to them. They gain this ability by living amongst those they serve, usually because they are born amongst them, though this is not a prerequesite. As they live amongst those they serve, they come to know them, giving them mundane insights into them. In order to take that to a magical level, they need a mentor who will each them to listen to unspoken words (and thus, unspoken needs) and to connect to the energy of providing.

Necessity is a powerful force. It drives most living things and many unliving things, and fulfilling it is as potent as appeasing a Divine. Mainstays learn to connect to necessity by fulfilling it, finding ways to meet the needs of those around them, then seeing the flickers of its power within those moments and capturing it. They capture it in special capsules called thurfas. Their mentors provide them their first thurfas, which they use to capture their first bits of necessity. Eventually, they fill up enough thurfas to begin using them to wield their powers. thurfas can be used for the following:
  • Create capsule: though it is possible to create a thurfa without already having one, a full thurfa can make ten empty ones.
  • Capture necessity: thurfas fill up after ten minor needs are met or three major needs.
  • Deep listening: the ability to hear what someone needs from what they are saying, even if they don't say it. Effectively, read people +6 for that specific purpose.
  • Fulfill minor need: if someone has a minor need, a mainstay can use a full thurfa to summon a mundane object to meet that need to their shop.
  • Fulfill moderate need: if someone has a moderate need, a mainstay can use ten full thurfas to summon a mundane object to meet that need to their shop.
  • Fulfill major need: if someone has a major need, a mainstay can use 25 full thurfas to summon a mundane object to meet that need to their shop.
Other uses may be possible. Consult with the GM.

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

Monger

Alignment: Unaligned

Always preceded by something - fishmonger being a famous example - a merchant who uses magical contracts to trade their wares. Those who trade in abstract qualities and characteristics are called propiamongers. They are wielders of the energy of value and trade. They can trade esoteric properties, powers, and abilities via deals. Unlike demonic contracts or other infernal powers, propiamonger’s magic allows equal and undamaging exchange.

Propiamongers have magical haggling powers. The more they haggle over the value of something, the more magic they generate and can draw from. To do this, they must be aware of the magic (something they usually gain via a contract with a mentor propiamonger) and capture it with magical pen and paper into a contact.

The contract of initiation is the tool by which someone becomes a propiamonger. To do this, they must find a propiamonger who will make a deal with them. This deal must exchange a quality or characteristic of the propiamonger for the ability to make propiamongerial contracts. This contract can run out of magic and must be restored with new contracts with other propiamongers, selling off qualities of the propiamonger or other qualities they have acquired. Usually, they engage in an act of mutual exchange in order to preserve themselves - strength for strength, for example.

Once a propiamonger is contracted and fulfills their contracts, they gain the power to engage in similar contracts. Propiamongers need a reader glass, a special writing utensil, and special paper for contracts. They also need special vials to hold unused qualities. A propiamonger travels the world, seeking people with qualities, characteristics, skills, powers, and other properties they might want to trade to others or use for themselves. They make a deal with those who agree to their terms and provide them with the qualities or skills, etc., that they seek in exchange.

The contractee will agree to terms, then sign the contract. The propiamonger will receive the quality as a metallic grey liquid, which will coalesce before them. They use their pen to guide it into a vial, which they then label and store, or drink for themselves. The person will be given a vial containing the essence of what they seek, which they must drink within the hour, or it will spoil now that it is out of the propiamonger's possession. The terms in the contract will specify when the exchange will happen - there is always a delay, usually until the next time the person sleeps and awakens. At that time, the stat change will take effect for them and, if the propiamonger has partaken of the vial, for them as well.

The rate of exchange between qualities varies. Base stats are worth more than common skills, but less than supernatural skills, for example. The ranking of value is as follows, from lowest to highest:

  1. Mundane memory
  2. Mundane knowledge
  3. Mundane experience
  4. Mundane characteristic
  5. Mundane skill
  6. Mundane ability
  7. Mundane emotion
  8. Base stat
  9. Supernatural emotion
  10. Supernatural memory
  11. Supernatural experience
  12. Supernatural knowledge
  13. Supernatural skill
  14. Supernatural characteristic
  15. Supernatural ability

The rarity of something also affects it. They can be common, uncommon, rare, extremely rare, or unique. If something is vital to a person's existence or survival, it is more valuable than something that isn't (an appendix is worth less than a heartbeat). So a vital, rare mundane memory may be worth more than a common, non-vital amount of a base stat.

A propiamonger cannot take the life of someone via contract if they are unwilling or have not signed a contract.

A propiamonger cannot sell what they don't have, so they have to preserve what they buy and not use it in order to have qualities they do not themselves possess to sell. For instance, a propiamonger who cannot dance cannot sell that skill unless they have acquired its essence elsewhere and kept it in a vial.

A propiamonger PC will start with seven contracts.

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


Tradalai

Alignment: Fey

A fey trader who collects magical debts. These traders gain their ability to take esoteric debts in a deal with a powerful fey being, taking on a debt of their own, agreeing to give up a certain percentage of debts to the fey in exchange. The percentage ranges from 1/7 to 6/7, depending on how badly they haggled.

To gather magical debts, a tradalai must have things worth trading away. They gain this from their fey benefactor, an initial magical service they can offer someone, and for which they must charge something abstract and powerful to start things off. Then it becomes a matter of making good trades. The tradalai keep books that seem mundane, but which have invisible ink that keeps records of the esoteric debts. People come to them to for mundane things, magical things, or abstract things. They gather abstract and magical things - True Names, years of life, memories, stories, abilities, etc. - stack up and give them great magical power.

During character generation, they will roll 2d4 to see how many things they have, then a d100 enough times to pick out what they end up with. If they roll a power they already have due to their species, they may reroll. If they do this three times in a row, they simply don't get a power for that roll.
Roll Result
1 +7 years of life
2-3 Elemental resistance
4-5 Flight
6 Good luck edge
7 1 True Name
8-9 Memories of a noble
10-11 Waterbreathing
12 A night full of dreams in a box
13 A minor magical weapon or armor
14-15 Immunity to disease
16-17 11 in a science of player's choice
18-19 +3 in a base stat of player's choice
20-21 Someone is on a quest for them
22-23 Memories of a merchant
24-25 Youth in a bottle
26-27 Resistance to one celestial power
28-29 Someone owes them their first born child
30-31 Someone's chance at true love
32-33 Empathy
34-35 Someone's nostalgia for a certain food of the player's choice
36-37 11 in a language of player's choice
38-39 Someone's determination
40-41 +7 years of health
42-43 Telepathy
44-45 One random infernal power from an infernal species
46-47 Resistance to one infernal power
48-49 Vanish for 30 seconds 3/day
50 Someone must kill someone for you
51 11 in an athletic ability or sport of the player's choice
52 11 in a social skill of the player's choice
53-54 Memories of a scholar
55-56 Soulsight
57 11 in a weapon skill of the player's choice
58-59 11 in a different criminal skill of player's choice (not one of another PC)
60-61 Blood empowerment (bathing)
62-63 Someone else's gender
64 Random spirit power
65-66 Animal speech
67-68 Wisdom in a bottle
69 Random other fey power
70 11 in a lore of the player's choice
71 Random fairy power
72 Someone's faith in a bottle
73 Random terata power
74 Someone's most cherished memory
75 Random spirit folk power
76 Someone's sexuality
77 One-time wish granted
78-79 11 in an artistic skill of player's choice
80-81 Plant speech
82-83 Memories of a priest
84 Someone's best friend
85-86 Someone's courage
87-89 One random celestial power from a celestial species
90-91 Fungi speech
92-93 One random elemental power from an elemental species
94-95 One random unaligned power from an unaligned species
96-97 11 in a crafting / making / artisan skill of player's choice
98-99 One-time question of the GM
100 One-time resurrection
Other powers may be possible. Consult the GM.

PRO -1 ATH +1 STR / AWA +2 WIL +1 PRS +3 STH +1
Topic revision: r4 - 03 Jul 2025, SallyJaneBlack
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