Fey Workers

Those who use fey magic for common labor and jobs.

Akcizah

Type: Exciser

The akcizatorah are tax collectors of Shar who use the magic of endings to collect their due. All stories have endings. While others may have many methods of seeing the end of their own story and using its power for their magic, akcizah work for the Sharian lords. The Sharian lords have a specific Mjestehr Akcizah who is the leader of all akcizah, and he is the keeper of his employees’ endings. The purpose of the akcizatorah is to collect taxes, an unpopular and dangerous profession. In Shar, they get around this reputation’s affect on recruiting by not giving them a choice. They are recruited because they were marked from birth by him. He comes for them on their sixteenth birthday. Until then, their parents should have been educating them on mathematics, geography, and taxes. Many parents instead try to hide their children from the Mjestehr Akcizah, but he never fails to find them.

Regardless, he takes them, trains them, and tells them their own end is nigh. When they turn 18, he shows them his gallery which holds paintings of all the ends of all the akcizatorah. It is then that they learn that their “end” is the end of their service and not their lives (with some rare exceptions). Usually it is a period of one quarter of their lifespans, unless they live long lives, and then it caps at 101 years.

During their time, if they accept this fate and don’t fight it, they are granted certain magical abilities. If they fight it, they lose their powers and must spend a year and a day counting coins before being given a second chance.

Their powers may include the following:
  • All things end: to make their travels easier, they may invoke this charm to reach the end of a specific stretch of road. They may use this thrice per month.
  • Assigned time: there is a time when the taxes are due, and they will arrive at this time as assigned. If something seeks to impede them, this magic allows them to ignore or resist it.
  • Debts owed and debts paid: they have a ledger that shows who has paid their taxes and who hasn’t that gets magically updated.
  • Certainty’s call: they may invoke this to call someone toward their own story’s end a limited number of times.
  • Nothing ever ends: though all stories end, the entirety of stories never do, and invoking that allows them to go beyond a story’s end on rare occasions.
If a player chooses to be an akcizah, they will work with the GM to describe the painting that depicts the end of their time as an akcizah, whether that means retirement, death, or something else. If the campaign takes them to a different end, they will have four tokens to invoke a change to the story that brings them closer to the foretold ending (including one token to revive the character if they die prematurely). These tokens are known as the Mjestehr Akcizah’s Call and represent his magical intervention into the story.

Within Shar, they are very unpopular and often targets of violence as agents of the lords and tax collectors. Outside of Shar, they are not understood, but if they tell someone they are a tax collector, they will often be viewed unfavorably.

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

Fairynurse

Type: Caretaker

Fairy godmothers. Fairynurses are commin the lands of Faerie, but uncommon outside of it. Most outside of Faerie are summoned by mortal children who are desperate for some wish or dream.

Fairynurses either learn their lore via decades of study, via a deal with a powerful fey, or by having had one themselves and been recruited. The latter is most common and requires magical rituals, special charms, and a potent oath. To be a fairynurse, one must be a fey or spirit species (any spirit, spirit folk, terata, or fey-aligned species).

Once someone is a fairynurse, they begin first learning the charms and magicks of their job. These are taught by other fairynurses or by potent spirits. Once they are capable in them, they are sent to find children for whom they are the fairy godmothers. They are in charge of reading them stories, teaching them legends, and giving them special dreams. Many are unknown to the parents, as parents often disbelieve in them. Children's belief empowers them. They usually have between two and six children from different families to care for, and always children who are in need of imagination and whimsy in their lives.

They gain different abilities depending on how they choose to perform their work:
  • Dream sending: they can send special dreams to their wards every night.
  • Simultaneous recitation: if they tell a story to one ward, the other wards see them and hear it as well.
  • Transformative charm: they can chant and channel a little magic through their wands to transform a objects in many different ways.
  • Birthday present: on the day of the birth of their ward, they may grant them a magical quality like cunning, wisdom, charm, beauty, wit, grace, music, agility, kindness, and more.
  • Distraction cantrip: they can cast a simple cantrip and create illusory distractions nearby.
  • Protective charm: they can grant magical protections to any of their wards temporarily.
  • Ward's story: they know the full story of their ward from start to finish, perfectly.
  • Situational boon: if their ward needs something very specific in a situation, they may provide it, such as a boost to stats, a special skill, an interesting item, but they have limited times they can do this.
Fairynurses are not altruistic. They do this for the magic the belief in them gives them. They often have their own machinations and intentions, sometimes manipulating wards to positions of power, sometimes using them for different goals. Sometimes they are kinder and nicer, granting them wishes and protecting them from abuse and trouble. Some are more moralistic. Every fairynurse varies, but they all demand respect and belief from their wards.

In some rare cases, if the parents of their wards offend them, they swap the wards out for changelings, bringing the ward to be raised by them elsewhere.

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

Grandhistorian

Type: Historian

Grandhistorians use special magical paper lenses to look into the past to study history.

Grandhistorians learn to use the power of the past, which is the vast reserve of power from that which comes before by using special paper lenses to "review" the past, using memorization techniques to picture specific moments, and then drawing those moments on similar magical paper. Once they are drawn, those moments can be invoked to give skills, magic, and insights from the past.

With a special lens, a grandhistorian can look into the past at their location. The past is a chain, a line that has been made and cannot be unmade without great risk to the present. In order to review it, one can only look to where the past has been, not where it could have been. This includes locations. The past is linked to place as much as anything else. The location of a planet changes greatly over a 100 years, but the past is a rigid line. Thus, if you look into the past 100 years while in your bedroom, you will see where your bedroom was 100 years ago.

What a grandhistorian does see is the flow of forces within the space they look into. This will be in the form of sepia-toned light that moves and shades based on the forces at play. They will also be able to see moments play out on loop. The amount of time they can go back, how long the loop is, and how far they can explore within that moment are determined by their own will and by the power of the lens they have.

A moment can be reviewed eight times before it is inaccessible to the reviewer. If the reviewer does not return to the moment within a year and a day of the first reviewing, that moment is then lost to them even if they did not review it eight times. One may only review a moment once per month (28 days). If the moment is invoked, it must be re-reviewed in order to be invoked again. Furthermore, because moments are all tied to one another, moments cannot be reviewed if they are connected. One may only choose one moment on a major chain. Identifying where a chain begins and ends is part of the study of history and dialectics done by the grandhistorian.

In order to create a dialectical lens, one must have the proper materials. It must be made of a magical kind of paper called kiroku. This paper absorbs the energies of the past and builds them up in it. Grandhistorians keep this paper in special archives and only use it once it is at least 101 years old. The older the paper, the more potent it is. They then take this incredibly thin, translucent paper and cut it into simple lenses.

New lenses are made every year, but the ones commonly in use have been in use for thousands of years.
Age of Lens Number of Uses Reviewing Distance Moment Area Sensitivity to Forces
101 years 1,001 1,001 years 750' +3
1,001 years 2,002 5,005 years 1,000' +6
2,002 years 4,004 10,001 years 1,250' +9
5,005 years 10,001 50,005 years 2,000' +12
10,001 years 20,002 500,005 years 5,000' +15
Once reviewing a moment in the past, a grandhistorian must memorize the moment and the forces at play. This means memorizing as much as possible about it. Color, size, shape, people, sounds, tastes, smells, everything. To do this, they practice memorization and meditation for hours every day, as well as studying the history they are about to look into. The more they know, the more they can understand the forces at play. A good grandhistorian will be able to render what they memorized in significant detail. Sketching is best done on paper with simple drawing tools, charcoal or graphite. The better the sketch, the easier the invocation. The sketch must capture moments, and thus, usually, it is multiple sketches. If they render a perfect sketch, they will then be able to do one of the following things:
  • Drawing from the past: the grandhistorian can temporarily take skills, stats, abilities, or powers from the people in their drawings as if they experienced the past in the same way as the person, thus gaining their scores. This uses up a certain amount of the sketch's power - 1 point per skill point, 2 points per substat, 3 points per main stat, 4 points per ability, 5 points per power.
  • Historical insight: the grandhistorian can learn something from a sketch that gives them an understanding of the historical moment it is from. This is simply a roll of history, dialectics, or AWA, but the more complex the information they seek, the higher the difficulty.
  • Ancient object: the grandhistorian can take an object from a sketch and make it temporarily real in the present moment. If they return it to the sketch, the past remains unchanged, but if they do not return it within eight minutes, the past is altered dangerously. The size and power of the object determines the difficulty of drawing it out.
  • Present location: the grandhistorian can locate an object, descendant, or location from the sketch in the present by studying the sketch for eight minutes per 10 miles of distance from the present location of the grandhistorian.
  • Deriving the present: by studying the sketch for eight hours, the grandhistorian can determine the present condition of the location in the sketch.
  • Internal review: the sketch can be taken from for raw energy by the grandhistorian to examine their own past via meditation, 1 point per 5 years into the grandhistorian’s past.
  • Recreate: if the entire power of the sketch is used up, the grandhistorian can recreate the moment in the present in an illusory manner to learn everything about it.
  • Alter the sketch: the grandhistorian can use the same materials they used to make the sketch to change it, thus changing the past, which is absurdly dangerous and renders the sketch useless
Sometimes a grandhistorian will seek a greater resonance with the past, and will thus either recreate costumes or other trappings of the moment, or they will find actual objects that were present at the time. This can give significant bonuses if done well.

Grandhistorians are a revered profession, and thus, many seek to become one. They only take the most studious and dedicated, train them for many years, and then test them on their devotion to history. If they are worthy, they are hired into the archives.

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

Tradalai

Type: Merchant

Tradalai are merchants of fey debts and pacts.

These merchants 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
They are known for their dealing, and many seek them out when desperate. But they prefer to deal with those who are greedy, as they are more easily manipulated.

PRO -1 ATH +1 STR / AWA +2 WIL +1 PRS +3 STH +1 ESS +2
Topic revision: r1 - 30 Aug 2026, SallyJaneBlack
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