Fey Laborers

Those who use fey magic for common work or crafting.

Alewright

Type: Brewer

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 /


Cocaire

Type: Cook

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.

  • Fairy wine: wine made by fairies that causes very strange effects. This takes three months to prepare and grows stronger for every year it goes without being drunk.
  • 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


Cumhranoir

Type: Perfumer

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


Fairywicker

Type: Chandler

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


Soulbinder

Type: Bookbinder

A soulbinder is someone who binds books with fragments of souls inside them, giving the books a limited animation and power, with various effects.

To become a soulbinder, one must be willing to give up one's own. There are several ways to do so:
  • A delayed sale: they can make a deal to sell it, use the powers, but only give it up upon death, forgoing a normal path in the afterlife. It must be sold to a fey being to become a soulbinder as described here.
  • Mystical sacrifice: they may perform a ritual, rite, spell, or other mystical action that separates transform their soul (in part) into fey energies.
  • Complicated contract: they can make a contract with some fey power that gives part of it upfront and more of it over time.
Other methods may be possible. Consult the GM.

Once they have done this, they gain the ability to infuse books with fragments of their own soul. To gather fragments of other souls, they must either deal for them, learn to steal them, or somehow find them. This requires either another deal with a fey being or special tools. Once they have this, they can take soul fragments, which represent the magical abilities, powers, and other supernatural elements of a person, and infuse them into the books they are putting together. The effects depend on the soul and what power, ability, skill, or other part of the person they put into it.

Tools used to acquire soul fragments vary greatly. They need a tool that lets them see a soul, one to help them cut it, and something to put the fragment in.

Binding books takes at minimum four hours, though larger books can take upwards of ten hours. This requires the soulbinder to preserve the soul fragments temporarily in special fluids called nacreas, made from melted pearls.

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

Tochaltoir

Type: Miner

Tochaltoirs are miners who are attuned to fey metals, allowing them to better find and dig out the magical metals needed by the fey on the Green Moon.

The price to become a tochaltoir is not given immediately. The price is being a tochaltoir. They are granted fey abilities that help them do their work in exchange for doing their work, because the rare metals that they seek are often located in places dangerous for fey to delve and dig. A person choosing to be a tochaltoir often agrees to work as one only for a certain amount of time, in exchange for abilities and some of the metals they mine. The most important thing they gain is, if they are a fairy or other fey being with such a weakness, an immunity to iron.

Tochaltoirs are given a piece of fairy metal when they agree to become a miner. This first piece is the metal they are initially sent to mine, allowing them to sense it and giving them a useful ability. As they mine and work, if they find other metals or are sent to find other metals, they take or are given another piece that comes with other abilities. All metals allow the tochaltoir to sense them.
Metal Type Base form Description Ability Note
Airgead Trasdultach Silver Solid Silver transformed by ancient tales of the Hunt See in the dark  
Airgid Banríon Silver Solid Silver wielded by fairies Sense all metals  
Aluro Copper Gaseous Copper gas that catalyzes stories or reactions Initiate reaction  
Amanissin Antimony Solid Antimony found only in true stories See through illusions  
Argentum Silver Gaseous Silver gas that triggers wild magic One-round warning for wild magic Not available for starter metal
Azure Silver Silver Liquid Liquid silver full of mana Enhanced magical powers  
Blue Gold Gold Gaseous Golden gas that flows with the winds of fortune Good luck  
Ciclunium Silver Solid Silver that reacts to story cycles Cyclical magical bonuses  
Dhaatu Mercury Gaseous Mercury gas that moves through stories Endurance bonus  
Dhagandu Copper Solid Copper that exists only in the present moment Heightened reaction  
Elevenium Plutonium Solid Plutonium found only near ley lines Sense ley lines  
Fiacail Wolfram Solid Wolfram empowered by stories of war +3 PRO bonus  
Filzite Bismuth Solid Bismuth that exists nonlinearly Unpredictable movement  
Imvizitsulo Nickel Gaseous Gaseous nickel that creates magical doorways Create portals  
Jarn Iron Solid Iron that alters with those who perceive it See around corners  
Jidhiry Zinc Solid Zinc that binds and forms links that make alter it Bonding  
Kinzoku Iron Solid Iron that gains power with age and absorbs its own history Know the history of an object  
Kuatepoti Pyrite Gaseous Pyrite gas that confuses people Trouble sense  
Labhartha Silver Solid Silver infused with the Name of fey See True Names Not available for starter metal
Lo Gold Liquid Liquid gold that can be drunk for inebriation Alleviate stress  
Oneirium Bismuth Imaginary Bismuth that exists only in dreams See dreams  
Pelopium Platinum Gaseous Gaseous platinum that responds to language Understand languages  
Plumbum Lead Solid Lead empowered by secrets Sense secrets  
Quickcopper Mercury Liquid Mercury that is difficult to see Eliminate sound  
Quickwolfram Mercury Liquid Mercury that flows on lines of fate Fated  
Sona Gold Solid Gold that provokes boasting Exaggerate stats or skills  
True Gold Gold Solid Gold that embodies a place Understand place  
Vorpal Wolfram Solid Wolfram that can cut anything Resistance to cutting and slashing damage Not available for starter metal
Players would choose one metal to begin with, plus two they have gained later.

PRO +2 ATH +1 STR +3 AWA / WIL +1 PRS -1 STH +1
Topic revision: r4 - 06 Sep 2025, SallyJaneBlack
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