Mongers

Those who use magic for buying, trading, selling, or making deals.

Dorsatinker

Alignment: Elemental
Type: Tinker

The lunar dorsa are large wrinkle ridges on the Grey and White Moons. In these ranges, the dorsatinkers wander, traveling merchants attuned to the landscape who wear special magical fins on their backs. They are a staple of the communities there, wandering and trading to make sure everyone gets what they need.

To become a dorsatinker, one is usually apprenticed to an older dorsatinker and trained for much of their early life. They learn to trade and sell, and they learn to attune to the landscape, to know every bump, crack, and fall of the dorsa. After years of training, they are tested on a solo journey, during which they must commune with the night sky, the ridged landscape, and the energies flowing there. Most are then given a dorsal fin to wear, but some make their own.

The fins allow them to store magic, which they gather as they wander the dorsa. They are all tinkers who make odd contraptions, but they focus on small repairs, selling odd goods, and finding strange treasures in the dorsa. Some abilities they gain include the following:
  • Ridge jumping: the dorsatinker has special spring shoes that let them jump safely between the ridges of the wrinkle ridge.
  • Ridged boots: their boots can allow them to climb and remain steady on the uneven ground of the dorsa.
  • Fin splitting: their fins can split energies directed at them to weaken them or redirect them.
  • Dorsal absorption: the fins can also absorb energies directed at them, storing them and converting them.
  • Wrinkle step: they can cause the ground to wrinkle around them with a step if they are being pursued.
Dorsatinkers are weaker outside their territory, but still able to wield their powers so long as they are on natural ground.

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

Dracomonger

Alignment: Unaligned
Type: Buyer

Dracomongers are tasked to purchase and collect objects for the hoards of their draconic employers. They are trained in magical objects, commerce and trade, and treasure hunting. They are empowered by their draconic employers to find them, gather them, wield their energies, and analyze and sense them.

To become a dracomonger, one must prove worthy to a dragon. How to do this varies by dragon, but it usually involves five trials, proving one's understanding of magical objects, draconic lore, and power. Five common forms of trial include the following:
  • Trial of Discipline: they must prove they can follow orders and a routine of exercise and study.

  • Trial of Power: they must prove themselves strong enough to survive the energies they will wield and the dragon’s demands.

  • Trial of Majesty: they must prove they have a sense of authority and the ability to lead.

  • Trial of Territory: they must prove they know and respect the dragon’s territory.

  • Trial of Accumulation: they must prove they know all of the previous trials again.

Once they do this, the dragon gives them various abilities:
  • Dragon's eye: the dracoporter can see and analyze a magical object, knowing its magic, uses, and power.
  • Dragon's nose: the dracoporter can smell magic and know when there's a magical object nearby.
  • Dragon's scale: the dracoporter wears a dragon's scale that absorbs magicks directed at them.
  • Dragon's voice: the dracoporter can invoke the voice of a dragon for PRS bonuses when haggling, negotiating, buying, selling, trading, etc.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS +2 STH -2

Giver

Alignment: Celestial
Type: Provider

Givers thrive off generosity.

A giver is a provider of necessities to small communities. They are more quartermasters than merchants, though they know how to buy and sell, barter and trade, in order to get what the communities needs. But when it comes to people in need, they never charge for it. The more they give away, the more power they gain. Anything they keep for themself or use to support their store, even if it is for the sake of survival, or keeping the store going, takes away from them. They must give, therefore, far, far more than they take. If they do this, they gain certain abilities:
  • Protect store: the store has bonuses against physical damage such as fire, thrown bricks, battering rams, or any kind of physical weaponry.
  • Repel evil: the store and all of the giver's allies within it has bonuses against any infernal magical attack. This can be portable if the giver carries a sack of goods from the shop and gives some of them away generously. At least one item from the shop must be in the sack for this power to remain. If portable, it has a range of 20'.
  • Soft vigilance : the giver knows where everything is in their store, but will not prevent theft unless the thief is an enemy of the community.
  • Transform item: if someone needs mundane food or clothing that the giver cannot provide, they can transform an expensive object to meet that need.
  • Bag of generous proportion: the giver can enchant a bag to hold more than it seems it could.
Many other abilities are possible. Consult the GM.

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

Mercator

Alignment: Unaligned
Type: Merchant

A merchant who uses magical contracts to trade their wares. Those who trade in abstract qualities and characteristics are called mercators. 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, mercator’s magic allows equal and undamaging exchange.

Mercators 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 mercator) and capture it with magical pen and paper into a contact.

The contract of initiation is the tool by which someone becomes a mercator. To do this, they must find a mercator who will make a deal with them. This deal must exchange a quality or characteristic of the mercator for the ability to make mercatorial contracts. This contract can run out of magic and must be restored with new contracts with other mercators, selling off qualities of the mercator 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 mercator is contracted and fulfills their contracts, they gain the power to engage in similar contracts. Mercators need a reader glass, a special writing utensil, and special paper for contracts. They also need special vials to hold unused qualities. A mercator 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 mercator 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 mercator'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 mercator 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 abilities, 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 emotion
  7. Base stat
  8. Supernatural emotion
  9. Supernatural memory
  10. Supernatural experience
  11. Supernatural knowledge
  12. Supernatural ability or power
  13. Supernatural characteristic

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

A mercator 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 mercator who cannot dance cannot sell that skill unless they have acquired its essence elsewhere and kept it in a vial.

A mercator PC will start with seven contracts.

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


Torrentor

Alignment: Elemental
Type: Watermonger

Torrentors live on the Green Moon and gather rains during the wet season, which they portion out, sell, or trade during the dry season. They gain abilities and magic to store and keep the water fresh and drinkable for long periods of time. They do this by attuning to the wet season and the climate of the Green Moon, and by being allies to nature itself.

Most torrentors are taught by other torrentors, mentors or elders, for many years before they are able to wield their powers or operate on their own. They eventually go out into the wilds during the wet season and are tested by the spirits of the rains and storms, of the season, of humidity and climate. If they pass, if they prove themselves to be friends of nature and have the interests of their people in mind, they will be given abilities and powers of water and rain.
  • Creaking joints: torrentors know when the weather will change by the feeling of their joints.
  • Rippling puddles: torrentors can make puddles extremely deep, causing them to ripple, disguising how deep they are.
  • Three buckets: torrentors can enchant up to three buckets to carry and store rain in - they will be light no matter how full they are, they will keep water fresh, and they will hold double what they should.
  • Green rattle: torrentors can bring a light rain with a magical green rattle given them by the spirits or their mentors.
  • Preserving jar: they can store their water in magical jars that keep it fresh and clean for up to a Shem-year.
  • Unseeable drop: they can create invisible drops of water that purify other water.
  • Misting box: they can keep a box that humidifies the room it is in.
  • Broken rattle: if they shatter their green rattle, a torrential downpour will come.
Torrentors cannot use their rain-calling powers during the dry season.

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

Tradalai

Alignment: Fey
Type: Broker

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: r7 - 17 Oct 2025, SallyJaneBlack
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