Bookie

Keepers and organizers of gambling, recorders and collectors of debts.

Gevhiter

The Red Grith's betting operations are run by those who keep books that can enforce the status quo, thus preventing manipulation of the odds. These are called gevhiters. The Captain of Heart is always a bookie.

The Red Grith is keenly aware of the magical powers that affect the odds in games of chance. These powers are aligned powers, and the powers of the Red Grith are unaligned. The strength of unaligned powers is that they can neutralize aligned powers, and thus, the Red Grith makes sure their bookies, who are critical to their operations, have the ability to stop any magical manipulation of the odds.

A gevhiter is trained in the use of a neutralizing energy called shebv heya, "that which is". They learn to use this power by controlling the flow of energies around them. There are several ways they make this happen. The first is, they control their space. A gevhiter has a base of operations designed to control the flow of energy within with careful placement of everything in the room. If they are not in their space, they usually don't take bets. If they are in their space, they have a +3 to every esoteric roll and anyone using an aligned energy has a -3.

The second is that they remain neutralized themself. They never carry anything, use anything, or allow themselves to be affected by anything with an aligned energy if they can help it. This mean no acts of defiance to oppression, no environmental activities and limited contact with nature, no supporting the systems of power, and no engagement with anything fey or legendary. They try to remain unaligned. They won't use any magical object not proven to be unaligned, won't accept blessings, healing, boons, or even curses from aligned powers. Any aligned energy that affects them will start eating away at their own powers at a rate of -1 per day of affect.

The third is that they keep a fair book. They don't fudge the numbers. They don't tweak the odds. They don't play games. The book is accurate, and that's that.

The fourth is that they outsource the violent parts of their job. They have extortionists, gangsters, arsonists, and assassins for that part of the work.

And the fifth is that they submerge themselves in neutralized water every week. Neutralized water is water that has been filtered through neutral materials - specifically, zinc, sard, and hickory. It is boiled in a zinc pot. It is run over a bed of sard on zinc mesh. It is then set with floating bits of hickory, which soak up remaining energies, for a week. After a week, this water is run into a zinc or hickory tub, and the gevhiter is submerged in it completely for seven minutes (a zinc breathing tube is provided if needed).

If they live this way for a year and seven days, they gain the ability to wield shebv heya. They do this through the use of their book as a vessel of the energy. They can invoke this power in several ways:
  • Writing in the book invokes its power. This is usually done to ensure a bet cannot be affected by outside powers. For example, a bet recorded in the book has a magical power equal to the gevhiter's score in shebvic energy, and the event the bet is placed on will then have that level of protection. If a rambler or taeflere or calamitist seeks to affect the event with their respective energies, it will roll first against the shev heya of the book.
  • Inscribing a name in the book invokes the book's power on that person if and only if the person is aware and willing and if and only if the name is accurate. Accuracy is not based on legality, but on the name commonly used to accurately and precisely identify the individual (thus the full name). This will give the person a protection against aligned energies equal to the power of the book.
  • Burning a page of the book releases some of its power. Pages with anything written on it must be torn out and burnt to release the power. This has the obvious downside of destroying part of the book.
  • Striking someone with the book is a blunt instrument of unaligned power. It has a +2/-1 stun/wound, and it ignores any aligned magical protections.
  • Eating a page of the book with one's own name written on it gives the wielder the power to dispel aligned energies with a touch at the score of the book.
The book's score is determined by how well the gevhiter has lived up to the five steps above. It will gain in +1 power for every year and seven days the gevhiter continues their practices.

If the book is destroyed, all its powers are lost until a new one is made.

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

Liabhairin

One of the most potent lores is the lore of debt, and the keeping and knowing of debts gives great power to those of the Violet Grith. Their bookies are not merely those who run betting and gambling schemes, but those who know who owes what to whom, including debts of lifetimes, stories, and Names.

Pronounced "liawrin". These bookies gain their ability to take esoteric bets by winning their powers in a bet with a powerful fey being. If they think they can win, they go to the Violet Grith and make a deal - if they succeed, they gain the powers they seek. If they fail, they become a servant to the Violet Grith for seven years. Most fail. The bet always involves something absurd and improbable, and those few who succeed usually do so out of incredible cunning. Once they gain their powers, they become important members of the Violet Grith.

The liabhairin keep books that seem mundane, but which have invisible ink that keeps records of the esoteric bets. People come to them to bet on mundane things - races, games, betting pools - or strange things - if the cock will crow thrice before dawn, if the next day will see a red sun, if a child will live to thirty, etc. Whatever the bet is, if it has an abstract wager, it is written in invisible ink, and the bookie can collect on it. These strange things they gather - True Names, years of life, memories, stories, abilities, etc. - are owned by the Violet Grith, but the liabhairin takes a cut of one out of every seven. Thus, they have a very odd collection of powers, abilities, and magicks that others do not have.

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 important to the Violet Grith's works and have great influence.

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

Rihani

While the Blue Grith is not generally involved in gambling, there are those among them who carefully rig games of chance to benefit the poor, unfortunate, meek, or oppressed.

Rihani are empowered by living prudentially, giving them the ability to alter chance itself to be more predictable and measured with care. Rihani are extremely careful. They pay attention closely, and live such that this is their primary quality. They understand the risks and do not take them unless forced into it. They encourage this behavior in others; they discourage any taking of risks wherever they can. If they live this way consistently for years, they gain some powers to understand risks and chance magically, and to control them as well. It takes eight years of prudential living to achieve the state of virtuous living wherein they can do this, and they must not use any power of virtue in that time. The Blue Grith encourages this by supporting people who are already prudent but living difficult lives to attempt this. If they do this for eight years, they will face a series of temptations, and if they do not give in to them - usually "sure bets" and other gambles - they gain special powers.

They hate games of chance; however, they also pay attention to the gambling operations in the city, the ones that are not violent (so nothing involving betting on violence), such as races, card games, casinos, and so on. Using their powers, they are able to know which bets are safer, and they know which bets are susceptible to their abilities. Using them, they can help others win enough to get by - never big payouts, never enough to give someone faith in gambling. But usually, they pair this with a heavy lesson to make sure they know it is not a safe way to live. If they fail to do this, they may lose their powers. Their powers manifest as magical, invisible tokens that they save or spend. The less they spend their tokens, the more they gain (they gain 10% more of their tokens every week).
  • Measure chance/risk: by focusing on a situation or a a listed bet, they can understand the actual chances of its success. AWA vs STH. Successes give the player access to the stats of the targets. This costs them a token.
  • Even chance/risk: by spending a token, they can force a roll to take the low die, WIL vs WIL.
  • Token of prudence: they may given one of their invisible tokens to someone, making it tangible (it manifests as a coin of swirling colors), allowing them to spend it to affect a roll or measure chance or risk themselves. If they bet this token anywhere on a modest bet, they
  • Record of gambles: any existing bet or gambling situation they record in their book and let others bet on will favor the impoverished, oppressed, exploited, or enslaved, rolling +3 per token spent per bet. They only use this to help the most desperate, and only if they tell them their success will be a sign they must
They use their record of gambles to help the most in need, keeping it a secret from most.

Part of the Commitee for Support.

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

Thymam

The Green Grith does not engage much with illicit gambling, but they do have a few agents who store bets in a magical gourd to keep track of debts and information. These agents don't run large operations, but tap into existing ones in order to fundraise for the Grith.

Thymams attune to the elemental energy of plants specifically to learn how to store abstract things into gourds. Any gourd will work; it is their magic that makes it possible.

To do this, they must bond with nature by communing with all the greenery around them, preferably in a place with lots of gourds. In the city, this means a garden. Some greenhouses will also work, but an apartment with a few plants will not. The thymam must have a deep knowledge of the gourds they are communing with and focus on them via meditation and, preferably, by inhaling their fragrances, touching them (without harming them), and even perhaps tasting parts of them that can be safely consumed without harming either the thymam or the plants.

If they are a good keeper of plants and protector of nature, and if they succeed in their meditations, they will eventually, after many meditations, become attuned to the green and able to sense the elemental energy of plants. Once they are able to sense it, they can encourage it to make the gourds they are using capable of holding abstract things as well as physical things. They grow their own gourds and hollow them out magically to sustain them.

Once they have a suitable gourd, they begin collecting debts, information, and bets. This allows them to keep track of them in a way the authorities cannot track, and, if the bets or debts are not fulfilled, the thymam can draw the lifeforce of the debtor into the gourd as well. If they do this, the target has a few days to fulfill their debt, or they become a gourd.

PRO / ATH / STR -2 AWA +2 WIL +2 PRS +1 STH /
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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