Fence
Sellers of stolen goods.
Dendari
The Violet Grith trafficks in many-a stolen good, and their fences are the best barkers and boasters in the markets, selling an old boot as a glass slipper, selling a rusted lamp as the home of a magical being.
There’s boasting, and then there’s boasting. Dendari are the finest boasters, able to make a preposterous claim either believable or so charming it doesn’t matter that it isn’t true. They use this ability to sell stolen goods. A good dendari can sell a stolen necklace back to its owner and a 200% markup and walk away scot free. They can sell a stolen painting to the police detective searching for it and be thanked for their service.
They gain the ability to boast in this manner by first practicing lying and boasting for years, then take that skill to a powerful fey and compete with them in boasting. If they lose, they are afflicted with the opposite of one of their boasts. If they win, they gain magical abilities. All dendari have one or two failures and thus flaws to live with.
Powers include the following:
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Object glamour: if they hold the object up or gesture at it appropriately and make a boast, anyone looking at it will believe the boast temporarily.
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Moving target: if their first glamour fails, they can boast a new one by moving the object ot the audience while making another claim.
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Tactical joke: if someone is skeptical, they can make a joke at the right moment to charm them magically and temporarily, at least enough to shut them up.
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Truthful escape: if they fear their lie or boast will get them killed, they can sacrifice their powers (to be restored with another contest) to make a boast about an object for sale true.
These powers can be used only in service to selling goods for the Violet Grith due to their benefactor being a powerful member thereof.
PRO / ATH +1 STR +1 AWA +2 WIL +1 PRS +3 STH -1
Murengisi
The Green Grith is less likely to have a dedicated fence selling their goods, but those few they do use employ elemental glass to help them hide, emphasize, or otherwise sell their stolen wares.
Murengisis craft objects, especially display cases, out of elemental glass, which they can control to change its opacity and other properties in order to hide illicit wares. Elemental glass is rare and difficult to come by, but the Green Grith supplies their fence when needed. In order to learn how to control it, murengisis train with mentors in the Green Grith. In order to control it, they must learn its nature by gazing into elemental glass for hours and hours every day, under different kinds of light, until they can look into it even with their eyes closed. Once this happens, which usually takes months if not years, they can look at it casually and see its magical nature. After this, they must learn to shape it and to tap into its powers.
If they can shape it, they can make the panes of glass they need for their shops. They are usually not as skilled at it as those who spend years working at it and focus on it exclusively. However, they are good enough to make basic objects with it. Some common uses include the following:
- Variable panes: panes of glass that become opaque at a touch, appearing to be wooden panels instead.
- Layered box: a box that has two hidden glass layers for hiding things in.
- Multiway mirror: a mirror that, at a touch, can show things in other places.
- Recurved bowl: a bowl that, when tapped, shifts such that there is another bowl's worth of contents (in other words, pour liquid in one part, tap it, then fill another, etc.).
- Deep cup: a cup that is deeper than it seems.
- Dancing statue: a small statue that can move independently and act as a mindless familiar for the murengisi.
- Flying shard: a shard that acts as a 7/13/19 arrow flying around at the murengisi's will.
- Frail armor: a thin layer of fluid glass that forms one-time-use +9/+9 armor.
Other items may be possible. Consult the GM.
PRO / ATH / STR -1 AWA +2 WIL +1 PRS +2 STH +1
Ploronki
The Red Grith runs extensive commercial operations, selling stolen goods via a big network of fences. They are called
ploronki.
The Red Grith trains ploronki in the art of
mercatism. This is the creation of magical contracts that allow for esoteric exchanges. To do this, a person must understand value. Real value. Objective value. Value as derived from both the objective utility of something and the subjective willingness of someone to pay or provide for it. This understanding must be inward and outward. Once understood, they must write a contract with themself that weighs their value against the power they seek, and imbue it with four parts of themself, an offering of their blood, of something of emotional value, of something they have learned, and of something they have experienced. These are their collateral, and any violation of the contract will take one of these from them.
To protect themself, they may make contracts with others. Their first contract will be with another mercator in the Red Grith, who will place their life against their loyalty to the Red Grith.
They are also trained in the buying and selling of any kind of good, but especially stolen ones of high value. They are excellent appraisers, and they know when they have someone they can reel into a contract. For every contract they make, they must pay something also to the Red Grith, so contracts often have clauses that force contractees to do favors for or pay the Red Grith.
They have a lot of connections and know who owes them what.
Any violation of their contracts will cause them to lose their powers. If someone captures their contract and alters it, there can be dire consequences.
PRO -1 ATH -1 STR -1 AWA +3 WIL +1 PRS +2 STH /
Vikreta
The Blue Grith has many agents who sell stolen goods, using small shops or markets as fronts, raising funds for their operations or selling smuggled goods to the needy for very low rates (or giving them away for free).
A vikreta is a special fence within the Blue Grith who maintains the power of their shop or themself by knowing their local community's needs and wants and using the stolen goods they are moving to provide for them. They thrive off generosity.
A vikreta is embedded in their local community by operating a thrift shop. The thrift shop is a front for moving goods stolen from the rich or from companies. Things like jewelry, fine clothing, or other expensive items are smuggled out or sold in secretive ways to clients who can afford them at a lower rate than what they would usually be sold for, and that money goes into Blue Grith operations or helping the community. Goods like food, common clothing, or basic needs that are plundered from warehouses or richer stores are given away to the community in secret "giving markets".
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, the front, 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 vikreta's allies within it has bonuses against any infernal magical attack. This can be portable if the vikreta 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'.
- Hide goods: stolen goods even in plain sight are not visible to the authorities.
- Soft vigilance: the vikreta knows where everything is in their store, but will not prevent theft unless the thief is an enemy of the Blue Grith.
- Transform item: if someone needs mundane food or clothing that the vikreta cannot provide, they can transform an expensive object to meet that need.
Vikretas work with a lot of valuable goods, and many of them find that the amount they must give up in order to maintain power is more than they can bear. They often lose their powers. Part of the Commitee for Support.
PRO -1 ATH -1 STR +1 AWA +2 WIL +2 PRS +2 STH -1