Pusher
Sellers of illicit drugs.
Hadour
There are many merchants and traders in old tales, and these archetypes often have magical abilities to trade the abstract. This is the lore the drug dealers of the Violet Grith draw from.
An hadour sells drugs for the Violet Grith but - and this is vital - does not use them. If they use them, they probably end up in a hallucinatory haze and never come back. An hadour mostly deals in money like a mundane drug dealer, but for those with the means, they require a little bit more. Like the bookies of the Violet Grith, they also gain the power to trade in the abstract.
Hadours gain their ability to trade abstract characteristics for the drugs they sell by making a deal with a powerful fey being in the Violet Grith. The deal usually trades some abstract characterisitc of theirs for the power, but it must be something important.
As they sell drugs, they give most of the money and abstract trades to the Violet Grith, but they are allowed to keep some as payment for their work. 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 |
Hadours are very busy in their trade.
PRO +1 ATH +1 STR / AWA +1 WIL +2 PRS -1 STH /
Kupiek
Drug dealers in the Green Grith are a major part of the fundraising efforts. They don't make the drugs, but they know enough about them to be effective sellers. They are also practiced in combat to defend their turf, and they know how to handle money. They use elemental powers of air to improve their selling skills and defend themselves.
A kupeik is a drug dealer who knows how to temporarily capture air in order to use it to help them in various ways. To capture the air, they need a balloon - any balloon. The trick is to find air that is not tainted with pollution, which is very difficult in Haenor. To do this, they usually go to sealed chambers kept by the Green Grith. To grab the air in the balloon, they must inhale it and blow up the balloon. They cannot trick the still air the way wind can be, but it can be sealed if they are swift enough. Still air lacks the qualities of wind, but it can provide special powers all the same. Rather than be released, it is used more like a battery. The balloon must be restored every ten uses or every ten days, whichever comes first.
After they have a balloon, they must be trained in how to wield its magic. There are a list of small, basic skills that they are taught by more practiced members of the Green Grith:
- Lighten step: a single dose can give them +3 ATH for an hour.
- Sealed pocket: they can take two doses and push air into a pocket, which makes the pocket impossible to get to by anyone other than the kupiek.
- Bubble voice: a single dose inhaled can make their voice more pleasing and louder, giving them +3 PRS for an hour.
- Repelling gust: six doses released from the balloon will unleash a blast of air strength 16 to knock down or repel anyone or anything in its path.
- Vacuumize: inhaling eight doses can allow them to suck in all the air in a 10' radius, creating a temporary, airless space that will knock out anyone within it.
Other powers may be possible. Consult the GM.
Kupieks are critical to fundraising.
PRO +2 ATH +3 STR +1 AWA / WIL / PRS +1 STH +1
Mrand
The drug dealers of the Blue Grith are servants of the people, dealing mostly medications stolen from the ruling class. They gain power from these acts of service.
Mrands take many of the substances made by the saams and other members of the Blue Grith to distribute to those in need, but mostly, they take medications stolen from the ruling class by the thieves and robbers of the organization and distribute to the people. Basic medications too expensive for the people, life-saving medications, anything. They take it, they take advice from the healers, and they make rounds in the poorest neighborhoods, delivering them, taking very little in payment if anything at all.
For every person they help with no payment, they gain magical power to help them do their work. They learn to tap into these powers with help from mentors in the Blue Grith, but many find it on their own. Powers include the following:
- Heart of necessity: they can empathically sense the basic needs not being met by a person - i.e., if they need food, water, shelter, comfort, or medical aid.
- Eye of desire: they can see into the hearts of someone and know what material things they want - better food, nicer clothes, a better home, etc. Not ambitions, not relationships, but things. Usually, they see in broad categories, not specifics.
- Giving soul: if someone needs something abstract, they can give of their own soul by performing an act of service for that person and channel that energy to them.
- Share the burden: if they touch someone in any kind of pain (physical, metaphysical, mental, emotional), they can take on some of it to help that person bear it. If they use this, they suffer that damage themselves at a reduced rate (about 2/3), but still taking penalties.
- Aura of servitude: they can surround themselves in a blue aura that makes it known to the oppressed and impoverished that they are there to help to break past barriers of distrust. +3 PRS.
Mrands usually come from the most impoverished parts of the community, taking their awful experiences to heart and trying to improve the world they grew up in.
Part of the Committee for Support.
PRO -1 ATH / STR +1 AWA +1 WIL +3 PRS +1 STH /
Tarat
Drug dealers in the Red Grith are usually entry level workers who are being watched to see if they are ready for becoming gangsters or other specialties, but some are seen to be skilled at the street trade and are trained in it magically.
Tarats operate similar to carisarks or ploronki, but they operate on a much more informal and weaker basis. The Red Grith trains them in the art of
mercatism, but with a very narrow focus. This is the creation of magical contracts that allow for esoteric exchanges, but they do this without making an actual contract. Instead, they make an offer that creates a magical debt, which they draw from.
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, which becomes very clear while dealing drugs. 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 an offering of their blood. Their blood is their collateral, and any violation of the contract will take strength from them.
To protect themself, they may make informal contracts with others. They give a little bit of drugs or some other small thing - a favor, a bit of money - to create a debt with someone, and as long as that debt exists, they can draw a little strength from it to further their work as a pusher. As they do more of this, they gain more power which they can apply to other powers, abilities, and stats. If someone pays off a debt, they are sure to have others to make up for it. Most tarats have dozens of debts to draw from.
They are also trained in the effects and uses of the drugs they sell, though they are discouraged from using it. They have a lot of connections and know who owes them what.
Any violation of their contracts will cause them to lose their powers.
PRO +2 ATH +1 STR +1 AWA +1 WIL / PRS +1 STH /