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 /

This topic: Shem > Campaigns > ThirdShemCampaigns > TheUpomachy > UpomachyCharacters > UpomachyCharGen > UpomachyOccupations > UpomachyPushers
Topic revision: 07 Jun 2025, SallyJaneBlack
This site is powered by FoswikiCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding Foswiki? Send feedback