Vagrant

Wanderers without a regular job who survive however they may.

Avara

Some vagrants of the Violet Grith gain power from the journey itself, bearing cards of those moments they have on the way.

Avaras are vagrants who learn how to draw power from the story of their own journey. They often find out via trial and error on long journeys that there is a certain magical presence at various moments of the journey, but without the right tools, they are unable to capture and wield it. Thus, they seek out someone to share the lore with them. This either leads them to an experienced avara or to the fey. If the latter, they need to make a deal to share some of their power with the fey to learn how to wield it, but if the former, they are usually just taught how to find and use the power.

To wield the power of their journey, they must learn to recognize the moments on the journey that generate magic. Those moments are usually turning points, moments of struggle, moments of kindness, moments of support, moments of conflict, or milestones. If they learn to recognize them and the magic they create, they can draw that magic into cards made of special materials, storing it for use later. The materials needed are of fey origin and must be gathered from the fey, but an experienced avara can use their magic to simply duplicate their own materials for others to use.

Once the moment is stored in a card, it can be released later to be wielded magically. Effects vary by moment, but some examples include the following:

  • Journey’s beginning: a catalyzing moment, this magic allows for refreshing the avara.

  • A gesture of support: a moment of support may replicate that support later.

  • 100th mile: a major milestone in a journey can give bonuses to the avara in stats that were vital in reaching the milestone.

  • Choosing a new path: a turning point may allow the avara to take an alternative path later, literally allowing them to reverse a decision and make it again within a reasonable timeframe.

  • Overcoming obstacles: the skills or powers it took to overcome an obstacle may be stored and used to give bonuses to those same skills or powers later.

  • “Keep going”: encouragement can be stored and kept for when it is most needed.

  • Journey’s end: the end of a journey may be stored and used to create barriers to others who seek to prevent a journey.

Each of these would have a more specific name and potential use because they would be personalized to a journey. For example, the journey’s beginning for an avara is probably the moment they were cast out or made homeless, forced to live on the road.

Avaras are vagrants who join the Violet Grith either to gain access to these powers or because they recognize the Violet Grith as fellow wielders of the lore. When they come through Haenor, they bring information, resources, and support to their fellow members.

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


Famba

Vagrants who join the Red Grith often find in their travels a deep connection to their souls that give them unique powers ("savalis") or simply gain power from the energy of movement itself ("fambas").

Fambas gain power from movement itself. They gain power by attuning themselves to movement. To do this, they spend days focusing on the rhythm of their steps. They engage in an intricate series of ritual movements every night before sleeping until they can sense every movement of their bodies, down to the blood flowing in their veins and the beat of their heart, every twitch of muscle and organ. If they can achieve this, they become attuned to movement and able to draw power from certain aspects of it. Specifically, as they travel around Endruin (or beyond) by foot, they gain special bonuses or abilities based on those locales or the distance they've traveled.
  • 10 square miles traveled: +1 endurance
  • 25 square miled traveled: +1 speed
  • 50 square miles traveled: +1 constitution
  • 100 square miles traveled: +1 ATH
  • 500 square miles traveled: +3 reaction
  • 1,000 square miles traveled: +3 constituon, speed, or endurance
  • 5,000 square miles traveled: +3 survival
  • 10,000 square miles traveled: +3 ATH
  • 25,000 square miles traveled: +6 dodge
  • 50,000 square miles traveled: +6 survival, reaction, constitution, speed, or endurance
  • 100,000 square miles traveled: +6 ATH
  • 300,000 square miles traveled: +9 survival, reaction, constittuion, speed, endurance, or dodge
Square miles are measured in north/south times west/east.

Furthermore, certain kinds of location give them special abilities:
  • Lone inn or waystation: sense shelter, power 8
  • Vagrant camp: +1 read people
  • Barn or other farm structure: sense food, power 8
  • Village (under 500 people): measure capacity for support, power 8
  • Town (501 to 10,000 people): +3 persuasion
  • City (10,001 to 100,000 people): unsleeping travel, once per week, if used four times in a month, lose -1 ATH permanently
  • Metropolis (100,001+ people): sense friend, power 8
  • Port city: +1 negotiation/bartering
  • Fishing camp: +3 patience
  • Mining camp: +1 toughness
  • Rail station: understand rail schedules, power 11
  • Crossroads: vanish for 30 seconds, once per week
  • Mountain road: +3 climbing
  • Forest road: +3 scavenging
  • Highway: escape teleport, 1 mile, once per month
  • Rail tunnel: danger sense
  • Open water: +1 sailing
  • Underground, 500+ feet: direciton sense
  • Underwater, 1,000+ feet: underwater breathing
  • Open seas, 10 miles out: waterwalking
  • The sky, 5+ miles: cloudwalking
  • Borderlands: +1 PRO
If they visit a new instance of each location 50 times, they gain the bonus again or gain +1 to the power it gave them, and this repeats every 50 new instances.

PRO / ATH +4 STR +1 AWA +1 WIL +1 PRS +1 STH +1

Goulennor

The fool is known for staring a journey with no thought to its middle or end, and this has a special power within the lore. These vagrants follow the Fool's Way and catalyze great stories.

A goulennor is a vagrant who follows the Fool’s Way. They start a journey without preparation and find adventure along the way that is catalyzed by their decision, thus creating magic of the lore in doing so. As followers of the Fool’s Way, they are able to sense this magic and wield it if they have the correct tools.

Goulennors use special walking sticks to gather their magic. At the start of their journey, they strike the ground in a specific rhythm as they walk, and if they have set out duly unprepared and without knowledge of their direction or the obstacles ahead, they will draw in magic. The keenness needed to do this is remarkable, however, and few are able to do it right.

Once someone has captured the energy of the Fool’s Way, they can wield it in various ways. Goulennors use the following powers:

  • Send on their way: anyone they strike with their walking stick must roll WIL vs. 3 points per point of magic used or be forced to depart the area and not return for 10 days.

  • Catalyze: for the cost of 10+ points of magic, the goulennor may strike something with their walking stick and create an unexpected chain reaction.

  • Unseen obstacle: if they don’t see it, it isn’t there. For the cost of 4 points per point of difficulty, they may ignore an inanimate obstacle by not looking at it but feeling through or past it with a stick.

  • Good friends: anyone who is with them at the start of their journey may be granted bonuses to ATH at the cost of 3 points of magic per bonus point to ATH. This includes animal companions.

  • Grasshopper music: the goulennor may perform music in place of eating, finding shelter, sleeping, or drinking water at the cost of 10 points per basic need met.

  • Foolish dance: the goulennor may dance with a stranger and make them an unexpected ally at the cost of 5 points of magic per point of PRS bonus they use to roll against the target’s AWA.

Other powers may be possible. Consult the GM.

Goulennors are vagrants who have entered into a life on the road without much consideration. They are foolhardy and wild, but this is the source of their magic.

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


Longwalker

Vagrants are the Blue Grith's extended information network, coming in and out of the city, bringing news and information with them. Longwalkers, as they are called, gain psionic powers from their many experiences.

Longwalkers refers to those vagrants who set out on the Long Path. The Long Path simply refers to taking not the easy path but the right path. If the right path is the easy path to one's goals, it is still part of the long path. It is simply a metaphor for choosing not to avoid challenges. Anyone who does this is on the Long Path and generates psionic energy, but longwalkers choose the Long Path intentionally and use it to generate this energy to actively wield it.

Every decision a longwalker makes is carefully considered if it involves reaching a notable goal. This means that choosing your breakfast cereal only matters if it is part of a longer term path, but usually, it will have minimal impact on your goals. Notable goals include anything from "finding a job" to "defeating a cruel tyrant". It is a project that will take time and careful planning. This power cannot be generated from goals or paths that lead to evil purposes - i.e., "conquering the world" is not a path that would work. When a longwalker decides upon a path, they first make a plan. This is the first set of decisions they make. Plans always have to be adapted as they go forward, so every decision made from there, and every decision made which is acted upon, then generates energy.

On every path, there are minor and major decisions. The bigger the decision - that is, the more it impacts the path - the more energy it will generate. Longwalkers must access this via meditation, so they must stop and reflect upon all decisions on their path periodically. They usually do this on a daily basis, or before and after any major decision if possible. They evaluate the path, evaluate the challenges they have faced, and evaluate what they have learned. In doing this, they become aware of the energy within themselves. Once the longwalker taps into their own wisdom and power, they must learn to wield it. If they wield it in service to their path, they amplify its generation. If they wield it for other purposes, it is used up. To wield it, they must come out of their meditation and immediately identify everything in their surroundings as an act of mindfulness. Then they must focus on one single object in which they either wish to affect or to channel the energy into it. Usually, they store it in a walking stick, footwear, or clothing, as these are most of what they own.

When a goal is achieved, a longwalker must meditate upon it for a significant length of time, but this process will generate significant energy, varying by how big the goal was. These achievements can be translated either into large amounts of stored energy to fuel the above listed abilities or into permanent psionic powers.

The numerical value of stored energy is determined by the decisions made to gain it and is therefore determined by consensus between GM and player, usually in a range of +1 to +6 for the very largest decisions. If it is stored in their walking sticks or footwear, it allows them to use their expereinces and mental strength to soften the impact of their path. In other words, they roll WIL instead of STR or ATH for endurance. It can also translate into bonuses to WIL or AWA when facing difficult challenges. If it is put into other articles of clothing, it provides telekinetic defense based on their WIL.

This energy is distilled experience. If they intentionally draw that experience into their stored energy, they can draw upon it later when relevant. In other words, they can draw upon stored energy when facing a challenge similar to a previous challenge in order to make it easier to navigate. Stored energy can also be drawn upon to make permanent changes to the mind of the longwalker. This takes an enormous amount of energy, however, and therefore is only possible at a rate of 25 points of energy to 1 point of permanent change.

Part of the Commitee for Information.

PRO / ATH +1 STR / AWA +5 WIL +2 PRS +1 STH /

Peregrin

Wanderers who follow the winds and have some influence over it often work with the Green Grith to bring them information or help them travel.

A peregrin is a vagrant who knows how to temporarily capture the wind in order to use it to help them either travel or gather information. To capture the wind, they need a special satchel made of magical materials, usually hippogriff leather, the skin of a flying whale, or the feathers of a rukh. These are deeply rare and provided by the Green Grith if they think someone has potential.

To grab the wind in the satchel, they must hold open the satchel toward a natural wind, then trick it into staying within long enough to seal it. To trick the wind, they must know what kind of wind they are capturing (a breeze, a gust, a gale, a whirlwind, etc.), and they must know from which direction it blows (north, south, east, west, southwest, northwest, southeast, northeast, north-northeast, south-southeast, east-northeast, east-southeast, etc.). This will tell them what kind of lie to tell the wind - the north wind is the least easily tricked, the fickle west-southwest wind the most. Knowing the right lies to tell is something their mentors in the Green Grith will share, but they can't use the same lie twice in the same year.

Every satchel has its own magical strength, and some winds are too powerful for certain satchels.

Once captured, a wind can be released to wield its power. The peregrin must keep the wind sealed long enough to forget it was tricked (ranges from a day to a year and a day), and then they must convince the wind once released to help them. This usually requires asking it a riddle, giving it an offering, or simply asking it nicely, depending on the wind:
Wind Price Gust strengthSorted ascending
NNW Simple ask 11
NNE Deception 11
WNW Honesty 11
ENE Simple ask 11
SSW Simple ask 11
SSE Honesty 11
ESE Simple ask 11
WSW Deception 11
Northeast Riddle 15
Southeast Riddle 15
Northwest Riddle 15
Southwest Riddle 15
East Mind offering 18
West Body offering 18
North Soul offering 22
South Heart offering 22
Powers the winds may grant include the following:
  • Speed of the wind: +6 speed for 100'
  • Brief flight: fly for five minutes
  • Long distance whisper: send a message a long distance
  • Carry voice: hear information from afar
  • High jump: wind lifts them up to jump
  • Increased breath: increased endurance
  • Huff and puff: blow your house down
  • Capturing twister: captures a target
  • Gale form: 25+ speed for 1 mile, once per year
Peregrins come through the city often, bringing news and helping the Green Grith in their work.

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

Savali

Vagrants who join the Red Grith often find in their travels a deep connection to their souls that give them unique powers ("savalis") or simply gain power from the energy of movement itself ("fambas").

Savalis wander Endruin, coming into Haenor periodically. They have connections with the Red Grith, bringing information from afar. On their journeys, savalis have learned to focus inward, finding their inner strengths and deeply understanding their own experiences. This leads them to have a minor form of sorcery, drawing magic from their own souls. Most learn to do this accidentally, turning inward because of trauma or isolation, then tapping into the power inadvertently in a time of need. They do not understand it well enough to share it. As vagrants, savalis gain certain spells:
  • Understand language: comprehend any spoken language dominant in an area for 10 minutes. Difficulty 10.
  • Comprehend signage: understand targeted sign. Difficulty 5.
  • Direction sense: know which way is which. Difficulty 6.
  • Hardened feet: increase endurance by +1 (difficulty 7), +3 (difficulty 10), +6 (difficulty 13), or +9 (difficulty 16) for eight hours.
  • Waking rest: gain rest as if asleep, but do not sleep. Difficulty is 11. Difficulty goes up +6 for every subsequent night used, +3 if used every other night, +1 if every three days. If used for seven days within a month, the wielder permanently loses a point of PRS, AWA, or WIL.
  • Stretch food: makes food last longer. Difficulty 9. If used seven times within a month, the wielder permanently loses a point of STR or ATH.
  • Find water: locates the nearest source of drinkable water. Difficulty 8.
  • Hunker down: +6 toughness and +3 STH or vice versa for as long as the caster doesn't move. Difficulty 12.
  • Stunning gesture: caster's touch becomes a hit of +6/+0 for one strike. Difficulty 13.
They may also gain spells based on their species, and players may create their own spells or effects. Consult with GM.

The more a savali understands themselves, the more spells they gain. The more they try, the more they gain. However, there is always a risk of backlash. A failure of any spell can permanently remove their power or damage their WIL. Normal failure means temporary loss of spell casting (1 round) or -1 WIL for one round. Special failure means loss of spellcasting for a day or -3 WIL for a day. Exceptional failure means loss of spellcasting for a month, -1 WIL lost permanently, -3 WIL for a month, or -6 for a day. Critical failure means permanent loss of spellcasting and permanent loss of -3 WIL. Furthermore, after casting a successful spell, they have a -1 to casting, WIL, AWA, and PRS, if the success was critical, -3 if exceptional, -6 if special, -9 if normal, for one round after.

PRO -3 ATH +1 STR +1 AWA +2 WIL +3 PRS +1 STH +1
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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