Roles
Roles within the Green Grith and occupations available to players: Arsonist, Assassin, Baiter, Bandit, Beggar, Bookie, Bootlegger, Brawler, Consigliere, Conspirator, Cooker, Counterfeiter, Criminal, Deviant, Embezzler, Extortionist, Fence, Fixer, Gambler, Gangster, Grifter, Harborer, Kidnapper, Mugger, Pickpocket, Pirate, Pusher, Quack, Revolutionary, Robber, Saboteur, Sensualist, Smuggler, Spy, Terrorist, Thief, Torturer, Traitor, Urchin, Vagrant, Vandal, Vigilante, Whistleblower, Witch
Arsonist
Arsonists in the Violet Grith wield faeriefire, illusory fire that becomes real if you believe in it. They draw it out by speaking ancient rhymes and stories or by keeping it in special lanterns.
Parasunog
The parasunogs of the Violet Grith create faeriefire by finding and dancing in fairy rings with a candle. If they can dance three times around the fairy ring without snuffing out the candle every time there is a full moon for a thirteen months, they may gain the ability to sense it. To wield it, they must eat fey mushrooms or drink fey mushroom tea, sleep in the fairy ring, and succeed at the dream quest this gives them. Once they awaken, they will have the ability to draw the faeriefire at will, though they must restore it by dancing around the fairy ring with a candle three times every monht under at least one full moon.
Once they can wield it, they can draw it out with ancient rhymes. If they wish, they can store it in a feycrafted lantern (usually provided by the Violet Grith). Because the parasunogs believe in the faeriefire, they can use it to start fires while keeping the flames hidden from those who don't believe in faeriefire or are unaware it exists - up until they see it working, they won't feel the heat or smoke. If they wish to harm someone who doesn't believe in it, they must convince them it exists by showing it burn something, which is generally easy. However, those who know the trick can break the illusion by refusing to believe - and then it becomes a contest of wills.
PRO +1 ATH +1 STR / AWA +2 WIL +1 PRS +1 STH +1
Assassin
The Violet Grith is not afraid to mete out death to those who threaten their work. They have two kinds of assassins - those who kill via ritual hunt and those who kill with stories of death. The latter are rarer and more powerful, but must work much harder to wield their powers.
Blaggard
The power of the the Wild Hunt fuels the blaggards of the Violet Grith. In order to wield this power, they must perform a ritual (with help from a mentor in the Violet Grith) in the dead of autumn, preferably on Eigenihtes, to summon one of the Wild Hunt, then challenge them to a hunting contest. If the blaggard succeeds, they gain powers, and if they fail, they are bonded to serve in the Wild Hunt for seven years. The contest is always a race to catch a difficult target, usually a person in the city who owes the Wild Hunt or some powerful fey being some deep debt. The blaggard has seven hours to succeed. If they do, they gain seven powers. If they wish to have more powers, they may perform the ritual the next autumn and challenge the Wild Hunt again, but it will require a much more difficult hunting contest.
The powers they receive will include seven of the following:
- The power to fade into shadow while hunting as long as it is twilight or night, twice per night.
- Their sense of smell heightens when they are hunting a specific target. If they fail to complete the hunt on the same night, they lose their vision for the next day.
- The wearing of red gives them resistance (+6) against heat and flame.
- If they bind and capture prey, that prey may be offered wholly to the Wild Hunt as a sacrifice (being forced to serve it) to give the blaggard an extra power for a week.
- The blaggard can create a glamour about themselves, taking a form of similar size or one that heightens their own appearance, with a sprinkle of mushroom powder.
- If they wound a prey and spill its blood, they can absorb the blood to gain +3 to a power, +2 to a skill, or +1 to a base stat for seven minutes.
- As they are on the hunt, they have an aura of fear about them that anyone who might stop their hunt must roll against or be forced to flee.
- If they sleep on a hunting night, they may ride through dreams to a different location, once per year.
- If they kill their prey, they have the option to try to steal their soul, which can be traded to the Wild Hunt for an extra power for a week.
Any target of theirs who is soaked in saltwater will be impervious to the blaggard's attacks.
Blaggards serve the Violet Grith as hunters of their enemies, and if they choose to mark and hunt someone as prey who the Violet Grith does not want killed, they will be sold to the Wild Hunt themselves.
PRO +2 ATH +2 STR +1 AWA +2 WIL +1 PRS -2 STH +2
Dunmharfoir
Pronounced "duarfor". These assassins are elites in the Violet Grith, taking their powers from ancient tales of death, using magical omens to kill rather than attacking someone physically. To gain the powers to do this, they study the ancient lore for years, and on a blustery midwinter night, they must perform a ritual in which they offer first their blood, then their memories, then their feelings, then their soul to Death Herself. If she accepts any of these, they simply die. If she refuses all four, they are given four years to prove themselves worthy of her magic. During that time, they must perform four quests in her name, bringing back blood, a memory, a feeling, and a soul to her. If they succeed, she gives them four powers:
- The power to enter a domicile via a window without opening or closing it.
- Sealing someone in a room by tying a black ribbon to the door.
- The power to terrify someone by mimicking the keen of the bean sidhe.
- The power to end a life by stopping the nearest clock.
They drive a shadowy coach at night, wearing a cloak to hide their face and head, and arrive at the house of those they wish dead. They enter through a closed window, seal the target in a room, warn them with the wail, then stop the nearest clock to kill them. They gain a new power for every four people they kill in this way. This caps at 16. Anything above that means they must replace an older ability.
This only works on those the Violet Grith allows them to target. Otherwise, they must rely upon other skills and powers. Thus, they train as a mundane assassin as well.
PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS -1 STH +3
Archwarden
One of the six archwardens of the Violet Grith is a powerful dunmarhfoir, one of ancient power and deadly skill. She is one of the fey whom the Violet Grith derives many of their powers from. She is older than Endruin itself. She is feared and has become a local legend, something spoken of out of fear, a harbinger of death.
PRO +5 ATH +4 STR +3 AWA +4 WIL +4 PRS +2 STH +6
Violet Coach
The dunmarhfoir archwarden drives a violet coach that rides through shadow and appears when someone is about to die, stopping to collect their soul.
Baiter
The Violet Grith has a small number of animal baiters and fighting operations, but those they have use the powers of animal stories to make their animals more able to fight.
Figreim
A figreim is an animal friend who charms them with fairy magic. They often have a fey animal as a friend. They do this by performing a quest for a powerful fey animal (to which they are led by a member of the Violet Grith). Once they have the basic power to befriend animals, they may gain more by doing favors or quests for fey animals.
Typical quests include the following:
- Airitech: fey wolves want a hunting contest, usually trying to catch a very clever rabbit.
- Aonbharr: fey horses wish to dance with their friends, but the steps must be exactly right.
- Cait sith: fairy cats usually want a piece of twine, but one from the clothing of a powerful magic user.
- Cu sith: fairy dogs often have someone fetch a bone for them, but a bone of magical significance from a legendary tomb.
- Dobhar-chu: fairy otters (or otter-dogs) need a toy to play with, taken from a powerful prince.
- Donn cuailnge: fairy bulls require a cow wife, but one worthy of them.
- Ellen trechend: three-headed vultures want food, special food, rotting food found in foul places.
- Onchu: these venomous water dogs require magical apples found only in obscure orchards.
- Reynard: the most powerful of all fairy animals is the fox, and a quest for him requires stealing something of great value from a very powerful adversary of the fey.
- Salmons of knowledge: fairy fish require protection from fisher hooks, which comes in the form of sunken boats or free worms.
- Water horse: a water horse of any kind demands a swimming contest, which may be nearly impossible to win.
Other fey animals and quests may be possible. Consult the GM.
Powers they may gain include up to five of the following. They may gain more by doing more quests:
- Animal speech: they may gain the ability to speak to specific kinds of animals or all animals, depending on their benefactor.
- Beast glamour: the figreim may take the illusory form of an animal for an hour once per day.
- Encouraging snap: a snap of the fingers will encourage any animal in battle, allowing it to re-roll a failed roll or take +3 on their next attack.
- Ancient lore: if their benefactor is a salmon of knowledge, the figreim may whisper to an animal and give it knowledge of magical lore, allowing it to impart that wisdom to another within eight hours.
- Song of Mists: the figreim may sing an ancient song that fills the animal with fey mists, giving it +3 to STH for an hour.
- Strength of the Bull: if their benefactor is a fairy bull, the figreim may let an animal drink a drop of their blood and gain +3 STR for an entire combat.
- Waters of life: the figreim may give a dram of whisky to an animal to heal its wounds one level (from deep to normal, etc.).
- Speed of the Horse: if their benefactor is a fairy horse (not a water horse), they can give an animal +3 ATH by rubbing its neck in a special pattern.
- Eyes of the Cat: if their benefactor is a fairy cat, they may give an animal +3 vision by closing its eyes for ten seconds.
- Nose of the Dog: if their benefactor is a fairy dog, they may give an animal +3 olfactory by rubbing its nose in a special pattern.
- Ears of the Wolf:: if their benefactor is a fairy wolf, they may give an animal +3 hearing by scratching its ears in a special pattern.
- Splash: if their benefactor is a fairy otter, they may give an animal +3 swimming by rubbing its feet in a special pattern.
- Wings of the Vulture: if their benefactor is a fairy vulture, they may give an animal the ability to fly for 15 seconds by stretching out their arms and speaking a special rhyme.
- Bestial instincts: they may give the animal +3 PRO by speaking a special rhyme on the animal's name.
- Illusory animals: they may create illusory animals (up to two), images of the animal they are working with, by throwing fairy dust over them.
- Great leap: they may give the animal the ability to teleport up to 30' once per day by washing them in fairy soap.
They usually have an animal friend they prefer to work with, but they can work with almost any animal that isn't bonded to someone else.
PRO / ATH +1 STR +1 AWA +1 WIL +1 PRS +1 STH /
Bandit
The Violet Grith employs groups of bandits set on causing trouble on the edges of the city, making small raids and generally raising a ruckus.
Cateran
Caterans can invoke their magic if it will cause trouble for anyone except the Violet Grith. They gain the ability to do this by swearing an oath to a drunken pig on a night with one full moon and none new moons, pouring out all the casks of alcohol in a mile around, and releasing the pig (which does not belong to them) into the wild. After doing this, they must steal six special treasures - milk from a barren cow, a shoe from a one-eyed doll, a drop of dew from a clover, a sigh from a widow, a coin from a tax collector, and a web from a long-lost spider. Once these are gathered, they find the pig, feed them a potion made from the stolen items, and dance with them. If they have succeeded, they will fall into a drunken stupor, awaken a week later with someone else's clothes on, and have six magicks:
- Noisesome whoop: this power allows them to throw their voice such that it sounds like dozens of people are causing trouble up to 500' away.
- Wild dance: if they engage in a dance during combat, their enemies roll against the cateran's ATH or suffer -3 to all attacks against them.
- Powder spark: they can light off a firecracker and trigger a string of events that will bring trouble to a target within 10 rounds or 10 minutes if not in battle, like a mischievous rube goldberg device.
- Pig rush: damage will be done to the room they are in as if a wild boar were rampaging through it, harming only inanimate objects, upending furniture, and breaking anything of value that can be broken. No boars will actually appear.
- Troublesome smirk: they may smirk at someone and force them to have chaotic luck for 1d20 turns. This means the target will roll a random trio of die instead of three d10s. On their turn, they roll three d8s. A 1 means d4, a 2 means d6, 3 means d8, 4 means d10, 5 means d12, 6 means d20, 7 means d100, 8 means reroll.
- Ruckus: the entire band may act and invoke ruckus, causing so much noise, chaotic attacks, and unpredictable actions that their enemies take the low die for the entire combat, all caterans take -3 on dodge rolls, allies risk being hit, and the drunken pig appears and causes their own trouble.
The drunken pig appears every time a cateran rolls triple 7s and causes a random effect.
Caterans are all part of a small band (their mascot being the above-mentioned pig, which belongs to one of the local farmers) who cause all manner of problems in the countryside on behalf of the Violet Grith.
PRO +1 ATH +2 STR +1 AWA +1 WIL -2 PRS +1 STH +1
Beggar
Beggars in the Violet Grith are usually the indigent or homeless who live by the lore and thus fall automatically under the protection of the Abdit. But some are those whose stories bring them to begging because that is their fate - but these are soothsayers who see the paths of the future.
Soothsayer
Fate is woven in the form of invisible threads that flow throughout reality. They are often disrupted by other energies, but those with special skill and tools can feel them, touch them, and view them.
The consequences of this, however, when not done carefully, can lead a person to a life they might not wish to have. Some who seek to be seers and prophets end up fated to live a life of deprivation because they tried to alter fate and failed, and these end up living life as soothsayers, often unheeded predictors of the future who end up among the homeless and indigent. This is not an inescapable fate, but they often do not know how to escape or believe it to be. The Violet Grith aids those who end up like this, working with them.
What the threads of fate combine to form is the Tapestry of What Is to Come. It is a complex tapestry where colors, forms, and measurements have meanings only a few understand. The interpretation of the tapestry tells what fate there may be. When viewed, it appears to be a vast conglomeration of threads that, when taken as a whole or from a distant view, appear to be a woven tapestry the size of the sky, depicting scenes of cosmic birth, death, and rebirth. If viewed closely, the trillions of individual lives that thread together to form the story of reality are visible.
To view the tapestry, a soothsayer must learn how to see without their eyes. They do this first by training with a blindfold or other device that blocks their eyes. If they cannot see already, they must train themselves to sense the threads in a similar fashion. Sight beyond sight is required, but also the ability to touch the invisible threads of the tapestry. This is done by first working with actual threads to know the feeling, then working up to more esoteric threads. Training to see without one's eyes requires years of meditation, working with actual thread, and the use of hallucinatory drugs. Those who succeed at this become powerful seers or prophets; those who fail become soothsayers. Often this happens because they followed a Forbidden Thread, such as looking at the fate of a Divine, or at their own death, or a thread that is too erratic and affected by chaos, luck, or other powers. Or worst of all, if they tried to view the entire tapestry at once.
Soothsayers thus cannot control their portents. They have visions that come to them, or they experience flashes, insights, and incomplete viewings. They cannot be guided via questions as some are able to be, and they cannot channel their power via tarot, crystal, or weaving. This visions and insights come, and they know what they know.
They are often disbelieved, as even the most powerful seers and prophets are. They always take a PRS penalty when telling someone who isn’t familiar with them their fate.
Most soothsayers believe deeply in fate, though they are often aware that there are other powers out there. If a prediction does not come true, they usually assume they interpreted things wrong, but some know that this is the consequence of the fight between fate, luck, chaos, and other powers.
Predictions come to soothsayers in many forms:
-
Precognition: they simply know what will happen before it happens. A priori knowledge of an event with a deep certainty.
-
Insight: something happens that gives them an insight into the future wherein they know something they could not have even from advanced pattern recognition.
-
Omen: they see something happen and know it is a good or bad omen, though not what it relates to nor why.
-
Portent: an omen that has a clear meaning to them.
-
Vision: they see something, either symbolically or literally, that will happen in the future.
-
Prophecy: unbidden by anything, they begin speaking cryptic prophecy, saying what will be, with no control over what comes out of their mouths. Often accompanied by an uncontrolled vision.
Because of their previous failure in the threads, soothsayers are experiencing these constantly, leading to an unstable life and difficulties with everyone around them. Even when their predictions are correct, it often causes trouble.
At the start of the session, anyone playing a soothsayer will make 10d4 single-d10 rolls. These are their precognitions. They will note these numbers down and share with the GM. Throughout the session, these will be their rolls. They will pick which one they will use for a roll before the opposed roll is made. The opposed roll will still be a three-die roll.
If they want, they can give a roll to someone else before or after an opposed roll is made, even another player (if the player consents).
If they run out of rolls, they may spend tokens, and if they have none, they simply fail all rolls for the rest of the session (note: we’ve never run with this before, so adjustments may be made if there aren’t enough rolls). If they have rolls left, they can still choose to forgo a roll and accept a failure.
Insights will occur twice per session. The player may invoke one either by willingly forgoing a roll or by spending a token, or the GM can provide one at their discretion. Omens and portents occur on AWA or read people rolls if the player forgoes the roll and chooses to experience an omen or portent instead, or they can occur at the GM’s discretion or if the player spends a token.
Visions are invoked after six failures in a row, if the player spends a token, if the player willingly forgoes six rolls in a row, or at the GM’s discretion.
Prophecies only occur at the GM’s discretion.
PRO -1 ATH -1 STR -1 AWA +3 WIL +1 PRS -3 STH /
Bookie
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.
Liabhairin
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 /
Archwarden
The most powerful liabhairin is one of the six archwardens of the Violet Grith known as the Keeper of Debts. She is a jinni who was enslaved and used ruthlessly by the rulers of the city, and since she was freed by the Violet Grith, she has become one of their most ruthless leaders. If you end up in her records, you are one of the most sought-after debots of the organization.
PRO +2 ATH +3 STR +1 AWA +6 WIL +4 PRS +3 STH +2
Violet Book
The liabhairin archwarden's book is violet in color and contains debts from several extremely powerful figures.
Bootlegger
Using ancient recipes hidden deep in old tales, the bootleggers of the Violet Grith make fey wines and libations outside the regulations of the empire.
Aptik
An aptik makes alcohol from magical fey plants. Fey plants tend to have an hallucinatory edge to them, so their alcohols are appreciated by those who want to get very intensely drunk and see something unexpected in the night. While anyone can work with fey plants, those that do so consistently end up being deeply affected by the plants and the powers of the fey, gaining strange abilities and the occasional affliction.
The fey plants that they use include the following:
- Aitil: a form of juniper used in gin to make the drinker feel like time has slowed down.
- Babeal: a cowslip added to wine to get the drinker drunk faster.
- Cloggorm: a bluebell used to enhance beers, ales, and wines, making them aromatic and euphoric. These flowers call fairies when rung.
- Corcrablath: a lavender used to enhance brandy, adding an aromatic flavor and an intense euphoria.
- Cruithneacht: a form of wheat used in many drinks that causes the drinker to feel connected to the subconscious of those physically closest to them.
- Dris: blackberry brambles (that grow throughout the Bramblebed) create sweet drinks that instill a sense of mischief in the drinker.
- Eoinwort: a form of st. john's wort that makes a liquor red, giving it mild mental healing properties.
- Fairy apple: fairy apples are used in the making of cider, creating a pleasant, cinnamony warmth and contentment.
- Farard: a form of sorghum that is used in various drinks that makes the drinker feel bigger than they are.
- Fey pansy: a pansy added to cider to make it aromatic and grant the drinker mild dreams.
- Fionchaor: a grape used to make wine that is a bright violet in color, causing the drinker to have lucid dreams.
- Garbhcomh: a form of barley that is used in many beers, ales, and liquors; it makes any drink richer in flavor and causes mild hallucinations, mostly auditory.
- Seagal: a form of rye used for whisky that gives the drinker a sense of deep understanding of the nature of dreams, unreality, and perception.
- Searbh: a form of slightly more bitter hops that makes any drink (usually beer) a potent hallucinogen.
- Silin: wild cherries that provide a miracle sure to many, many, many common ailments.
- Sionlamh: a foxglove used to cause wines to burn, mildly poisoning the drinker, and giving them an intense energy.
- Smearban: rowan berries used to strengthen wine, ale, or spirits, giving protection from fairy magic when used.
- Sun thyme: a form of thyme added to ales and ciders to make them aromatic and make the drinker feel lighter and more social.
As they use these plants, they sometimes gain the following powers:
- Green thumb: their thumb literally turns green and gives them the ability to encourage plants to grow by touching them.
- Olfactory reading: they can smell disease or problems with a plant.
- Plandagairt: the invocation of the mystical power of plants, they can invoke the magic inside a plant by breaking one of their seeds.
- Plant speech: they can speak to any fey or mundane plants, and some elemental and celestial plants, but never infernal plants.
- Taste of power: they can know the powers of a plant by tasting it. This can have consequences when the plant is poisonous.
And they are often afflicted with one of these:
- Bubbling consciousness: the aptik sees hallucinatory images in bubbles floating in their vision at all times. These bubbles sometimes speak to them with information from their deep subconscious.
- Fearful whispering: the aptik hears whispers that terrify them when they roll below a 3 on any roll.
- Insectoid delusion: the aptik thinks insects are crawling on them, though the sensation is mild, and they are used to insects due to their work with plants. Any time they roll triple 3s, they insects become real.
While primarily they grow fey plants to make alchohol, they are also capable of and knowledgeable of other fey plants and their properties:
- Bridewort: strewn on the ground at weddings, it makes the bride impervious to disease for the night.
- Cloggorm: a bluebell (see above) that calls fairies when rung.
- Feithleann: a honeysuckle used to repel magic and give dreams of love. It cannot be used in alcohol, but its nectar is a sweet drink.
- Fey elder: the elder tree is the most potent fey tree for protection from infernal powers.
- Fuinseog: the ash tree prevents the fey from stealing your children.
- Gort: an ivy that leads those who follow it to safety, to love, or away from death.
- Meadowsweet: a pain killer and cleansing flower.
- Neanntog: nettles that can be used to form a painful bed that saps the body of all toxins.
- Sabhaircín: a primrose that love, good luck, and inspiration.
- Saileach: the willow tree is a painkiller, but also enhances all witchcraft powers, and its branches can be used to find water.
- Sceach gheal: the fairy tree, the hawthorn, with many, many powers. This tree will open a gate to other realms, cause bad luck to those who harm it, banish evil with its sprigs (if you ask nicely), grant protection to a newborn if the afterbirth is hung from its branches, repel unwanted men with its sprigs, grant beauty with its morning dew, repel lightning when growing near a fey home, grant wishes on Beltane if ribbons are hung from it, medicinal leaves or berries, and more. Consult the GM.
- Straif: a blackthorn tree that keeps secrets and contains magic of witchcraft. Harming it will cause the person to be cursed.
Aptiks keep special gardens hidden throughout the city, as well as breweries, distilleries, and vinyards.
PRO / ATH +1 STR +1 AWA +2 WIL -1 PRS +1 STH /
Brawler
The many tales of fighters and brawlers in the lore empower the trodaires of the Violet Grith, making their bodies improbably powerful.
Trodaire
Brawlers in the Violet Grith make a deal with powerful fey (a high-ranking member of the Violet Grith) to augment their bodies in improbable ways, making them greater but unpredictable fighters. They always trade away some aspect of their mind, heart, or soul in exchange for a more powerful body. Once they make their deal, they can then dedicate some fights to their benefactor to slowly but surely gain new powers.
Some alterations they may take to their bodies include the following:
- Extra arms: up to four extra arms.
- Bone spurs: +4/+4 piercing damage.
- Head fins: +3 wound on head butts.
- Combat tail(s): +4/+4 club.
- Taloned feet: +5/+5 talon kick.
- Clawed hands: +5/+5 claw attack.
- Razor fangs: extra sharp teeth, +6/+6 bite.
- Mouth hands: mouths in the hands to bite while you grab.
- Frog tongue: grab things with it.
- Antennae: extrasensory powers.
- Extra eyes: some sort of magical sight.
- Spring feet: +3 jumping.
- Cloud flesh: flesh like clouds becomes harder to harm physically.
Other alterations are possible. Consult the GM.
Trodaires defend the Violet Grith, fight for fun, and generally try to find violence where they can.
PRO +3 ATH +2 STR +2 AWA -3 WIL -2 PRS -1 STH -1
Consigliere
The higher ranks of advisers in the Violet Grith are experts on the lore, ones who know all the legends and share the most ancient stories, or ones who draw on good cheer to create special, uplifting drinks.
Laetificater
A laetificater is a consigliere who uses magic to raise morale and bring cheer, drawing from moments of happiness to create a special drink that buoys the spirits. They do this by altering their consciousness - usually simply with alcohol - and tapping into their altered mental state for insights into the flow of magic around them. As they are inebriated, they tell tales, usually to members of the Violet Grith living on the streets, and they weave the lore into those tales with ancient rhymes, riddles, and story beats. In their altered state, they can sense the rare moments of alleviation, of happiness, of cheer, and if they act in that moment by toasting or celebrating it, they can see via their altered mind the violet haze of magic. If they have something to capture it in - a bottle, a cup, a can - they can grab it, and it will be rendered into a magical drink called stagma. The vessel they use to capture it cannot be poisoned, and they can will the drink to do different things when imbibed:
- Inebriation: the drink will make any who imbibe merrily drunk, usually without consequence of hangover.
- Preservation: those who drink of stagma remain youthful in appearance longer.
- Exhilaration: the drink will fill those who imbibe with energy, passion, and mirthful exuberance.
- Purification: any vessel the stagma is poured into will be cleansed of poisons, pestilences, and plagues.
- Disinhibition: those who drink will release their inhibitions.
- Clarification: counter to usual inebriation, clarity is gained by those who drink stagma.
As more and more drink, the energies gather and amplify, leading to three different communal properties:
- Extended festivities: the ability of those drinking to engage in festivities grows, giving them endurance so long as the fun lasts.
- Emotional connection: everyone engaged and drinking the stagma gains insights into the emotions of those around them.
- Shared release: everyone engaged and drinking the stagma feel their troubles weaken and flow out.
When the party reaches its climax, the emotional release coincides with an eruption of energies that appears as a series of sparkling violet lights, like fireworks or confetti, but full of warm happiness that touches everyone, granting them emotional protection for a few days afterward.
As a consigliere, the laetificaters entire purpose is to give merry counsel to the Abdit.
PRO / ATH / STR -1 AWA +2 WIL +1 PRS +3 STH /
Seanchai
Pronounced "shanachie". These consiglieres study the lore more deeply than anyone else and have a deep knowledge of the most ancient stories. They can tap into the Lore and the Tradition for all manner of spells. They spend decades studying it.
The Lore gives them the ability to draw from ancient stories and imitate the powers of legendary figures, but to do this, they must tell those stories first, then capture them in dyed cloth. The Tradition is the powers of the fey to invoke magic via little charms, poems, or specific actions. Because of the broadness of the legends and traditions they pull from, they do not have a spell or power list, but instead their powers are left open to interpretation. The player describes what they want to do, then rolls either Lore or Tradition to see if they can correctly invoke what they need to cast it.
If the player needs ideas, they can look to almost any power listed on a Violet Grith occupation or fey creature to imitate. They may also draw from folklore, mythology, and old stories for ideas.
PRO -1 ATH / STR -1 AWA +3 WIL +1 PRS +3 STH +1
Archwarden
One of the six archwardens of the Violet Grith is the eldest and most powerful seanchai in the organization. He is an ancient fey who knows the oldest stories because he was there. He knows the Faerie Queen and Robin Goodfellow personally, though he has long since left the fey realms behind to rule as a power in Haenor.
PRO +2 ATH +3 STR +2 AWA +6 WIL +5 PRS +7 STH +3
Violet Yarn
A ball of violet yarn that contains 12 ancient stories that can be drawn out at the archwarden's will.
Conspirator
The conspirators in the Violet Grith are those who coordinate the secret work via the magic of symbols. They are adept at wielding the power of symbols, but also at spotting it, at understanding it, at finding it.
Mevoli
Mevolis study the lore’s symbols and know how to invoke them to gain knowledge, spread information, and coordinate the work of the Violet Grith’s complex conspiracies.
Mevolis study the lore to know these symbols, and thus, they recognize them when they see them in the world. They can also create them and wear them (usually as charms) to invoke as they please they invoke to create myriad effects drawn from symbolism, the energy of signs and symbols, of allegory, of representation, of deeper meaning, of association.
Symbolism varies by culture, time period, and individual, but in the Violet Grith, there is a symbology known in the lore. Invoking symbols requires a deep understanding of why many symbols are associated with different things within the lore.
Mevolis focus on special symbols used within the Violet Grith's lore:
| Symbol |
Meaning |
| A |
A letter that represents communication. |
| Alyssum |
A flower representing the past. |
| Bear |
An animal representing the body. |
| Beryl |
A stone representing the earth. |
| Black |
A color representing rules. |
| Blade |
A weapon representing analysis and investigation. |
| Blue |
A color representing connections. |
| Bubble |
A form representing chaos. |
| Card |
An object representing a journey. |
| Chain |
An object representing debt. |
| Chamomile |
A flower representing the soul. |
| Circle |
A form representing cycles. |
| Coin |
An object representing fortune. |
| Cup |
An object representing mirth, celebration, and intoxification. |
| Dish |
An object representing things too small to see. |
| Droplet |
A form representing water. |
| Elk |
An animal representing life. |
| Fox |
An animal representing all animals. |
| Glove |
An object representing the present. |
| Gold |
A metal representing boasting and hyperbole. |
| Grey |
A color representing wind. |
| Hand |
A form representing synthesis. |
| Heart |
A form representing emotion. |
| Leaf |
An object representing plants. |
| Mirror |
An object representing dreams. |
| Mockingbird |
An animal representing mimicry. |
| Mole |
An animal representing secrets and mysteries. |
| Mushroom |
A fungus representing all fungus. |
| Net |
An object representing place. |
| Oak |
A tree representing wood. |
| Orange |
A color representing the truth. |
| Owl |
An animal representing fate. |
| Raspberry |
A plant representing mischief. |
| Raven |
An animal representing death. |
| Red |
A color representing fire. |
| Rose |
A flower representing identity. |
| Salt |
A mineral representing the Lore itself. |
| Shield |
An object representing endings. |
| Silver |
A metal representing all metals. |
| Spear |
A weapon representing war. |
| Staff |
An object representing beginnings. |
| Wand, Triangle, Pentacle |
Objects and a form representing magic itself. |
| White |
A color representing light. |
| Willow |
A tree representing the mind and thought. |
| Wolf |
An animal representing the hunt. |
| X |
A form representing crossings. |
| Yarn |
An object representing stories. |
| Yellow |
A color representing the harvest. |
Mevolis wear some combination of these symbols and can invoke up to three at a time to create a wide variety of effects, depending on the meanings of the symbols. They use them to investigate, often drawing from metaphors or associations of the symbols to create intricate effects with their powers.
PRO / ATH / STR -2 AWA +3 WIL +2 PRS / STH +1
Cooker
The drugs created by the Violet Grith are extremely potent, drawing from ancient stories of fungi and storied powders and liquids that have magical properties.
Poitigeir
Pronounced “potigare”. They collect the mushrooms from fairy rings to make drugs with. This causes them to permanently hallucinate, which in turn gives them bizarre insights and powers. And allows them to make the most potent drugs in the world.
Just picking a mushroom from a fairy ring is generally safe, but doing so over and over again with apparent intention draws the ire of the fey. Doing so as a friend of the fey still draws their ire. Doing so and making concoctions from it results in being struck with permanent hallucinatory state. This makes them see the following:
-
Ancestral sight: they view some people as that person’s ancient ancestors. (1)
-
Dream sight: they view some people as the last dream that person had. (2)
-
Fear sight: they view some people as that person’s worst fear. (3)
-
Legend sight: they view some people as their cultural heroes or legendary figures. (4)
For each new person they meet, they roll a d4 to determine which one they see. While nothing they see is real, it is all true.
The powers the mushrooms and fey ire grant them as they work include the following:
-
Fungal lore: they know much about fey fungi without really studying it.
-
Intensify mushroom: the effect of a mushroom can be intensified by the breath of a poitigeir.
-
Molding touch: if they enter an emotionally distressed state, their touch causes anything living to mold, power of 11+.
-
Random geas: because they have drawn the ire of the fey, poitigeirs end up having to do strange tasks to assuage that ire. Completing a task alleviates the intensity of their hallucinations. Not completing a task in a certain amount of time causes their hallucinations to intensify.
-
Sporing: hallucinatory spores spread from the poitigeir when they shiver, shake their head, or tremble in any way. Though these exist only as an hallucination, they still can spread to others causing them to hallucination. 20’ diameter range, power of 11+. Everyone is affected, even if they are an ally. They prevent this by washing their hair much more than usual.
The intensity of their hallucinations runs on a scale of 1 to 12. They roll a d6 at the start of the campaign to see where they start. A 1 is mild auditory hallucinations with some rippling effects visually. A 5 or 6 is strong auditory and visual hallucinations but the ability to distinguish those from reality. A 12 is a complete divorce from reality.
The drugs they create are as follows:
-
Ashlin: dried mushroom pills that are the most powerful hallucinogen possible.
-
Backa: powdered mushrooms that give a heightened sense of awareness with mild hallucinations.
-
Colla: mushroom tea that causes a deep sleep with intense dreams.
-
Sasta: dried mushroom pills diluted to allow simply a sense of intense happiness.
They all last about six hours, and all of them have an intense comedown period of about six hours per dose.
PRO / ATH / STR -1 AWA +2 WIL -1 PRS -1 STH /
Counterfeiter
Everything is connected to everything else, and those in the Violet Grith who know the art of drawing power from those connections can create powerful magical bonds that they wield to counterfeit objects or currency for the benefit of the lore.
Heulian
Heulians use magical bonds to connect objects or materials to create counterfeited currency or valuables. They use special threads made of feathers that can resonate with bonding magic to connect their target materials.
They gain the power to do this by bonding with a powerful fey being within the Violet Grith. When they do this, they run the risk of losing part of themselves to the fey who bonds with them; many heulians are missing an innate power because they lost it in a failed bonding ceremony before eventually succeeding. When they succeed, the fey gives them the power to wield and sense bonding magic via their special feather-strings.
A heulian can take any two inanimate objects and connect them by tying feather strings around them. When they do this, they must hold the one they want to give some or all of its properties to the other object. Then, they WIL it to transfer. The difficulty is based on many factors, including how abstract the quality is, the difference between the two objects, and how familiar they are with the materials.
Most commonly, they take a single gold mynet and transfer its softness, color, and appearance to cheaper metals, making dozens of fake mynets for every one mynet they use up. However, they can do this with any two materials or objects.
PRO -1 ATH -1 STR / AWA +2 WIL +2 PRS -1 STH +1
Criminal
Jacks-of-all-crimes in the Violet Grith use the art of mimicry to copy the skills, powers, or abilities of their fellow ne'er-do-wells.
Faatonu
A faatonu is a criminal who does not specialize in any particular form of crime, but has a little bit of skill in many. They do this by learning the magic of mimicry, which they gain by using magical masks given to them by the Violet Grith. These masks are rare and powerful and only given to the most favored in the organization. Once given the mask, they are trained by a powerful mentor in the Violet Grith, and once deemed ready, they are required to swear an oath of fealty to the organization upon their own skills. If they violate their oath, they permanently lose a vital skill.
There are three ways the faatonu can wield their powers (all while wearing their mask):
- Masked mimicry: if the faatonu spends a year and a day with a criminal with very minimal breaks from their company, their mask will store the skills of that criminal at a -6. If they spend another six months, it goes down a point, and so on, capping at -3. They can invoke this seven times before the mimicry is used up, but when they do, the mask will glamour them into the person they learned from.
- Observe and repeat: in high-stress situations (such as combat), they can briefly observe and attempt a mimicry of a single action, even if it is something they could not possibly know how to do. The difficulty varies by the difficulty the action was rolled against - they roll their mask's magic vs. the difficulty the action was rolled against - but if they succeed, they roll at the score of the previous round -3, -2 for special success, -1 for exceptional, equal at critical. They can use this power in battle or high-stress situations over and over again until they fail (at which point they must wait a day to try again), but they can't repeat the same action twice in the situation.
- Studied imitation: in low-stress situations, if they study someone's actions for at least 10 minutes and at most six months, they will be able to mimic an ability, power, or skill at a -9 at minimum and equal to at most. They can only do this one per skill, power, or ability.
Faatonus can break the limitations on their mimicry via special rituals, consensual intimacy, or other magical means, but these are advanced and difficult. Consult the GM.
PRO / ATH / STR / AWA +2 WIL +1 PRS +2 STH +2
Archwarden
One of the six archwardens of the Violet Grith is a faatonu who was once enslaved and is now a power in the organization. He is from a southern continent and brings some of the traditions from there, but they fit into the lore neatly. He is considered a legend locally, an unseen criminal whose mask makes him a terror to the rulers of the city.
PRO +2 ATH +3 STR +2 AWA +4 WIL +3 PRS +5 STH +5
Violet Glove
The faatonu archwarden has a violet glove he wears that allows him to take a power, skill, or ability from someone they are touching temporarily.
Deviant
The lore tells many tales of crossdressing, gender-swapping, and differing sexualities, and from those tales, the Violet Grith's deviants draw power.
Breghtargr
The breghtargr are queer and trans people of Haenor who seek answers to their identity in legends. The severe patriarchal repression of sexuality and gender in Endruin makes this very difficult, so many end up finding the Violet Grith, who offer three choices: guidance to knowledge for free, directly giving knowledge for a small price, or living your life as your sexuality and gender for a heavy price. Those who choose the heavy price join the Violet Grith (the price being doing work for the Violet Grith for the rest of their lives) and are given access to the power of legends. Some legends include but are not limited to the following:
- Aurelia Lucent: a legend of a trans woman born into an ostensibly "all male" species who was raised as a girl and made a deal with a demon to transform her body. She was a musician who fell in love with another musician, and in her adventures, she and her lover restored the Goddess of Love to life by turning themselves into the essence of true love. Drawing from this legend gives bonuses to PRO and ATH, musical skill, empathy, and an abundance of love. She has no fey element.
- Petale Mince: a legend of a diplomat, spy, and swordswoman who was trans feminine and androgynous, she lived openly and defiantly, wielding her blade against any who dared tell her who she was. Drawing from this legend gives bonuses to PRS and AWA, political acumen, and fencing skills. Her fey element is wind
- Awthurnore: a legend of a sex worker who lived either in Endruin, Mal'sk, Dhun, or some other related country/empire centuries ago, working her trade as an open secret. Her early years were ones of hard survival work, but later in life, she found a rich patron with whom she lived and became a confidant and informant. Drawing from this legend gives political acumen, survival skills, sex work skills, bonuses to PRS and ATH, and secrets. Her fey element is water.
- Loptr: a legend of a genderfluid fiery trickster who would take many forms, regardless of gender, including becoming a mare and getting pregnant, being seen as a male primarily, and often causing many problems. Drawing from this legend gives bonuses to PRS and STH, mild shapechanging, animal speech, and size changing. Their fey element is fire.
- Princess Uorda: a legend of a trans woman gnomish princess of a fanciful world who lived as a boy until their quest was complete, then abruptly became a woman and princess, claiming to have hidden as a boy to hide from those who sought to kill her. Drawing from this legend gives magical cantrips, engineering skills, whimsical protections, and bonuses to AWA and WIL. Her fey element is earth.
- La Pucelle: a legend of an agender asexual leader of a peasant army who was called by holy virtue to defy the powers of empire and evil. They were burnt at the stake for refusing to live as a woman. Drawing from this legend gives protection from evil, inspiring presence, tactical skill, and bonuses to PRO and WIL. They have no fey element.
- Sweet Polly Oliver: a legend of a trans masc soldier and nurse who disgused himself as a man to join the army. He fell in love with a captain and had to choose between living as a man or loving as a woman, ultimately choosing the latter. Drawing from this legend grants medical skills, military training, bonuses to PRO and AWA, and the ability to switch between "man" and "woman" at will. Their fey element is wood.
- Warrior-lovers: a repeated legend through many cultures of great warrior heroes who love other men. The main hero is always invincible except for one weakpoint, and their lover is always more vulnerable. Both are powerful heroes in their own right. Drawing from these legends fives bonuses to PRO, ATH, and STR, high defense and one weak spot, and a random combat-oriented magical power. Their fey element is metal.
- The Spider and the Child: a legend of a genderqueer child who is tricked by a spider into feeding it their family, so the child tells the spider to guess their name. Since their name cannot be matched to any gender, the spider cannot guess it, and the family is released. Drawing from this legend gives bonuses to AWA and STH, spiderwalking, poisonous bite, and youthful apperance. Their fey element is animal.
- The Bear Woman: a legend of a huntress who loved a woman but was punished for it, and thus they were both turned into bears. Her lover is always a basket-bearer for a lunar deity. Drawing from this legend gives hunting skill, bonuses to ATH and STH, and attunement to a moon. Her fey element is moon.
- Noripoli: a legend of the earliest people who were "both" genders at once. They were torn asunder by a jealous deity, but their essence remained. Drawing from this legend gives one a true love to find one day, but in the finding, they will gain invulnerability and inmortality; they also have magical healing powers and bonuses to AWA and ATH. Their fey element is life.
- Stemma and Chrysos: a legend of two siblings who were betrothed to two others of opposite genders, whom they found attractive but not loving, so they swapped and found they were a better match. Their parents disapproved and threatened to disown them until they showed the approval of the gods by invoking a special dawning of a blue sun. Drawing from this legend gives bonuses to STR and PRS, precognition, and solar empowerment. Their fey element is sun.
Other legends may be possible if none fit the gender or sexuality of the character. Consult the GM.
Stats vary.
Embezzler
The lore has affect even in the ledgers of bankers and the books of businessmen, for they must use words as well as numbers, and words have a connection to the lore that some know well how to wield. The power of The Word is such that it may make the numbers dance.
Tirigumi
Tirigumis are those in the Violet Grith trained in the use of the First Language. The First Language is an ancient language that has the magic of communication embedded in it. Tirigumis in Haenor do not grow up speaking it, but have fragments of it taught to them by the Violet Grith (who probably bought it from those enslaved from the part of the world it still lives in). They only know how to write it, not speak it, but the words they know have very specific effects, especially on ledgers and commercial records.
Thus, these are given to those who seek to embezzle on behalf of the Violet Grith. They pay for their magical knowledge by giving most of the money to the Violet Grith, but they must also swear fealty to the Violet Grith to prove worthy of it. If they betray the Violet Grith, they will lose the ability to communicate in any way - not by writing, by speaking, or by body language.
Once it is written, the First Language may not be undone. Therefore, they must be very careful when and where they write it.
The words they can write affect the reality the records they alter reflect. They can do the following to these records:
- Improved understanding: they have two words that improve the reader's understanding of what they are reading. This is rarely used to alter a ledger, but it is often used to help those in the Violet Grith who cannot read to understand something.
- Disrupted understanding: they can alter a record with a word that makes those reading it unable to understand what is written at all. This word is very dangerous, and they use it sparingly.
- Delayed understanding: they can alter a record such that those reading it do not understand it for a fortnight.
- Reversed meaning: they can alter a record such that its apparent meaning is reversed, and thus, the reality of it is reversed. They use this mostly to alter the direction money is moved around.
- Shifted meaning: they can alter a record with a word that subtly makes a word mean something completely different without anyone noticing.
Other powers may be possible. Consult the GM.
They wield these words and letters to subtly alter ledgers and accounts to move money around and give to the Violet Grith.
PRO -2 ATH -1 STR -2 AWA +3 WIL / PRS -1 STH +1
Extortionist
Much as the Violet Grith's bookies keep debts, their extortionists, well, extort them. Enforce, coerce, and collect them. With the power of those debts hanging over their targets.
Creachadoir
Pronounced “creckadoor”. Creachadoirs work for liabhairins, and therefore, they gain their powers from them. As they do work for them, they get paid money with bonuses in the form of special powers. All creachadoirs are given a special magical power to begin with to help them break kneecaps and a special book to gather the debts in to bring back to the liabhairin.
Powers may include up to four of the following to start:
-
Fey elemental attack: faeriefire-wreathed punches, fairy light dazzling flashes, fey wind slash, fey water blast, airgid silver punches, dreamstone punches, faeriewood punches, faeriefrost-wreathed punches etc.
-
A minor magical weapon or armor
-
+3 to PRO, ATH, or STR
-
Resistance to infernal powers
-
11 in boxing or another combat sport
-
11 or +3 in intimidation
-
11 in anatomy
-
Combat-oriented power from another species
As they collect debts, they are allowed to choose one per every 12 they collect to keep, with the liabhairin’s permission.
PRO +2 ATH +1 STR +3 AWA / WIL -1 PRS +1 STH /
Fence
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.
Dendari
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:
-
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.
-
Moving target: if their first glamour fails, they can boast a new one by moving the object ot the audience while making another claim.
-
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.
-
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
Fixer
To fix a record or clean up a crime scene, one must know the past of that record or location, or so says the lore. And thus, the fixers of the Violet Grith draw from the past to change the present to their needs.
Shuriko
The fixers of the Violet Grith take their skills from a southern country where many slaves came from for a few decades. These slaves brought with them folklore and fey powers from their spirits that allowed them to minorly alter the past.
Doing this requires first an engagement with a spirit from a previous era. To do this, they must have a special lens made of magical glass. This glass is provided by the Violet Grith, but learning to control it takes a lot of practice and study.
One must understand history and time to wield it, and one must be able to guide the lens. The lens will look into what happened in the past in any location the shuriko is standing in, so guiding it requires driving it back and forth through the past. The lenses are 100 years old, can be used 1,000 times in total (though the further back, the more the cost, 1 point per 100 years), can go back 1,000 years, can see in a range of 500'.
They must also know what is safe to change and what is not.
If they focus in on one moment, it will loop for them so they may study it, but only eight times before it is inaccessible. If they do not watch all eight iterations in a year and a day, they will lose access. If they seek to watch an adjacent moment, they will only be able to see it six times, and then four, then two, then none.
A shuriko knows they must alter the past to hide evidence of crimes, hide bodies, or alter the paperwork or records of the authorities without actually cancelling out the crime. This takes an exceptional amount of skill. In order to alter the past, they must view it, memorize it, sketch it, then alter the sketch. This process is much, much more difficult than it sounds.
PRO +1 ATH / STR -1 AWA +3 WIL +1 PRS -1 STH /
Gambler
The winds of fortune are directed not by natural law, not by the powers of heaven or hell, but by the lore, and ramblers and gamblers of the Violet Grith can sense them and take advantage of them when they blow their way.
Rambler
Fortune is an energy that cannot be controlled, but it can be nudged. Tweaked. Maybe. If you're lucky. And it can be sensed. Ramblers can sense the winds of fortune. Like anything to do with fortune, this ability develops by chance, usually when they are young, and it comes with a price. How they sense the winds varies - each rambler has a different way of interpreting it, and it is not unusual for them to have it slightly wrong. Being able to sense the winds is called "being touched".
Those who can sense and choose to follow the winds of fortune become subject to the whims of those winds, meaning they risk falling on hard times. For ramblers, those hard times often leave them adrift in the world, hence their name. This is determined by the classic set up of triple rolls. A triple roll will alter the rambler's luck:
- Triple 1s: luck lowers by one level
- Triple 2s: luck lowers by two levels
- Triple 3s: luck raises by three levels
- Triple 4s: luck lowers by three levels
- Triple 5s: luck raises by one level
- Triple 6s: luck bottoms out
- Triple 7s: luck tops out
- Triple 8s: luck lowers by four levels
- Triple 9s: luck raises by two levels
- Triple 10s: luck raises by four levels
The levels of luck are as follows:
- Calamity
- Very bad luck
- Bad luck
- Neutral
- Good luck
- Very good luck
- Miraculous
A person with calamitous luck will be unable to succeed at any roll and horrible things will happen to them. A person with miraculous luck will be unable to fail at any roll and amazing things will happen to them. With very bad luck, they will always take the low die on rolls and bad things will happen to them, while a person with very good luck will always take the high die and good things will happen to them. With bad luck, they will always take the low die, but no narrated bad things will happen to them. A person with good luck will always take the high die, but no narrated good things will happen to them. A person wtih neutral luck takes the middle die and has no narrated effects upon them.
Calamitous luck cannot be escaped except by tripling out. Miraculous luck will go away very quickly. The more extreme the luck, in either direction, the more improbable events become around them.
Following the winds of fortune also means they are driven to wander. Ramblers see the world as full of opportunities. They seek to find them.
A rambler's primary occupation is gambling. While they use the typical skills of all gamblers - reading people, assessing the odds, the occasional cheating - they rely far more on luck than others.
A tell for a gambler is some quirk, some action, some common gesture that informs them what another person is about to do. But for a rambler, tells are also what informs them of the nature of the winds of fortune. It's how they sense the winds. This varies for every rambler. For some, it might be the feeling of breath upon the back of their necks. For others, it's a twinge in their knee. For some, it's when a clock strikes seven when it's not actually seven. For others, it's when something narrowly misses them. The variation is extreme, and sometimes, the ramblers are wrong about their tells.
Ramblers believe they can nudge the winds of fortune through a variety of superstitions. If they have seen a tell, they believe the winds of fortune are flowing their way - that they have good luck - and that this can be embraced if they do certain things. The most famous of these is blowing on dice before rolling them, but these superstitions vary greatly. It can be something more broad, such as not sleeping with your head on a pillow for a week after seeing a tell, so as to maintain good luck, or crossing yourself twice before making a bet, or even something completely unseen, like counting to seven seven times before each hand. Most revolve around acts of gambling, but some are less specific. These will, if they work, temporarily boost their luck up to three levels if their luck is good or lower. If their luck is very good or miraculous, these will instead simply cause narrated good things to happen. If their luck is calamitous, these will not work unless they roll a triple to get out of calamitous luck.
For all ramblers everywhere, the number seven is lucky. Doing something seven times will bring luck. Seeing or engaging with the number seven will always indicate a positive shift in luck.
If a rambler makes a bet, their luck will control it more than anything else. Placing any bet, no matter how big, no matter how small, engages the winds of fortune (unless other energies are already at play). Once a bet has been made, the rambler's sense of the winds will heighten as well, and they will know they have a short window to engage one of their superstitions (if not already applied).
Escalating the risks on a bet will heightened the winds of fortune even more, raising them to extremes and pushing luck either to calamitous or miraculous if done enough. Ramblers use this recklessly sometimes.
Like anyone touched by the winds of fortune, ramblers have insights and intutions they cannot explain, brought on by straight rolls and some variants:
- 012 roll: flicker - rambler knows something important has happened or will happen, but not what.
- 050 roll: major intuition.
- 123 roll: mild intution
- 234 roll: vague insight.
- 246 roll: major intuition.
- 345 roll: same as last straight.
- 369 roll: clear insight.
- 456 roll: vague insight.
- 567 roll: mild intuition.
- 678 roll: moment of distress - wild misunderstanding.
- 789 roll: thunderbolt moment - perfect understanding.
- 890 roll: clear insight.
Note on 0 rolls: a roll of 0 is a roll of 10, but because the classic d10 shows 0 as a zero, these can be interpreted as such when it comes to straights. A roll of 050 is not actually calculated for gameplay purposeds as 0, 5, 10, but still 5, 10, 10. However, it will still be considered a straight.
An insight is a clear understanding. An intuition is a certainty without understanding.
Slot machines are always rigged with misfortune.
Always. Therefore, no amount of superstition or other luck-tweaking can affect them.
PRO / ATH +1 STR -1 AWA +2 WIL -2 STH +2 PRS +2
Gangster
The soldiers of the Violet Grith are their gangsters. Ruthless, rough, and empowered by stories of ancient warriors, they are the crooked faces of fake businesses who would as soon break your kneecaps as sell you a pot.
Dorner
The gangsters of the Violet Grith are dangerous soldiers of crime wars. They usually have some sort of front business or organization they pretend to work for or run, and they tend to belong to one of three crime families within the Violet Grith:
MacSithigh, Bradain, or Corraidhin (pronounced “Curradin”).
The Mac Sithigh family has a fey they all swear fealty to and work for, a powerful and brutal fairy warlord from “the home country” who gives them these powers:
-
Butcher’s slit: if they cut someone’s throat, the resultant blood will give them +1 to PRO, ATH, or STR if they drink a bit of it.
-
Cruel smirk: they gain +3 to intimidation with their smirking.
-
Hobbling strike: no penalties to called shots to the knees.
-
Jointing cut: if they make a called shot with a blade to any joint on someone’s body, they will cut clean through even on a special success.
-
Terrifying loom: +6 intimidation (rather than +1) if they loom over someone (either by being taller or knocking them prone).
Their family must pay a price every year of three souls. They usually take these from those they kill in the year, but if they don’t kill enough acceptable souls, they must kill some of their own.
The Bradain family works with a powerful fey within the Violet Grith who grants them more subtle powers:
-
Deceptive wounding: because of how they attack, the target’s wounds seem less dangerous than they are - FW are NW, NW are DW, DW are MW, and MW are CW.
-
Dreaded approach: if they visibly wear violet (enough to cover a quarter or more of their body), anyone who sees them approaching will be intimidated (+3 intimidation).
-
Fast strike: if they have a small blade, they can strike with it so quickly the target doesn’t notice and cannot parry or block and takes -3 to dodge. This only works on the first attack in a combat.
-
Marking: if they injure someone, that person is “marked” and they will always recognize them even if they are in disguise (+3 read people or AWA to recognize).
-
Quiet heavy: the louder their attack or approach should be, the quieter it gets, thus allowing to wield very large weaponry and still gain stealth bonuses (+1 to +3).
Their debt to their benefactor is paid in money gained for the Violet Grith. Anything not paid by the end of the year is paid out of pocket or in blood.
And the Corraidhin family has a fey benefactor whom they don’t share with anyone. They gain more openly magical powers:
-
Fey blast: they can unleash a blast of a fey element (fire, frost, wind, or water) once per combat after they have been wounded.
-
Illusory strike: they can create illusory weapons or fists that appear when they attack to give them +3 to hit once per combat.
-
Nightmare form: they may take a form of someone’s worst nightmare once per year.
-
Sleeper hold: they can bind someone in illusory ropes to make them sleep if they throw fairy dust in the air near their target.
-
Violet aura: they can invoke an aura of violet light that gives them +3 PRS if they put a flower in their pocket.
Their debt to their benefactor is paid in dreams. Every member of the family dreams half as much as other people, causing them to be a little under-rested and stressed out at all times (-1 to all skill rolls).
All gangsters may buy more powers from their benefactor for the right price.
PRO +2 ATH +1 STR +2 AWA / WIL +1 PRS / STH /
Grifter
Trickery is extremely common in the Violet Grith, and its best practicioners are wielders of the energy of dreams, which they capture in mirrors and release as illusions as part of their cons and grifts. Others use the art of lateral thinking and storytelling to confuse and befuddle their targets. The most potent wear special cloth masks with distorted grinning faces and engage in massive, performance art-like pranks.
Bamboozler
Bamboozlers capture dreams and use their images to create illusions to trick their targets.
The art of capturing dreams is an ancient one, practiced by many peoples. In Endruin, they use a net made from magical materials. The net is hung in the sleeping area only while gathering is wanted, and if the net is no closed before sunrise, the dream energy will escape.
Dream energy must be applied to a mirror specially crafted for imaging. The mirror must be kept covered by a cloth heavy enough to keep light from touching the reflective surface until the bamboozler is ready to capture an image. If they fail to do this, the dream energy will escape (as will any other captured images). The quality of the mirror and the amount of dream energy determines how many images may be captured within the mirror. An average mirror with standard amount of dream energy can hold up to six images. The very best mirrors with maximum dream energy will hold 24 images.
Truly powerful bamboozlers can capture an image so well that the targets lose part of their being, usually turning them into colorless versions of themselves with muted emotions and an inability to dream. Most bamboozlers do not intend to do this.
Nets are made from magical materials. They are not bound by any other material - anything other than their basic thread will render them less potent. Nets must be large enough to cover the head and shoulders of the dreamer in order to be effective. The finer the mesh, the more dream energy is captured, but there must be a mesh--it cannot be a solid fabric.
Common or magical mirrors can work if they are large enough (about 9" in diameter) with a backing and glass that are not corrupted by any other magical energies.
Coverings must be solid and thick enough to keep the mirror from seeing any light. Anything less will cause dream energy and images to escape.
A bamboozler uses the images in their mirrors in order to craft illusions and glamours. Glamours change the appearance of the user or the target (usually a small object), but the changes are superficial and only quasi-physical. Illusions are more complex. Unlike illusions made from black nommos or uafas, these illusions are never solid, but they can implant in someone's mind so that they are convinced that the images are solid. Most are external illusions, like complex mirages.
Images can only be shaped from the images captured; however, the captured images can be broken down into colors and the illusions painted to be almost anything. The illusion is limited to the colors captured and amount of light within the images.
To shape images into illusions or glamours, the bamboozler must first let loose an image, and then use a special needle and thread to guide them into illusions. The needle and thread should be magical. The bamboozler must be dexterous and swift, but also careful in their crafting, to get the right images.
PRO -1 ATH +1 STR / AWA +2 WIL +1 PRS +3 STH +1
Grinning Mage
To become a grinning mage, one must be recruited by them. They are very secretive and never inform others of who they are. They only operate when they know they won't be caught, and anyone who is caught is immediately stripped of their paraphernalia via magic so as not to expose the group. (Though rescues often happen later.) To be recruited, one must show a propensity for mischief, a knack for trouble, a yen for surprises.
They wear masks with distorted grinning faces on them.
Grinning mages generate and wield magic by performing stunts, incredibly, bizarre, inexplicable stunts that sew confusion and inspire mischief. The element of surprise is the most potent ingredient - they must do something no one expects. If they can devise something, grand or small, that will surprise people, they will have some ability to do it if and only if they do it entirely for the pleasure of surprising people. It must have no agenda but mischief. Furthermore, it must involve a narrative of possibility that results in the perception of an impossibility. In other words, it must be improbable, but not impossible.
The bump is the instinct grinning mages have for mischief. The moments of inspiration and the awareness of opportunities. They have this bump so long as they have their masks on their person (worn or not). Sparking is when a grinning mage has had the bump and begins to engage in improbable mischief. During this time, they have bonuses to actions required for the mischief. If they fail to achieve mischief, the spark fades and cannot be regained to achieve that particular mischief. It will only return when wholly new mischief is devised. While sparking, the grinning mage must have their mask on, and they must act quickly to take advantage of the magic.
The grin is the moment the plan come together. During this moment, the grinning mage, still masked, will bask in the mischief caused and soak in the magic through their grin, fueling themselves for the next surprise. If a grinning mage is unmasked, they will lose the anonymity needed to achieve surprises and mischief. As such, their masks vanish if they are caught, so that they are not known to be grinning men, thus exposing and destroying the power of all grinning men. Raspberries do not refer to the fruit, but to the act of blowing raspberries, which is done with the tongue to make a rude noise. Doing this while masked causes the mask to do the same, extruding a wet cloth tongue that disturbs anyone who sees it.
Once mischief is done, there is always a period where the grinning mage has to recover from the work. This varies depending on the improbability of the prank. The more absurd and improbable, the longer the recovery period is. The only exception to this is when a grinning mage's prank causes a someone who is opposing the grinning mages to break down. If this happens, they can act again instantly to finish the target off.
Grinning mages love to use firecrackers in their work. The sudden eruption is a good source of surprise, and the smoke can help provide a getaway. All grinning mages have a pocketful of these at any given time. All grinning mages can pull a large, iron-scaled rainbow trout out of their pockets and slap people with them if they are sparking and need to drive people away from their mischief. It has no wound score, nor can it cause coma. Its stun power is either 13 or +3, whichever will get the best result.
PRO +1 ATH +1 STR -2 AWA +2 WIL +1 PRS +2 STH +2
Archwarden
A puca fairy of incredible power is the leader of the grinning mages in the Violet Grith and one of the six archwardens of the organization. They are a spirit of mischief and chaos who is feared in the city as a mysterious figure who brings the unexpected.
PRO +4 ATH +5 STR +1 AWA +6 WIL +4 PRS +5 STH +4
Violet Mask
The grinning mage archwarden has a special grinning mask that is violet and green. It gives him the power to see people's fears and mock them.
Harborer
Every place has its own stories, its own lore, and those who know those tales may invoke them to command and control that place, to make it safer - or more dangerous - and thus harbor fugitives and others seeking refuge within.
Domocust
The stories of a place are alive, and if treated well, will reward those who dwell within it. A domocust learns what the stories like and finds ways to give them what they need and want in exchange for powers of protection.
Stories like to be shared and remembered, so telling the story of the house is the most important thing a domocust must do, preferably nightly and to an audience of at least one person. If it ever goes below monthly, the story will revoke the powers they grant.
Other things the story like include but are not limited to keeping the house clean and maintained, welcoming guests, following certain house rules idiosyncratic to the house, returning home nightly or at least weekly, not altering the house too much beyond how it is described in the story, or re-enacting the story within the house. The more these customs are kept, the more likely the story will make contact and grant powers to the domocust.
Powers they might be granted include the following:
-
Doorless passage: within their home, they can move from room to room without need for doors.
-
Groundswander: if they walk their grounds once a week, they can use it to teleport to other homes’ yards, gardens, or grounds at a specific hour of the night.
-
Load-bearing: if they form a strong enough bond, they can make it so that the house will not fall if they are alive or that they will not die so long as the house does not fall (but not both).
-
Opening decision: if the open their front door to someone, it is not open until they decide it is open, even if it is open.
-
Returning token: if they give someone a token from the house, they can return their at will once.
-
Sense of place: if they know their home intimately, they will have +3 AWA to know other places and their stories when they go there.
-
Tutelary presence: inside their own home, they gain +3 to any act that defends the house directly against an attack.
-
Unmoving defense: if they have kept their home well, they can draw power from it when taking a hit to have the equivalent of a +5/+5 armor.
Other powers may be possible. Consult the GM.
Domocusts house fugitives, refugees, and anyone the Violet Grith asks them to.
PRO +1 ATH / STR +2 AWA +1 WIL +2 PRS +1 STH -2
Hijacker
All stories end, and the powers of those endings in the lore allow certain skilled members of the Violet Grith to alter reality, creating endings where none were before - like the middle of the railroad tracks, which helps them hijacks trains.
Fuadach
Pronounced “fuada”. Fuadachs are agents of the Violet Grith sent to hijack carriages, wagons, or trains, and to do this, they wield the magic of endings.
All stories have endings. To draw from that, the fuadach must go to the end of their own story, survive, and bring something of note back from beyond. This does not always mean death, though it sometimes does. To reach the end of their story without living their whole life, they engage the powers of the fey, making a deal and going on a special quest. When they complete the quest, usually within the city, they bring it back to the fey (usually a higher ranking member of the Violet Grith), and thus they are given a painting. This painting shows them their story's ending, and if they enter it (with magic given by their benefactor), they may find what is beyond and bring it back to the realm of the real. This token - which is always individaul to the fuadach - and the painting are the tools of their magic.
The painting is a source of raw power. They must restore the energy in their token every so often by returning it to the painting for a day and a night. To start, the token will hold 25 points of magic. The token allows them to perform one of nine charms:
- Everything has an ending: this charm forces a path - a rail track, a street, any official path - to suddenly stop even if it should not. This lasts 10 minutes per three points spent on it.
- But not yet: this charm adds a length of 100' per three points spent to the latter part of a path, near but not at the ending.
- Caught in a loop: part of the path loops and forms an unending circle until the fuadach releases it, costing three points per 100' of loop.
- Gone too soon: the actual end of the path is suddenly right in front of the fuadach, but they do not teleport, rather, the rest of the path is beyond. Costs 10 points.
- A different path: the path shifts subtly and has a new ending. Costs seven points per 50' off the original way.
- Moving beyond: any vehicle on the path reaches the end and does not stop, entering the illusory beyond. Cost of 13 points.
- Rushing to the end: the fuadach and their target are moved to the end of the path, costing three points per 100' away they were.
- Not an end but a beginning: the end becomes the beginning and the beginning the end. Costs 16 points.
- Nothing ever ends: the path's ending is gone and it simply continues on. Costs 19 points.
To use these charms, the fuadach must roll against the permanence of the path (a rail is very permanent, a stream less so) and the amount of path left to see if they can succeed. When the charm is over, the path returns to normal as if it never changed.
They use these powers to end manipulate the rail lines to capture trains, mostly.
PRO +1 ATH +1 STR / AWA +2 WIL +1 PRS -1 STH +1
Kidnapper
In the lore, in the legends, there are those known as pied pipers whose music could command vermin to follow them - or children. If you cross the Violet Grith, beware you don't hear the pipes outside your home.
Pied Piper
The pied pipers are terrifying. Everyone is afraid of them. Though they get by day to day keeping Violet Grith safe houses and bases free of vermin, they are known for taking away children. Their powers come in part from their musical talent, in part from their magical pipes, and in part from the fact that they sold part of themselves to a powerful fey within the Violet Grith. Most have given up some of their better emotions (including love, compassion, kindness, generosity, or fear), fonder memories (their entire childhoods, their first loves), or their entire souls. Some have given up body parts, and not reasonable ones (hearts, livers, stomachs) that they inexplicably live without, though not without problems arising from it. They always have lips, tongues, teeth, mouths, larynxes, throats, and lungs to play pipes with.
They start with the following songs:
- Rat's Lullabye: a song that calls vermin and puts them to sleep so they might be exterminated.
- Marching to the Sea: a song that calls children to follow the pied piper away.
And at least one of the following, though others may be possible:
- Maypole Dance: a song that encourages ardor and dancing.
- Mermaid's Tune: a song that makes people want to go swimming, even if they don't know how.
- The Drinking Song: a song that makes people drunk.
- Violet Symphony: a song that creates illusions.
- The Teddy Bear's Picnic: a song that summons teddy bears to picnic and dance... and kill.
The pied pipers only show up if the Violet Grith is very, very angry with someone.
PRO / ATH +1 STR / AWA +2 WIL +2 PRS -3 STH /
Mugger
Magical metals are common in stories, and the muggers of the Violet Grith know them well enough to draw upon them and use them to make intimidating weapons with which to commit armed robbery.
Ransmathur
Muggers of the Violet Grith learn to shape fey metals into different kinds of weapons at will. They use this power to mug their targets and adapt to different kinds of foes. They gain the power by performing a series of tasks for powerful fey within the Violet Grith. These tasks always involve violence and theft, and after enough of them, they are made to choose which part of their body will be replaced by airgid banríon - pronounced "argid bahnreeon" - fairy silver. Once this is done, they can shape fey metals with their touch into one of the following forms:
- Knuckle: one round to form.
- Dagger: one round to form.
- Nightclub: one round to form.
- Chain: two rounds to form for 3'.
- Pistol: three rounds to form.
The different metals they might have include the following. The player will start with airgid banrion, dhaatu, and one other form of metal that is not marked as rare.
| Metal |
Type |
Base State |
Modifier |
Empowered |
Description |
| Oneirium |
Bismuth |
Imaginary |
0 |
4 |
Bismuth that is stronger in the Dream Realm. In the Waking Realm, it can create illusory forms that makes it seem like there is more of it than there is, giving +3 to hit. |
| Tinebeag |
Brass |
Alloy |
3 |
3 |
Brass burning with fey flame. It causes +3/+3 more fire damage against those who think it is real. |
| Aluro |
Copper |
Gaseous |
-6 |
0 |
Copper gas that catalyzes chain reactions. Depending on the hit, it may start a chain reaction of damage to all enemies. |
| Airgid Banríon |
Silver |
Solid |
3 |
3 |
Fairy silver, the most common fey metal. It burns infernal or celestial beings, can be glamoured to be more impressive, and will allow the wielder to fade (+1 STH) twice per day. |
| True Gold |
Gold |
Solid |
-1 |
5 |
Gold that is stronger in the place it belongs. It has a sense of place, and the bearer defines where it belongs - the bearer's home, whatever that is. |
| Sona |
Gold |
Solid |
-1 |
-1 |
Gold that makes the weapon appear better than it is. It makes an impressive looking weapon that is not very powerful. |
| Jarn |
Iron |
Solid |
2 |
2 |
Iron that alters depending on the wielder. It heightens the existing innate powers of the wielder. |
| Azure Silver |
Silver |
Liquid |
0 |
0 |
Liquid silver full of magical energy. It enhances magical abilities. The ransmathur can shape their metal quicker by one round if wielding this. |
| Dhaatu |
Mercury |
Gaseous |
-6 |
9 |
Mercury gas changes as one journeys with it. The longer one carries this during a quest, journey, or adventure, the more powerful it becomes, so long as it gets use once per session. |
| Quickcopper |
Mercury |
Liquid |
-5 |
1 |
Mercury that is difficult to see. Anything made of this must be held together by a secret bound to it. It gives +3 to hit because it is so difficult to perceive. A very rare metal. |
| Kuatepoti |
Pyrite |
Gaseous |
-1 |
-1 |
Pyrite gas that confuses people. Any successful hit will make the target roll AWA vs. the energy of the metal to see if they are confused. |
| Argentum |
Silver |
Gaseous |
-1 |
1 |
Silver gas that triggers wild magic. Every time it is used, the wielder rolls a d100. See afreolus under terrorists to see the relevant chart. |
| Labhartha |
Silver |
Solid |
16 |
16 |
Silver infused with the Name of a poweful fey. The rarest of fey metals, it contains all the powers of the fey whose Name is trapped within. |
| Ciclunium |
Silver |
Solid |
3 |
9 |
Silver that waxes and wanes in power. It has a cycle of nights that goes from 3 to 9 and back to 3 then back again in power. |
| Airgead Trasdultach |
Silver |
Solid |
2 |
8 |
Silver transformed by hunting. If someone is successfully hunted and struck with this weapon, it becomes more powerful for the duration of the combat. |
| Kyuuma |
Steel |
Alloy |
4 |
4 |
Steel made by synthesized fey metals. It will have the power of up to three of the metals listed. Very rare. |
| Fiacail |
Wolfram |
Solid |
2 |
8 |
Wolfram empowered by blood. After the first wound it makes in each battle, it gains power. |
| Vorpal |
Wolfram |
Solid |
13 |
13 |
Wolfram that can cut anything. Snicker snack. The second rarest fairy metal. |
The ransmathur must have a piece of metal large enough to form the weapon they want.
PRO +2 ATH +1 STR +2 AWA +1 WIL +1 PRS -2 STH +1
Pickpocket
The petty thieves of the Violet Grith rely on basic superstitions from the lore for their powers.
Baganin
Baganins are pickpockets, shoplifters, and other petty thieves who are granted the power to make supersittions real by their fey benefactors in the Violet Grith in exchange for money and the occasional meal. They are petty thieves and thus minor parts of the Violet Grith, but their superstitions can provide them with significant protections.
Some superstitions they can wield:
- Black cat: a black cat crossing one's path means the street animals of the city are watching out for you.
- Burial paths: avoid walking on them to avoid disturbing the dead.
- Charmstones: pebbles painted with simple designs from long ago that are said to be able to heal disease in people and animals.
- Coal gift: a dark-haired person bringing coal on NYE brings good luck.
- Coins in trees: putting a coin in a tree will bring wealth.
- Counting magpies: one for sorrow, two for joy, three for a girl, four for a boy, five for silver, six for gold, seven for a secret never to be told, eight for a wish, nine for a kiss, ten a surprise you should be careful not to miss, eleven for health, twelve for wealth, thirteen beware it's the devil himself.
- Covered mirrors: covering a mirror at night prevents surveillance, invasion of the domicile, and evil spirits.
- Ears burning: if one's ears burn, someone is talking about you.
- Fire jumping: jumping over fires on Beltane will protect you from fire for the summer.
- Four-leaf clover: the leaves of a clover represent hope, faith, love, and luck. Wearing one in your clothing brings all four for the day.
- Funerary bread: eating bread over a corpse puts the soul of the dead at peace by devouring its sins.
- In-door umbrella: opening an umbrella in-doors brings bad luck in weather.
- Killing ravens: if a raven is spotted on a government building, killing it will bring misfortune to the authorities working within.
- Knock on wood: prevent disaster (+3 to any base stat used against anything that would be disastrous to them, like being arrested).
- Ladybird: if a ladybird lands on a person, they should make a wish.
- Midsummer rain: rain on midsummer's day means 40 more days of rain.
- New year debt: paying off debts before midnight on NYE prevents financial ruin in the following year.
- Owl hoot: impending death.
- Rabbit rabbit rabbit: on the first day of the month, they say "rabbit rabbit rabbit" upon waking to have good luck.
- Red thread: red thread tied to the wrist protects from surveillance.
- Slow-boiling kettle: a slow-boiling kettle represents the presence of dangerous magic.
- Spilling salt: spilled salt brings bad luck. Throwing spilled salt over the shoulder prevents that.
- Walking under a ladder: they avoid this for fear it will bring disaster.
- Washing days: don't wash clothes on holy days or the soul might be washed away.
- Water gathering: if water is gathered at the half-hour, it will be poisonous.
- Witches' marks: etchings in buildings that protect from magic.
Baganins can only intentionally invoke seven of these per week without bringing disaster upon themselves. They can gain more by paying extra to their benefactors.
PRO +1 ATH +2 STR -1 AWA +1 WIL -1 PRS / STH +2
Pirate
The Violet Grith's pirates are larger-than-life swashbucklers whose adventures are the stuff of legends - literally.
Swashbuckler
Take every pirate adventure story you've ever heard with every bit of bombast and folk heroic exaggeration, with every bit of rope-swinging, cutlass-slashing, jib-cutting grandiosity, and that is a swashbuckler. Their powers are entirely from the tales of the sea, which they gain by swearing to live by her - the story of the sea - for their entire lives. If they do this and start to live the life of a swashbuckler, the price is that they begin to lose themselves to the piratical story they have chosen to embody.
To start, a swashbuckler has four of these powers:
- Dance in the rigging: the swashbuckler can move through rigging, rafters, or other abovehead matrices with no ATH roll needed.
- Land, ho!: the swashbuckler gains +3 AWA when scanning for a safe location to dock - or hide a group, if on land.
- Flying rope: the swashbuckler gains +3 to hit if attacking from swinging on a rope with no need to roll ATH.
- Jolly roger high: if flying the pirate's flag from their ship, the swashbuckler gains +3 intimidation.
- Walk the plank: the swashbuckler can escape death at the last minute if they choose to do something absurdly audacious.
- Where away?: the swashbuckler may call "where away?" and someone will answer a direction (in nautical terms) to tell the swashbuckler where to go next.
- Polly want a cracker: the swashbuckler may call a non-native animal such as a parrot, monkey, warthog, lemur, civet, or jaguar to their aid temporarily.
- Hook hand or peg leg: the swashbuckler may have a hook hand or peg leg without penalty to movement or combat.
- Eyepatch: the swashbuckler may be missing an eye and use an eyepatch that gives them resistance to fear.
- X marks the spot: the swashbuckler may remember up to three different places they have hidden treasure over the course of a campaign.
- Triple duel: the swashbuckler may fight up to three people at once without penalty to parrying.
Other powers may be possible. Consult with the GM.
As the game continues and they use their powers, they roll PRS vs. the power of the story for every seven, then three, then every one use of their powers. As they fail, they gain more powers, but lose their personality and become a pirate stereotype, until they fade entirely into story forever.
PRO +2 ATH +2 STR +1 AWA +1 WIL -1 PRS +2 STH -1
Pusher
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.
Hadour
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 /
Quack
The Violet Grith employs old wives tales and ancient stories of healing and health and life to help its protectees.
Fuala
A fuala studies traditional medicine to learn how to heal, and most of their abilities are use of herbs and medicinal practices. They do, however, take on magical powers from fey benefactors to help heal more difficult injuries, maladies, and diseases. They gain these powers by trading bits of their own life to the fey, a few hours or days at a time, depending on what they need. This causes them to age prematurely.
| Malady |
Time lost |
| Flesh wound |
1 minute |
| Mild fever |
30 minutes |
| Normal wound |
1 hour |
| Hayfever |
3 hours |
| Moderate fever |
6 hours |
| Minor illness |
9 hours |
| Weak poison |
12 hours |
| Deep wound |
18 hours |
| Small bone fracture |
1 day |
| Moderate illness |
3 days |
| Major fever |
7 days |
| Moderate allergy |
10 days |
| Moderate poison |
1 fortnight |
| Moderate bone fracture |
3 weeks |
| Mortal wound |
1 month |
| Influenza |
3 months |
| Major poison |
6 months |
| Missing limb |
9 months |
| Missing minor organ |
1 year |
| Major illness |
18 months |
| Anaphylactic shock |
2 years |
| Heart attack |
3 years |
| Missing major organ |
4 years |
| Critical wound |
5 years |
| Cancer |
6 years |
| Coma |
7 years |
| Advanced disease |
8 years |
| Near death |
9 years |
Fualas can restore lost years by finding other things to pay to the fey, such as money, magic, or other abstract characteristics of themselves. Some can even decide not to heal someone and devote the soul of the dead to the fey to restore years.
PRO -1 ATH +1 STR +1 AWA +2 WIL +2 PRS +1 STH -2
Revolutionary
Revolution, the overthrow of the economic and political system of Endruin, is not the end goal of the Violet Grith, but they don't dissuade some of their members from seeking that, so long as the goal is the implementation of the lore in place of the law. True stories are what empower the revolutionaries of the Violet Grith.
Threascairt
Pronounced "trascart". Some who are discontent with the imperial government try to take shortcuts to overthrowing it, seeking out the fey for the power to do so. This never works out, but they fey do not discourage it. After all, they like to be paid. A belief that the truth will inspire people to revolt drives them to ask for powers from true tales, and the fey oblige, for a price. The price varies by individual, but it always involves some value or quality that would otherwise be useful to their work.
Powers they are granted include but are not limited to the following:
- Act of lore: if the threascairt engages in direct action, they may draw from the lore a one-time +6 bonus to any stat or skill in use during the action per event. This costs 12 points.
- Communal pot: if the threascairt provides food for a large group, as long as anyone coming for food is part of the community, the pot will not run out of food. This costs 6 points.
- Defiant aura: during an act of direct defiance against the authorities, the threascairt gains +3 PRS per 2 points spent.
- Insightful conversation: if talking to an oppressed, imprisoned, enslaved, exploited, or repressed person, the threascairt gains +3 PRS per 2 points spent to drawing out information from them via deep conversation.
- Revelatory script: if they write down the truth, it will shine and be more believable. This costs 6 points.
Each of these requires the threascairt to tell a true story, preferably one that exposes the ruling class. They must tell this story to at least three people, it may not be a repeat, and it must be believed by at least one in the audience. When they do this, they gain three points per person who believes it.
PRO +1 ATH +1 STR / AWA +1 WIL +1 PRS +2 STH /
Robber
The Violet Grith's bank and business robbers protect themselves by staying in the present tense. They exist in the moment, acting on impulse, without plan, but with boldness of legend.
Grabitel
A grabitel is an armed robber who targets banks and businesses for the Violet Grith. They are usually people who have a history of this who seek power from the fey to do it better, and thus end up joining the Violet Grith. They offer up their past in exchange for heightening their awareness of the present. They attune themselves to the present moment, acting without plan, they practice with other actions and behaviors in their life. As they do this, their impulsiveness grows. They forget the past, save for certain memories they protect. And their awareness during the moment amplifies. This only works during the robbery, and then only if they do not plan it.
If they engage in a robbery, their perception will increase +3, their reaction will increase +2, and their understanding of people will increase +1. It lasts for the entire robbery, but it can be amplified further by taking impulsive actions. Anything done with no forethought can gain between +1 and +3 to succeed.
If they go too long without impulsive action outside of a robbery, they start to lose their powers and must sacrifice more memories.
PRO +2 ATH +1 STR +1 AWA +1 Memory -3 WIL -2 PRS -1 STH +1
Saboteur
To sabotage something, one must understand it and analyze it deeply. If the Violet Grith sends someone to analyze the story of a thing, with the lore, they may break that thing.
Diakoposcoper
A diakoposcoper finds and analyzes the stories of things to know how to sabotage them. They can do this the old-fashioned way, and many do, but they also have magical powers given them by powerful fey in the Violet Grith. In exchange, they do the bidding of the Violet Grith, and they also give up their side interests. This gives them intense focus on their work and whatever interests they manage to hold onto, but as they work and need more power, they often give up more.
The powers they are granted include the following:
- Vathiorasi: the power to see deep within a complex machine's story.
- Apokalypsi: the power to understand the story of a complex machine.
- Diamelizo: the power to take apart the story of a complex machine.
- Taktopoio: the power to rearrange the story of a complex machine.
- Xekamno: the power to destroy the story of a complex machine.
The first three powers allow the fourth and fifth to be easier if they are done successfully. Succeeding at vathiorasi makes apokalypsi easier by 3 points, which makes diamelizo easier by 3, which makes either taktopoio or xekamno easier by 3.
The risk they run is that if they fail, they lose the use of that power for a length of time - NF is an hour, SF is a day, EF is a week, and CF is a month. They can recover quicker by giving up another skill. If they EF or CF twice in a row, they permanently lose the power and must restore it by giving up more skills.
Primarily, they sabotage the machinery of their enemies, usually police machinery.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS -1 STH +1
Sensualist
The sex workers of the Violet Grith use sex magic and witchcraft to ply their trade.
Harimtu
Harimtus are part of a sisterhood of ancient power that pass on their own traditions. They align with the Violet Grith, but they are an older order of wielders of sex magic and witchcraft. They work together in covens of eleven for their witchcraft.
Their sex magic is part of an ancient tradition known as the "thirteen points", referring to thirteen parts of (most) bodies that are both targets for pleasure and magical energy. If all thirteen are invoked during sex, the culmination of the union will release enormous magical energy that all consenting parties in the spell can wield. They can choose to wield it in the moment, to store it for later, or to give it to one of the other participants. If they store it, they have 26 points of magic to use later. If they wield it, they can roll from a 13 to cast any spell that will affect the body of anyone involved who consents. If they choose to give it, they give 13 points to someone else.
If they store it, they usually keep that magic for their witchcraft. Harimtus have 13 spells they can cast individually, and 13 they can cast when the coven of 11 is together. All spells must be cast before they are needed, then kept by the harimtu for three days and three nights, at which point they will be gone whether they were used or not. They can cast only three individual spells per night and one group spell.
Individual spells include the following:
- Enticing aura: the harimtu is more enticing to anyone who sees them, +3 PRS for an hour
- Touch of grace: the touch of the harimtu grants someone a one-time escape from a killing blow that must be used within 13 days
- Drop of life: a drop of the harimtu's sweat will heal wounds down one level (deep to normal, etc.)
- Mirror form: a reversed illusory copy of the harimtu appears
- Animal agility: the harimtu gains +3 ATH for an hour
- Binding word: the harimtu speaks a word that binds a single target in place
- Repelling force: the harimtu gestures and unleashes a wave of energy that forces back any non-fey aligned being
- Vanishing step: the harimtu takes one step and vanishes for 15 seconds
- Heart's barrier: the harimtu's feelings fuel a barrier that only allows through those they love or care about
- Smile of kindness: the harimtu's smile gives anyone who sees it +3 to their lowest base stat for 10 minutes
- Flowing wind: the harimtu moves like flowing wind, going 100' in one round
- Circle of power: the harimtu creates a circle of power that gives everyone around them +3 to STR
- Bloodsflame: the harimtu's blood ignites in flame and gives them the power to burn others with their touch
Group spells include the following, which all participants gain:
- Ritual of Calming Aura: when invoked, the harimtu can calm the emotions of everyone within 20' (WIL vs. PRS)
- Ritual of Fey Will: when invoked, the harimtu gains +1 WIL for every 3 points of PRS they have
- Ritual of Lunar Dance: when invoked, the harimtu gains +1 for crescent moon, +2 for half, +3 for gibbous, +6 for full, -1 for new, to every roll
- Ritual of Violet Storm: when invoked, violet lightning and rain are unleashed in a radius of 25', causing emotional damage and confusion to everyone
- Ritual of Potent Pleasures: when invoked, the harimtu knows what is the greatest source of pleasure for anyone they can see
- Ritual of Widow's Needle: when invoked, the harimtu communes with every woman within three miles who has killed an abuser, gaining +6 PRO against any abuser for the entire night
- Ritual of Twice Hexed: when invoked, the harimtu can inflict two targets whose name they know or whom they can see with a curse of their choosing
- Ritual of Inner Presence: when invoked, the harimtu gains +1 PRS for every 3 points of WIL they have
- Ritual of Coven Voice: when invoked, the coven speaks as one through the harimtu, combining their spells into one
- Ritual of Mother's Heart: when invoked, the harimtu provides healing to all allies within 100', perfectly healing all wounds
- Ritual of Child's Cries: when invoked, the harimtu becomes impossible to attack for 15 seconds
- Ritual of Crone's Laughter: when invoked, the harimtu intimidates any enemy who can hear it; anyone who fails exceptionally or critically goes mad with terror
- Ritual of Thirteen Souls: when invoked, the haritmu links souls with the coven and can use any of their innate powers or learned skills for 10 minutes
If any of the group spells have been cast, the player rolls a d12 every in-game hour to see if one of the other members of the coven uses the spell. This does not use it up, but their character will be aware and affected by some of them.
PRO +1 ATH +2 STR +1 AWA +1 WIL +2 PRS +3 STH +1
Smuggler
The energy of the crossroads and threshholds is immensely powerful within the lore, and the Violet Grith knows how to employ these in their smuggling operations.
Ianuan
An ianuan meets a powerful fey at a crossroads and midnight and offers something of great power, and the fey accepts and gives them the power of the crossroads, of threshholds, of transitory places. Usually, they give up an abstract quality such as a memory, a feeling, or a magical power, but it might also be something of notable power or interest to the fey. To meet a fey at the crossroads, however, they must first find an isolated crossroads - the fey won't appear on a busy city street, even at night - and then they must perform a ritual that will bring the fey out. This ritual requires performing a song, sacrificing an animal, invoking a name, and/or burying a body part (theirs or someone else's). Once the ritual is performed, they must answer the fey's questions adequately, then make their agreement.
Once they make their agreement, they gain some of the following powers:
- Crossing: if they are at a crossroads of any kind, they can walk through it and appear at another crossroads within 10 miles.
- Reopening: if they close something, they can reopen to a new location within the same structure - ex. a door that opens into a house may be closed and reopened to a different room within the house, a chest of drawers may be closed and reopened to a different drawer, etc.
- Distant light: they may cause lights to appear in the distance if they are on a lonely road.
- Mystic bridge: they may create a portal to anywhere within 10 miles if they are crossing a bridge.
- New direction: they may create an illusion at a crossroads that makes it seem like the different paths go to the wrong locations, tricking others.
Each of these powers is contingent on being at a specific location. Other powers may be possible on different threshholds, crossroads, or transitory places. Consult the GM.
They use these powers to transport contraband for the Violet Grith.
PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS -1 STH +2
Spy
The most potent members of the Violet Grith are its arcanists, spies who wield arcane shadow, the power of secrets, mysteries, and silence.
Arcanist
One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret. This is the source of magic for arcanists, spies who wield the arcane shadow.
To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.
Then, they must attune to this secret via seven whispers. The first is to whisper the secret to a mirror. Second is to whisper the secret to an empty room. Third is to whisper the secret to a footprint (or other symbol of passing). Fourth is to whisper the secret to a veil. Fifth is to whisper the secret to a locked box. Sixth is to whisper the secret to a moment of silence. Seventh is to whisper the secret to a shadow. They must do all of these without anyone else finding the secret out. If they do this successfully, the shadow will ripple with castory darkness.
If they then step into the shadow, they will see all of their own secrets for a brief moment. They must remember at least seven of them. If they do, they will have powers:
- Locked secret: anything relating to one of their seven secrets may be kept hidden behind a password if they actively choose to do so.
- Arcane revelation: for the cost of a single secret, they may know what is missing.
- Veiling: a shadowy veil may descend over their face, making it almost impossible to remember.
- Arcane empowerment: if they share one of their secrets with up to seven people, they can form a bond with those people and share STH bonuses with them.
- Secret-binding: if they spend a secret, they can bind a place or object with it that hides the place or object.
- Arcane sense: they will know when something is being hidden from them, but not what is hidden.
- Viewing the unknown: at the cost of a secret, they can look into the power of mysteries and secrets, the unknown beyond the veil of reality, and if they survive without erasing themselves from existence, they will be able to ask the GM for one answer.
- Soft voice: they may relate a newly found secret over great distances.
- Questions: they may bind someone they are interrogating into a game of Questions, wherein each is bound to answer, but this risks exposing a secret. They may ask seven questions each.
- Deletion: they can erase someone from existence at the cost of all of their secrets.
Arcanists are extremely powerful spies, the best in the world, and the Violet Grith has few of them, and they answer only to the Abdit themself.
PRO +1 ATH +2 STR -2 AWA +3 WIL +1 PRS / STH +4
Terrorist
The lore is not always stable. When and where it is unstable, some wielders of the lore, of raw magic, may accidentally unleash uncontrolled magical effects. Some wild mages specialize in triggering these events as an act of terror against those who oppose the Violet Grith.
Afreolus
The power of magic is not always stable. In areas where magic is stronger, instability seeps in over time, and places where the energies of chaos and disorder are present become unstable much faster. This creates an energy called wild mana, which can be sensed by some who are more sensitive to the presence of magic. The use of magic in areas of wild mana, sometimes called blue zones, can risk surges of random effect. An afreolus is a walking blue zone, and every use of magic by the afreolus causes such a surge. Anyone within 10' of them also risks the same effect.
To become a source of wild mana, an afreolus has a few options. Some acccidentally become this way by trying and failing to use magic. Others gain it intentionally by invoking the effect via a ritual, though this comes with the risk of burning them out and taking away all of their magical powers. And others still have it inflicted upon them by irate fey. Regardless of how they came by it, many of these are recruited by the Violet Grith, who train them in giving direction to these random surges to create chaotic effects in acts of terrorism.
An afreolus has a trigger. They can pull this metaphorical trigger by doing something specific to them as an individual. This can be use of one of their innate powers, speaking a fragment of a spell, using a specific magical object, or some other use of magic. This then requires the roll of a d100 to determine the effect. The afreolus then rolls their WIL to try to force the effect to affect those they wish to be affected within range. If they fail, the effect hits the afreolus and everyone within range of them. If they succeed, it hits everyone within range of a point they decide upon. Normal success/fail - 10', special success/fail - 20', exceptional success/fail - 40', critical success/fail - 75'.
| Roll |
Effect |
| 1 |
All magic of the target is completely and permanently drained |
| 2 |
Everyone within range dies |
| 3 |
Everyone within range is bound in a circle of magic equal to the range for 15 seconds; those who fail WIL vs. 11 suffer -6 permanently to one magical power or skill |
| 4 |
A meteor hits and leaves a crater the size of the range of the spell; everyone who fails an ATH vs. 11 roll suffer 17/23/29/35 fire, concussive, and smoke damage |
| 5 |
Everyone within range is fused into a single being |
| 6 |
Everyone within range falls asleep and shares a dream |
| 7 |
Everyone within range experiences good luck |
| 8 |
Everyone within range experiences bad luck |
| 9 |
Everyone within range is afflicted with lunacy (madness under the full moon) |
| 10 |
Everyone within range are burnt by the sun as if it were a 14 power flame |
| 11 |
Everyone within range is hit by a blast of pure mana; anyone who fails a WIL vs. 11 suffers physical and metaphysical damage |
| 12 |
The True Name of everyone in range is exposed for 15 seconds; those who fail their best base stat vs. 11 lose 6 points of their best stat |
| 13 |
Explosions go off and surprise everyone within range; anyone who fails ATH vs. 11 suffers fire, smoke, and concussive damage, lose their hearing, and are traumatized by surprises for the rest of their lives |
| 14 |
Everyone within range loses all of their money |
| 15 |
The personality of everyone within range is altered for 15 seconds; those who fail a PRS vs. 11 roll permanently lose up to six motivations |
| 16 |
Everyone within range knows everything about everyone else within range |
| 17 |
Everyone within range is teleported to the end of the road or path they are on |
| 18 |
Everyone within range becomes rich |
| 19 |
The deep emotions of everyone in range intensify to the point of incapacitation; those who fail PRS vs. 11 enter catatonia |
| 20 |
Everyone within range is consumed by fey mist and is lost forever |
| 21 |
All magical powers of those within range switch to a different alignment (celestial to elemental, elemental to fey, fey to celestial, unaligned to infernal, infernal to unaligned) |
| 22 |
Everyone within range is overcome by sexual attraction to one another |
| 23 |
Everyone within range is healed of all recent wounds and illnesses |
| 24 |
The subconscious mind of everyone in range becomes their conscious mind for 15 seconds; those who fail WIL vs. 11 become animalistic |
| 25 |
Everyone within range loses a magical power |
| 26 |
The location within range is radically transformed |
| 27 |
Everyone within range is granted a new magical power |
| 28 |
Everyone in range is teleported to the nearest bridge or crossroads |
| 29 |
Everyone within range suffers a deep wound |
| 30 |
Everyone within range grows 10' in size but does not gain equivalent mass, becoming stretched and strange; those who fail STR vs. 11 are permanently altered |
| 31 |
1-8 fey beasts appear within range and attack all targets |
| 32 |
Everyone within range is inflicted with an uncomfortable truth about their lives |
| 33 |
Everyone within range forgets where they were going |
| 34 |
Everyone within range finds their imagination becomes palpable, and images in their minds become real, for 15 seconds; if they fail an AWA vs. 11 roll, this lasts for 15 days |
| 35 |
Everyone within range becomes very, very drunk |
| 36 |
Everyone within range is stunned |
| 37 |
Everyone within range is hunted by the Wild Hunt the next Eigenihtes |
| 38 |
Everyone within range is sealed in a sigil of binding; if they fail a WIL vs. 11 roll, their bodies begin to decay |
| 39 |
Everyone within range suffers a broken bone |
| 40 |
The bodies of everyone in range become illusory for 15 seconds; those who fail STR vs. 11 are permanently faded into dream beings |
| 41 |
Fairy lights erupt within range, causing everyone who sees them to fall into wild confusion for 15 seconds; those who fail an AWA vs. 11 roll permanently suffer -6 to one lore |
| 42 |
Everyone within range is thrown three years into the past |
| 43 |
Everyone within range is hit with lightning; if they fail an ATH vs. 11 roll, they suffer 14/21/28/35 damage |
| 44 |
Everyone in range is sealed in dreamstone; if they fail an AWA vs. 11 roll, the stone is solid, if they succeed, it is illusory |
| 45 |
All metal and stone within range melts |
| 46 |
Everyone within range begins a quest |
| 47 |
Everyone within range feels nourished and well fed |
| 48 |
Everyone within range suffers a wound that is also felt by people within 100 miles who look like them |
| 49 |
The secrets of everyone within range are exposed for 15 seconds; those who fail STH vs. 11 lose 6 points of PRS |
| 50 |
All wood and fabric within range erupts into flame |
| 51 |
Everyone within range owes a debt to the afreolus |
| 52 |
Everyone within range forgets the past and is unware of the future for 15 seconds; anyone who fails an AWA vs. 11 roll will never regain their awareness |
| 53 |
Gravity stops working within range |
| 54 |
Everyone in range is bonded to one another, causing them to exchange feelings, base stats, innate powers, and weaknesses for 15 seconds; those who fail a WIL vs. 11 roll maintain the bond for 15 days |
| 55 |
Everyone within range begin fighting with one another |
| 56 |
Everyone within range loses their voice for 15 seconds, and all sounds cease in that area; anyone who fails AWA vs. 11 roll loses their voice permanently |
| 57 |
Everyone within range is sealed into a hawthorn tree |
| 58 |
All inanimate objects within range come alive and attack every living thing near to them |
| 59 |
Everyone within range share a fate that will be met in the next 15 days; the afreolus rolls a d10 - 1 is a fate of death, 10 is a fate of prosperity |
| 60 |
Everyone within range is covered in fey waters that they will drown in if they fail an AWA vs. 11 roll |
| 61 |
Everyone within range is shifted into an alternate version of themselves (effectively, three motivations profoundly change) |
| 62 |
Mirror images form of everyone within range |
| 63 |
Everyone within range is forgotten and becomes a missing person if they fail a roll of PRS vs. 11 |
| 64 |
The souls of everyone within range are afflicted with a geas that will sap them of innate abilities if they do not complete a quest within a year and a day |
| 65 |
Everyone within range is sealed in fey frost; if they fail an AWA vs. 11 roll, they suffer damage, if not they are unfazed |
| 66 |
Everyone within range is sealed in fairy silver; anyone who fails an AWA vs. 11 roll experiences permanent delusion |
| 67 |
Everyone within range turns into salt |
| 68 |
Everyone within range must perform a full play in the space before they are allowed to leave |
| 69 |
Everyone within range is polymorphed to a form of similar size |
| 70 |
Everyone within range is lost in shadows for 15 seconds; anyone who fails a PRS roll vs. 11 vanishes permanently into shadow |
| 71 |
The worst nightmare of everyone within range comes alive in range |
| 72 |
A massive fey wind hits the target area and throws everyone 15 yards, causing damage to anyone who fails an ATH vs. 11 roll |
| 73 |
Everyone within range is burned with faeriefire; anyone who fails an AWA vs. 11 roll believes it is real and burns; those who succeed are unharmed |
| 74 |
Any large structure in range collapses; if only part of it is in range, that part collapses |
| 75 |
Everyone within range is hit with shards of glass; if they fail an ATH vs. 11 roll, they suffer 9/14/20/26 damage and become see-through |
| 76 |
Everyone within range succumbs to their intrusive thought and acts on violent impulse |
| 77 |
Any children within range are swapped with changelings |
| 78 |
Light vanishes from the target area and all within the space are lost if they fail a perception vs. 11 roll |
| 79 |
A cloud of spores from fey fungi erupts within range, causing intense hallucinations |
| 80 |
A stinking mound of rotting compost erupts out of the ground within the target area |
| 81 |
A loud sound rips through the target area; everyone in range rolls STR vs. 11 or suffers 10/15/20/25 damage |
| 82 |
Everyone within range is afflicted with a strange disease |
| 83 |
Everyone within range begins babbling nonsense for 15 seconds; anyone who fails a PRS vs. 11 roll never recovers |
| 84 |
Everyone within range becomes a different color that is not natural to their species; if all colors are natural to their species, they become clear |
| 85 |
Everyone within range is paralyzed |
| 86 |
Everyone within range suddenly have the same appearance for 15 seconds; anyone who fails a PRS vs. 11 roll is stuck in this form |
| 87-89 |
The target area becomes a blue zone permanently |
| 90 |
Everyone within range is trapped in someone else's story for the rest of their lives |
| 91 |
Everyone within range is poisoned; they must roll STR vs. 11 |
| 92 |
Everyone within range grows an extra limb |
| 93 |
Everyone within range changes occupation |
| 94 |
Everyone within range is hit by fey blades that damage both mind and body, 6/13/19/25, mind is WIL vs. 11 |
| 95 |
Everyone within range changes species |
| 96 |
Everyone within range remembers a story from their childhood and begins weeping |
| 97 |
Everyone within range changes gender |
| 98 |
The target area is filled with dangerous arthropods |
| 99 |
Everyone within range gains +6 to their best skill |
| 100 |
Everyone within range is transformed into a legendary form |
An afreolus is directed in their acts by the Violet Grith.
PRO +1 ATH +2 STR +1 AWA +1 WIL +3 PRS / STH +1
Thief
The Violet Grith has many stories of thieves, and many of their thieves know how to draw from those stories and wield the arcane shadows that spies use to the same effect.
Sneakthief
One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret. This is the source of magic for arcanists, spies who wield the arcane shadow.
To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.
Then, they must attune to this secret via seven whispers. The first is to whisper the secret to a lock. Second is to whisper the secret to an empty room. Third is to whisper the secret to a window. Fourth is to whisper the secret to a veil. Fifth is to whisper the secret to a safe. Sixth is to whisper the secret to a moment of silence. Seventh is to whisper the secret to a shadow. They must do all of these without anyone else finding the secret out. If they do this successfully, the shadow will ripple with castory darkness.
If they then step into the shadow, they will see all of their own secrets for a brief moment. They must remember at least seven of them. If they do, they will have powers:
- Whisper of opening: if they whisper into a lock, it will open.
- Shadow of passage: they can step into their shadow and teleport to another shadow of a non-living thing within 20'.
- Veil of revealing: they can pull a veil over their eyes and see things hidden in walls, floors, and ceilings.
- Breath of resting: if they breathe into the closed eyes of a sleeping person, that person will sleep more deeply and be harden to awaken.
- Gesture of silence: if they hold their finger to their lips, everyone within 20' is silenced for 30 seconds.
- Fold of concealing: if they fold their hand around an object that they are capable of carrying without penalty to their PRO or ATH, it will be concealed completely for 10 minutes.
- Shade of waiting: if they remain still in enough shadow to cover their body, they will be subtle and unnoticeable to the eyes of those seeking them.
Sneakthieves wield these shadowy powers to plunder the homes of the enemies of the Violet Grith.
PRO +1 ATH +2 STR -2 AWA +1 WIL / PRS -1 STH +3
Torturer
When the Violet Grith wishes to torture someone, they don't touch their bodies - they destroy them emotionally.
Jahinour
The Violet Grith employs only a handful of torturers, usually already potent fey, and these jahinours have fey magic to affect others' emotions. If they are not already fey, they trade away physical strength for emotion magic. If they are already fey, they are usually those born with power to affect emotions.
Jahinoors use fey charms to alter the emotions of others. They have some of these charms to use:
- Word of laughter
- Chant of horror
- Rhyme of anxiety
- Whisper of haunting
- Song of arousal
- Word of boredom
- Chant of terror
- Rhyme of doubt
- Whisper of confusion
- Song of disgust
- Word of shame
- Chant of frustration
- Rhyme of guilt
- Whisper of panic
- Song of regret
- Word of shyness
- Chant of suffering
- Rhyme of anticipation
- Whisper of admiration
- Song of curiosity
- Word of desire
- Chant of hope
- Rhyme of loneliness
- Whisper of relief
- Song of surprise
They start with one each of song, word, rhyme, chant, and whisper. Each one inflicts the emotion listed on the target(s) at a power equal to the PRS of the user. They use these to torment their targets, staying out of sight, using their charms, taunting them with good things then hitting them with awful feelings, until they are broken.
PRO +1 ATH -1 STR +1 AWA +1 WIL +2 PRS +3 STH -1
Traitor
Those who betray the law to work the lore draw from ancient stories to do so. They gain power by being in conflict with their former employers or masters.
Eletan
An eletan may become a traitor before they come to the Violet Grith or after, but the end result is always the same - they seek the powers of the fey to help them in their betrayal and survival. The fey see the power of their story of betrayal and make them an offer - gain power from their conflict with those they've betrayed in exchange for information, money, and loyalty. If the traitor betrays their new benefactors, they will be exposed to their former allies and masters.
The Violet Grith's enemies are servants of the law rather than the lore, and thus, many of eletans come from the police, courts, and government. They are thus great sources of information, but their betrayal only gives them power once their former side is aware of it. Thus, they become targets. They are given the following powers to survive:
- Traitor's defense: +3 to any base stat when used against their former side directly. If they were a cop, it's +3 vs. cops. If they were a noble, it's +3 vs. nobles. Etc.
- Treacherous lash: they can unleash a lash of burning violet light that harms those they used to be allied with and only them, 9/15/21/27.
- Innocuous form: they can take a disguised form to appear as one of their old allies for an hour, but only in their places of power, by snapping their fingers.
- Unraveling thread: they can expose a weak point of their old allies even if they are unware of it by pulling any strand of their old allies' clothing (while being worn).
- Secret language: they can speak to their new allies in front of their old allies and not be understood by their old allies.
Eletans will use as many of their former resources to help the Violet Grith as possible, be that old connections, authority, money, or objects they had from their old days.
PRO / ATH / STR / AWA +1 WIL +2 PRS +1 STH +1
Urchin
Children of the streets in the Violet Grith are taught to draw from stories of mischief and mockery to survive. Some girls are also taught special tricks to keep the boys away.
Mocker
Mockers are street urchins, children surviving on the streets by cunning, who engage magic via mischief. The Violet Grith allows them to recruit their own and self-govern so long as they live by the lore. To be recruited, one must show a propensity for mischief, a knack for trouble, a yen for surprises.
Unlike the grinning mages whose magic theirs resembles, they do not wear masks or hide their identities, but instead rely on STH to hide after performing a prank or causing trouble. Their goal is usually distraction to allow for theft, often stealing food, clothing, or other necessities of survival, but also to distract with an amount of humor that leavens the theft - in other words, to make them laugh so they are more forgiving.
Because their goal is not solely mischief, their magic ends up being weaker than the profoundly bizarre work of the grinning mages. They have the bump, the instinct that there is an opportunity for mischief available, but their spark (the bonuses they get for causing mischief) is weaker. As the mischief unfolds, they can still absorb the energy they created (which will be less than pure mischief) by pausing to witness the trouble unfold and basking in it. There is a risk in this moment of capture, so they sometimes have to cut the basking short. However, if in this moment, they mock their targets, they may roll PRS to inflict a stunning effect to allow them to bask even more and escape - which is where their name comes from.
The magic they absorb can be used to give them further bonuses when causing trouble.
PRO +1 ATH +2 STR -4 AWA +2 WIL -1 PRS +2 STH +2
Flibbertigibbet
Flibbertigibbets are mockers who are not men or boys, and therefore vulnerable to patriarchal violence. Thus, they use their mocking powers to directly target those who might prey on them. They can wield the mocking power even without invoking trouble first if they are in a situation where an older man is threatening them or scaring them, and they can vanish when directly attacked by an older man once per day. They gain these powers by posing as easily distracted and unfocused, hence their name.
Vagrant
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. Others gain power from the journey itself, bearing cards of those moments they have on the way.
Avara
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 /
Goulennor
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 /
Vandal
Those who wield arcane shadow know how to hide messages within graffiti, called occuloscript, to spread messages amongst members of the Violet Grith.
Occulscript
Vandals of the Violet Grith wield a weaker version of arcane shadow than their arcanist friends.
One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret. This is the source of magic for arcanists, spies who wield the arcane shadow.
To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.
Then, they must be trained by an arcanist to wield that secret in their art. The arcanist will trade the secret of the occulscript for the power to use something known as Runner Sign.
Runner Sign is a form of graffiti that appears to be mundane street art on the surface, but contains shadows within it that convey information to anyone in the Violet Grith.
Occulscripts use this power to create complex graffiti around the city.
PRO +1 ATH +3 STR -2 AWA +2 WIL / PRS +1 STH +2
Vigilante
The Violet Grith's vigilantes use sympathetic magic. Sometimes, you don't have to hunt down your target. You just need a bit of hair, a tooth, a drop of blood, or even just their name, and via the power of sympathetic magic, you can break their fucking legs.
Debyg
Those in the Violet Grith who enforce the rules of the lore are vigilantes who learn to use sympathetic magic. They learn from mentors within the Violet Grith who teach them the basic principles and help them gather supplies until they are skilled in the art. Sympathetic magic involves taking a piece of someone (a bit of hair, a tooth, a fingernail, some skin), attaching it to an effigy, then inflicting damage to that effigy to harm the target. To make this work, they must prepare the effigy with a ritual that involves putting a piece of themselves into a magical circle, alongside the effigy and some symbols of power. The ritual must be peformed outside the view of the moons (under a triple new moon or inside where no moonlight spills in). Once the ritual is done, the piece of the caster must be placed on an effigy of the caster and kept somewhere safe. The effigy of the target is infused with magic and ready to be used against someone.
Once the effigy is prepared, the caster must get a piece of their target to apply to it. From there, they can inflict damage or healing to the target at their leisure. The range is generally one mile, but it can be reduced or extended with more potent pieces of the target. Esoteric parts of the target (their feelings, their memories, their soul) are the most potent and hardest to acquire.
Once they have the effigy prepared, they can cause harm by puncturing with pins, lighting it on fire, dropping it in oil, or ripping it asunder. Every harm applied to it must be rolled against the WIL of the target. If they fail, a pin causes a wound, fire causes burning under the flesh, oil causes suffocation, and ripping causes dismemberment. It can be filled with different substances which will have other effects: filled with seeds, it poisons them; filled with leaves, it causes disease; filled with sand, it causes weariness; filled with dirt, it causes personality changes; filled with insects (living or dead), it causes madness.
Fire, oil, and ripping render the effigy useless after one attack. Fillings last for as long as the filling is present and no other effects inflicted; once emptied, the effigy loses power. Pins can be used as often as the debyg pleases so long as the effigy remains intact.
If anyone finds the effigy of the caster, they will have the same power over the caster.
PRO / ATH / STR / AWA +1 WIL +3 PRS -2 STH +2
Whistleblower
The Violet Grith only employs whistleblowers to cause trouble, but those they do are ones who are trained to perform, to draw from stories and wear a mask to hide what they are up to.
Cumdai
The Violet Grith wants to expose the law as inferior to the lore, and thus, they seek whistleblowers within the structures of law specifically. Cops, lawyers, judges, clerks, administrators, researchers, anyone within those halls is recruited with promises of fey power in exchange for information that will prove the law's corruption, inferiority, or flaws. Anyone who agrees to this is given a mask made of fey power, and while wearing it, they appear to be their old self. Meanwhile, their new self transforms and gains powers. They start with three of these and continue to gain more as they change over time:
- Glowing eyes: their eyes glow and grant +3 read people (PRS).
- Extended shadow: their shadow takes on a new shape that does not match their body, and they are able to wear it as a disguise, +3 deception.
- Metallic veins: their veins flow with molten silver, giving them +3 vs. wound.
- Fiery hair: their hair becomes faeriefire, allowing them to glamour once per day for 10 minutes.
- Stone teeth: their teeth become dreamstone, allowing them to eat the dreams of the sleeping.
- Fluid flesh: their flesh becomes more fluid and responsive, making it harder to stun them (+3 vs. stun).
- Sky feet: their feet become lighter and they can levitate 6" off the ground at any time.
- Frost breath: their breath becomes cold as the heart of winter, and if they breathe on anyone, the target suffers 8/14/20/26 frost damage.
- Deadly keen: they can wail like a bean sith and kill their former allies within 30', power of 11 vs. AWA.
- Living heart: they gain a second heart, making them harder to kill.
These changes occur as they continue the performance of their old life in order to gather more information for the Violet Grith. Once the performance ends, they lose their mask but retain their new form and powers. Most stay with the Violet Grith, though many wish they had their old form back, and they seek to regain it from the Violet Grith by finding other work for them.
PRO -1 ATH -1 STR +1 AWA +2 WIL +1 PRS +2 STH -1
Witch
All witchcraft is illegal in Endruin, so all witches are criminals. In the Violet Grith, they most commonly draw their powers from stories of witches or from the essence of magic itself.
Cailleach
Cailleachs are quintessential witches who wield the power of legendary witches and stories passed down from mother to daughter, from mentor to mentee, from coven to coven. They have covens of three, the classic maiden, mother, crone trio, and they learn magicks that all three may cast together via ritual as well as ones they use individually. They also learn herbalism, medicine, and crafting, and they are considered the wise women of their communities.
Their magic derives from cycles of magic itself. They study and understand the flow of magic through the world, guided by the lore, and they learn the arts of witchcraft from one another. When they are young, they are initiated into studying witchcraft by an older cailleach, who tests them and guides them until they are ready to become a maiden-witch. “Maiden” does not mean virgin in this context, but simply a younger woman (or non-man) by tradition, though some men do become cailleachs in rare cases.
Because their magic is so deep and wide-ranging, there is no preset list of spells. Stronger spells are done via group ritual while other spells are able to be cast individually. Their magic often focuses on cycles, nature, and fairy lore, but they have many other spells. Consult the GM to develop a list of magicks.
PRO -1 ATH +1 STR / AWA +2 WIL +3 PRS / STH /
Archwarden
The sixth archwarden of the Violet Grith is an ancient crone, a fairy of incredible power older than the empire, whose coven is the original coven of the Violet Grith. She is only spoken of as a rumor.
PRO +2 ATH +3 STR +2 AWA +5 WIL +7 PRS +3 STH +2
Violet Amulet
An amulet made of seven violet flowers and a tuft of a fox's tail, this object is owned by the cailleach archwarden. It has the power to hold 11 spells for instant use and can absorb spells cast at her with a power of 22.
Besomer
Besomers are witches who enchant objects to store their spells and wield their magicks. They are much like cailleachs in all regards, but with a stronger focus on objects and spells that accompany them. Their main magic is their brooms (hence their name), in which they store spells of flying, cleansing, scouring, and wind. Other items include the following:
-
Cauldron: making potions and poisons
-
Hat: protection
-
Mirror: divination
-
Athame: fire magic
-
Boline: enhancing ingredients
-
Bowl: healing and water magic
-
Pentacle: sealing
-
Staff: offensive magic
-
Poppet: binding people and earth magic
-
Grimoire: lore
-
Candle: illumination and communication
A full list of spells will be developed with the GM, but their magic is very similar to a cailleach’s, just attached to an item.
PRO -1 ATH +1 STR / AWA +2 WIL +3 PRS / STH /