Wyrder
Users of the lore that invokes
fey energy, whose flow controls the narrative of the world. Pronounced
weirder.
Truth Becomes Legend
When the truth becomes legend, print the legend. History has a habit of distorting into myth, legend, and rumor over the centuries. When it does, it fades into the realm of
Faerie and becomes
fey energy. Wyrding is the art of wielding this power through a series of traditions, superstitions, rites and rituals, rhymes, and other methods that harken back to the forgotten legends and stories from which they came.
Wyrding
Wyrding combines two main methodologies:
the lore and
the Tradition.
The Lore and the Tradition
The Tradition is a set of specific rules passed down via tradition that work for specific kinds of
fey beings. These rules are often similar to those used in the lore, but they only work for fey nations. The lore is complex, varies by culture, and is accessible by anyone.
Rhymes
The most common method to accessing the lore is through simple rhymes, usually couplets or short poems, never very complex. Rhymes vary by culture, but always indirectly reference the intended consequence of the spell:
By the grin of the Grey CroneBy the mists of tomorrowBe we together or aloneSeeing through the cloak of sorrow
This rhyme will result in the wyrder being able to see in the dark if the Grey Moon is up on the following night, for example. The player needs to come up with the rhymes they will have at their disposal and define their effects. Wyrders collect rhymes, pass them down, trade them with others, and so on.
Wives Tales
Wives tales, superstitions, or other little habits and tricks used, such as throwing salt over the shoulder if spilled in order to preserve good luck, are common cantrips in the lore or the Tradition. The player must define those they know and use, but all such superstitions should either reflect real world superstitions or have a source in legend that the player or GM can define even if their character does not know it.
Rituals
Rituals are for the more powerful wyrding spells. Rituals involve common fey tools. Common items with uncommon features, such as a silver knife or a mirror with special decoration or a hairbrush made from some rare wood are the kinds of things often used. Any object with a resonance to a legend will help - cinders from a fire, an old oil lamp, etc. They can be invoked through basic use of magical circles made with common materials and special chants or actions. Any ritual used must be justified by player or GM as having resonance with a legend on Shem.
Effects
The effects of wyrding are varied and will reflect legends and stories of past figures from Shem. While theoretically anything is possible, most powers are self-directed and simple, with limited timespans. More complex, powerful, wide-ranging, or long-lasting powers will require sacrifices that are borne of a legend as well - loss of a body part that reflects a legend (such as a hand lost to be replaced by a hook, for instance, or an eye shared between three sisters) or loss of a skill or knowledge or ability (loss of singing voice, loss of the ability to dance, etc.).
Inventory
A wyrder's inventory reflects their culture and the legends they bear with them. The most common tools are the aforementioned common objects with uncommon features.
Variations
Some variations include
- Álainn: a wyrder who makes beautiful paintings or sculptures.
- Baillitheoir: a wyrder who uses the lore to work as an assassin.
- Bleachtaire: a wyrder who uses the lore to investigate mysteries.
- Cáil: a wyrder who uses the lore to be famous.
- Féachaint: a wyrder who uses the lore to spy.
- Fingerjack: a wyrder who uses legends of thieves to steal treasures.
- Luibheoir: a wyrder who grows fey plants.
- Máistir cluiche: a wyrder who uses the lore to make games.
- Scríbhneoir: a wyrder who writes the lore into works of fiction.
- Teachtaire: a wyrder who sends messages via the lore.
Cultural Variations
In other cultures, wyrders work much the same, but the names and legends are different. In Lyrilla, Jesenya, Cassaru, and Starfall they are always called wyrders, though lores and traditions vary.
- Ajeeb: subcontinental Dabusenese wyrders who were suppressed during colonial times.
- 'Ano ʻē: a southern Island Bridge wyrder who tells stories of the seas.
- Atethlokategan: a western Palhuric wyrder who are very respected and seen as humorous friends to all in the community.
- Cerritulus: a wyrder in Gyrah who is deeply suppressed by the empires.
- Eajib: Mahadi wyrders who usually live on the streets and are considered mad by most.
- Eemọ: a western Taggaran wyrder who is similar to a jali in societal function.
- Etranj: a wyrder in the Reever Sea who is synonymous with a useless drunkard to most.
- Guǐyì de: wyrders in Wuordon underground who are hated by the local authorities but have popularity amongst the people.
- Kızık: wyrders in western Dabusen who ride through the mountains as wanderers.
- Kỳ dị: wyrders in Denao in northeastern Dabusen who were nearly exterminated by the Agikaani.
- Mana riqsisqa: wyrders in eastern Palhur who are known for their elaborate, colorful clothing.
- Obutategerekeka: wyrders in southern Taggarus who are hunted as witches by colonial powers.
- Períergo: wyrders from Stayflies who wander the entire continent seeking legends.
- Podivný: Fasanish wyrders in Ranu who are popular at parties and other social gatherings.
Similar Occupations
Other user of fey energy include
Societal Role
In Lyrilla, wyrders are extremely common, and most people have some skills with the lore even if they are not fey. Those who specialize in working as wyrders are seen essentially as a mixture of entertainer and mage, as sources of powerful magic to be sought out in times of need, or as wise advisers. In other cultures, they are usually thought to be witches or sorcerers, evil and terrifying, often repressed by violent governments.
Skills
Common skills include
- Legends
- Storytelling
- History
- Lore
- Writing
- Poetry
- Esoteric lore
Stats
Modifiers from base of nation/species:
PRO -1
ATH /
STR -1
AWA +4
WIL +1
STH +3
PRS +5