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==Other Examples== * [[Gnarling]]<nowiki/>s<ref name=":0" /> * A [[Hag]] who sells items to children which steal their childhoods.<ref name=n1>Naomi works in a wandering shop that sells cursed items crafted by a peddler Hag, aimed at selling to children to steal their childhoods. Naomi is a teenaged salesperson, and her fucked up upbringing made her ‘youth’ tainted for the hag’s purposes. The deal is that she gets a ‘commission’ of an item for every three sales that work out in the Hag’s favor, stripped of its drawbacks. A lot of the sales work happens outside of the store, keeping an eye out for kids who could be sold an answer to their problems, to horrifying conclusions. She keeps the items just in case the shop ever moves on and leaves her behind, or practitioners realize what she’s doing and come after her. - [https://docs.google.com/document/d/1Od3iu2TXe5r677wHEMCudG5hDUrlM6-E0kgiuvlkuuw Pact Dice: Collectors]</ref> * [[Keeper]]s * [[Incarnation#Cursed Items|Some Incarnations]]<ref>An Incarnation of Poverty might try to spread poverty. Sometimes that would be with a cursed item; innocents handle it, they ignore the warnings printed on the item or shared by the seller, they lose their earthly belongings and fortunes, they die or suffer a dark fate, the item gets passed on, having strengthened Poverty, until someone figures out a way to deal with it. Other times, it’s a ''ritual'' that finds its way to people’s hands. [...] that’s the gamble, of sorts. Will the ritual pull in enough to be worth the cost of inducting an innocent? If the ritual brings in enough poverty, for example, or brings in enough other people who fail, it may be worth paying the penalty or assuming the karmic responsibility. [...] Often, the karmic cost of bringing in innocents is tempered. If it’s just, if someone must opt in, and if there’s a possible way out, it’s less costly. Remember what I said earlier about the warning given with full expectation that the warning would be ignored? One such example. The Ritual Incarnate may be a game, or a pattern people willingly participate in, with enough traps or enough of an uphill climb that failing at the game is expected, and they may be difficult enough that by the time the participant is done, they are no longer capital-I Innocent, or even no longer human. - [https://palewebserial.wordpress.com/2020/05/19 Excerpt] from [[Lost for Words 1.4]]</ref> and related creatures like [[Envoy]]s Arguable examples: * [[Dwarves]] of Deep Midgard<ref name=":0" /> * Exiled [[Faerie]]<ref>She was pretty certain that presents and boons like the ones Keller was giving out were traps. That they’d be wonderful and fantastic up until the point that things turned sour. Maybe they became too much of a good thing, maybe there was a rule that had to be followed, with some horrific backlash if it wasn’t. Maybe there was a catch.<br><br>Exiled Faerie weren’t allowed to go after innocents, not directly. But, Maggie was fairly certain, they weren’t forbidden from doing something like giving a kid a flute that would summon a sprite to do their chores for them, with the caveat that the sprite would blind them if they ever tried to watch it while it worked.<br><br>End result? The kid would be stupid, the sprite would eat the kid’s eyes. People, the kid included, would rationalize it away as an accident, an infection, or just a freak occurrence. Life would go on as normal, and the local Faeries-in-exile got their jollies without breaking the rules. - [https://pactwebserial.wordpress.com/2014/07/12 Excerpt] from [[Signature 8.2]]</ref> or Artisan Fae of the Spring court<ref name=":0" /> * Master Craftsman [[Anima]]<ref name=":0" />
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