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[[Category:Unclassified Others]] | |||
Revision as of 18:58, October 8, 2020
A Peddler is a broad term for an Other which specializes in crafting or acquiring Magic Items, usually cursed items which they then distribute to prey on Innocents by proxy. Of interest to Collectors and Item Crafters.<ref>Peddlers - A broad grouping of Others with a knack for making or finding objects that have some power to them, which they then distribute. They may make, curse or tweak the items or manipulate the subjects so they destroy themselves in a way that is karmically just (often violating a warning given with the item), then sweep in to reclaim the item and the power it gathered. Collectors may deal with or trade with Peddlers, who are often skilled at transubstantiation, or who can point them the right ways. - Pact Dice: Collectors</ref><ref name=":0">My mother was traded to a Gnarling as a slave to make things for sale, in a wayside realm where Others hid, somewhere between the Faerie and Earth. She created toys and trinkets, enchanting them, and the Other would curse them, before selling them to the unwitting. The curses would do their work, upending lives and casting people to long torments,
collect the misery, and make their way back to the Gnarling’s hands.
[...]
She spun the welcome into an Awakening, doing it as my father had explained, made a promise to all Others, and then aimed Gnarling’s curses at her, secretly, one by one, over the course of a sleepless night. And that Faerie-cousin of a thing, already little more than a walking curse, was done and undone three times over by each curse in turn, until she was unmade.
[...]
In Chapter Two we discuss
the Others for whom craftsmanship is tied to their being. The Dwarves
of Deep Midgard, Artisan Fae of the Spring court, Master Craftsman Animuses, and some Peddlers (a broad category encapsulating your ‘magic shop’ Other, including those similar to the aforementioned Gnarling). We’ll discuss ways to shape the self and put yourself into your craftsmanship, including titles, signatures, and immersive crafting. - excerpt from Forged Hearts, quoted in 4.5 Bonus Material: Bedtime Reading </ref>
Examples include:
- Gnarlings<ref name=":0" />
- A Hag who sells items to children which steal their childhoods.<ref>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. - Pact Dice: Collectors</ref>
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.
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.
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.
- excerpt from Signature 8.2</ref> or Artisan Fae of the Spring court<ref name=":0" />
- Master Craftsman Animuses<ref name=":0" />
- 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. - Lost for Words 1.4</ref>
References
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