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Crafting

Crafting is, in essence, transmutation - a skill possessed by Archfey. The Skills of Alchemist, Artificer, Enchanter, and Trapper, are all ways in which the Archfey has favoured you and your abilities. Roleplaying crafting without the appropriate skills may result in injury, or disapproval by said Archfey.

Crafting is the means by which characters are able to create powerful magical enchantments, elixirs, and artefacts. All of them require the appropriate skill to make, a variety of Resources, and the oversight of the Crafting Ref.

To craft an item, you start with an idea, which is then pitched to the Crafting Ref with what you deem as the appropriate resources. The Crafting Ref, an Archfey in-game, will then tell you what happens next.

If it is a known recipe, and you have provided the correct resources, it is successful. If it is a new recipe, then you must give the Archfey time to bring the idea into reality. Some amount of appropriate roleplay, regardless of the outcome, may be required.

The outcome is determined by the Crafting Ref, but these will vary wildly for new items, depending on whether the resources gifted have over-compensated, under-compensated, or suitably compensated for the item in question.

All Crafting requires Resources that must be found in the world. Primarily these are found on Quests and Vignettes, collected by those who are exploring the area or from harvesting from bodies, but they may also be acquired through trade or bargains with other beings.

They are represented in-game as Item Cards depending on their source - Plant, Ore, Animal, Magic - and subcategory.

Some Resources are rarer than others meaning they are less likely to be found while foraging (or can only be created by combining other resources); these rarer resources may be required by advanced recipes.

Some crafted items may be required for others, such as Elemental Brews used in Enchanting. Some crafted items may require certain fae types to craft them - a Piskie for a Scrying Potion, for example. These requirements could be circumvented, if the crafter is inventive enough…

Alchemy is the age-old art of creating potions and elixirs, and can be brewed for many uses by Alchemists. The most common potions are healing potions, which can be prepared prior to combat, and drunk during it. Some potions are used for enchantments, and should not be drunk.

To drink a potion, open the label and follow the instructions inside.

Safety Notice: Do not physically drink a potion unless you know exactly what is in it. If you are unsure, roleplay drinking it. The best advised way to create drinkable potions is to use water mixed with food colouring. You can bring your own phys-reps of potions with you, but you must provide appropriate roleplay to justify your character having it.

The crafting of magical objects is known as artificing, and can be made by any Artificer. The primary difference between an Enchanted Item and an Artefact is that artefacts are magically made from scratch, while an Enchanted Item is a non-magical item made to be magical.

Enchantments cost mana, and are done through regulated rituals (ref required) led by Enchanters.

Enchantments can only be given to certain items. Some items can be enchanted multiple times – each enchantment must be different. Once an item is enchanted, it will be given a label to make it clear that it is enchanted.

Certain items cannot be Enchanted due to it being impossible to Ref them (bows, arrows, throwing weapons, furniture, etc).

FIXME

Like all crafted items, Traps require resources and appropriate roleplay of at least 1 minute to create, along with the Trapper skill. You must alert a referee if you are creating a trap, so that once you have completed the roleplay, they can hand you the phys-rep (a large hoop) for you to set out. It is the player’s responsibility to keep an eye on their trap, so that it can be set off at the appropriate time.

Every Trap is either Single or Multiple Use, chosen at time of creation by the Trapper (Multiple Use Traps are only available to Professional Trappers).

There are two common trap types – Binding Trap and Bleeding Trap – which have commonly known recipes. The Binding Trap (yellow) aims to keep the target trapped without harming them. This trap uses the “TRAP! BIND” call.

The Bleeding Trap (red) aims to make the victim bleed out slowly until death. This trap uses the “TRAP! AGONY” call.

Once the trap has served its use and the target is either apprehended, freed or dead, the trapper must remove the trap from play (and hand the phys-rep back to a ref). To disarm a trap, this requires roleplay of at least 1 minute and the appropriate skill.

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  • Last modified: 2026/01/23 20:37
  • by gina