Fey Faithful

Those who wield fey magic via faith.

Ahra

Type: Cultist

Ahras are members of the Cult of Istigh, who worship what we would call the subconscious, but which they call Istigh, the inside mind.

The cult is a small cult mostly in the countryside, but they can be found anywhere. They follow a leader known as Istigh (said to be the embodiment of the inner mind), a formless figure of fey magic who comes ot them in dreams, visions, and sudden thoughts out of nowhere. Istigh also manifests physically as a silhouette of violet smoke, but this is very rare, and only the leaders of the cult, called the Ciorcal Istigh (inner circle) have frequent contact. Members of the cult, called ahra, practice meditation, special kinds of sleep, and study to learn how to access their own inner minds.

There are two kinds of ahra: those who are full-time members of the cult and have no other work, and those who have mundane dayjobs and spend time with the cult in their free time. Both are capable wielders of the cult's power. Most people who join the cult are initiated by other members whose role is to recruit; they are passed on quickly to those who teach the precepts and ways of the cult. They find sleep to be sacred, they believe in meditation and other practices that heighten the mind, and they trust their instincts over their conscious mind. They have many legends and stories, all of them relating to figures who acted on intuition, instinct, or followed dreams and visions.

After training and studying, they are initiated deeper into the cult, and then they are given access to secret ways and magicks. They are trained to access their subconcious more easily, gaining its power:
  • Intuitive action: they may roll AWA to know the best next action based not on what they can see, but what they intuit.
  • Instinctual response: they may respond without thinking, only acting on instinct, and gain bonuses to their reaction.
  • Subconscious realization: they may roll AWA to access their subconscious to make connections between unrelated things.
  • Dream of revelation: they will have uncontrolled dreams that reveal things to them they know not the source of.
  • Istigh's visit: the player chooses a number, and if they roll that in a triple, they are visited by Istigh.
Ahras believe that eventually, they will enter a slumber or meditative state that will bring their body, heart, and soul into their subconscious mind, merging them with Istigh. This is the goal they all have.

PRO -1 ATH -1 STR -1 AWA +4 WIL +2 PRS +1 STH +1

Bifronte

Type: Pilgrim

Bifronti are pilgrims who travel to the sacred sites of the ancient legends and cross enchanted threshholds to gain special magic. They believe in the original stories, embodied as figures known as the Ancients, and in variations of their tales, any door described is considered an ancient site. They believe that every doorway is special, every threshhold contains magic, and every transition or change of setting represents a sacred passage.

The beliefs of the bifronte come usually from being raised on stories, fairytales, folklore, and legends. Some grow up raised by other bifronti, and some grow up raised simply by believers in the ancient stories. Some come to them later in life, but most grow up learning them and believing the truth of them. They dream of them, have visions, and believe in the ideals within them, if any. And eventually, because of the potency of their belief, they begin to dream of doors mentioned in them. And thus, they seek them out. Those who grow up as children of bifronti sometimes have aleady visited them, but they do not gain magic from it until they have their dreams.

At their first sacred door, they are tested as they pass through it or engage with it (if it is sealed or not crossable somehow), and one of the ancient stories comes to them. This becomes their guide and their primary story, which they must seek out for the most magic. The player would choose a folktale, fairytale, legend, myth, or other ancient story, especially one associated with Italy or Ireland (but any is possible) to be their primary story. It must be old enough to exist before 1550 AD, and you must gain the GM's approval - the GM will adapt it to the setting, as many beings from these stories already exist within it. They will have 1-3 abilities derived from that story. They will also have the following abilities:
  • Crossing: they may cross a threshhold and know the stories connected to the place they enter or cross to a different place as a form of minor teleportation.
  • Unopening: they may make an open door closed without touching it, not only closing the door, but reversing whatever came through it within a certain amount of time.
  • Reopening: they may close and reopen a door to connect to a room or place it should not connect to, within a certain range.
  • Seal of the story: they may connect a mundane or unaligned door to one of their stories instead.
  • Connected threshholds: any sacred door from any story may connect to another if they will it.
The more sacred sites they visit, the more power their beliefs have.

PRO / ATH +2 STR +1 AWA +2 WIL +2 PRS / STH /

Moladhuir

Type: Plauditor

Moladhuirs (mol-uhrs) are those who praise and celebrate the Ancients and the tales and legends of yore, drawing magic from their praises.

Moladhuirs are believers in the Ancients primarily, and they follow the fey and fairy beliefs that all stories are true. Folktales, fairytales, legends, and myths are real and have potency. The figures from them or who embody them are extremely powerful, and moladhuirs celebrate these figures, celebrate the stories, and delight in sharing the stories. They have special rituals for the stories they most prefer, telling the stories, performing certain celebratory events, and drinking and eating specific things to honor them.

Most moladhuirs are raised on the stories, though this is not necessary to become one. One must merely cherish the stories once they have heard them. They relish telling the stories, and they find certain ones that they relate to for personal reasons. They carry these stories with them, and they learn the rites and rituals to honor them, usually from other moladhuirs. A major part of their rituals is drinking certain things, usually wine or other alcoholic drinks, and toasting to the Ancients. As they celebrate, the mirth they have or create gathers in their cups and fuels their magic. Eventually, as they perform these rituals, they have a drunken dream and are visited by figures from their stories. When they awaken, if they are truly followers of the Ancients, they gain certain abilities:
  • Toast to the Ancients: they may make a toast to the Ancients or their stories and gather mirth created by it in their cup.
  • Cup of legends: the cup, which may be any cup, holds the energy of the mirth created and, if drunk from, will give magic based on their chosen stories.
  • Rousing praise: they can praise in song or speech their chosen stories and rouse any who have heard the stories, giving them bonuses to various actions.
  • Empowering applause: if they get applause for the performance of a story - genuine applause - they gain bonuses to their base stats temporarily.
  • Drinking song: they can sing a song that brings mirth and merriment to those around them and make them all feel a little drunk.

Moladhuirs are not trying to convert anyone or spread the word so much as simply celebrate the existence of the stories they believe so deeply in. However, if they do convert or spread the word, they are not opposed to it.

PRO / ATH +1 STR / AWA +2 WIL -1 PRS +3 STH /

Soffusore

Type: Beatificer

Soffusori are those who are overcome with their belief in stories and overtaken by different characters from those stories. Soffusori are believers in any or all stories, not just those of the Ancients, though those are special to them. They believe all stories are true, even those that contradict one another, and that the characters in those stories have power.

Most soffusori are raised to believe in stories, usually in families who are fey or connected to them, but some come to these beliefs later in life. Either way, simple belief is not enough - they must have special connections to the characters in the stories they most fervently believe in. Sometimes there is only one character they identify with, sometimes more, but they always have a handful that they connect to more than others. Eventually, they begin to dream of being the character, and if they believe powerfully enough, one day, those dreams will become visions during the day, until eventually, the character connects ot them directly, taking them over.

From this point on, they have a direct connection to the character(s), and they can channel powers, abilities, skills, stats, lore, and more from them. They tell the story when they can, sharing it often, and trying even to live it to some degree.

If a player chooses to be a soffusore, they must come up with a fairytale, folklore, legend, tall tale, or myth to connect with. This may be one from our world adapted to his, with the GM's help, or it may be one they come up with with the GM's help. It can be archetypal or specific. But they will effectively come up with two characters - their character and the character that takes over their character - and two backstories. The one that their character believes in will be a potent spirit of an older tale that gives them abilities based on the story they are from and can take over at certain times.

Many confuse this with some kind of dissociative identity disorder, demon possession, or other explanation, causing distress to the soffusore.

Stats vary by story.

Tuiscintoir

Type: Priest

Tuiscintoirs (tish-kint-or) are priests who observe the ancient rites of the Tradition, helping others understand the themes and ideas behind the most ancient stories, and serving the Ancients. They tell the stories in order to share their message, their theme, their ideas. They like parables and fables to spread ideas.

To become a tuiscintoir, one must be initiated into the service of the Ancients. There is no formal church or faith of the Ancients, but there are those who have formed their own organized groups, usually small ones, and these tend to focus on one or some small number of stories. The Order of the this and that, the Circle of so and so, that sort of thing. They are not cults, but they are not far off from them. They do not tend to recruit, but they accept those who seek them out if they are sincere in their beliefs and dedication. To them, what is important is to spread ideas, not to recruit. They perform rites based on the Tradition, the most ancient rules of the fey and fairies. From these rites and rituals, they draw magical power:
  • Rite of the Most Ancient: a rite to honor the Ancients, a rite to draw upon their power, a spell to protect a story.
  • Parable of the Forgotten: a ritual of forgotten stories, an invocation to remember things lost.
  • Fable of the Fundamental: a ritual of the moral or ethical themes behind stories, drawing forth insights into the story one is living.
  • Story of the Heroic: a ritual of the protagonists of any or many stories, this ritual gives bonuses to someone the tuiscintoir designates.
  • Traditional Ritual: to invoke the Tradition is to force a fey being or wielder to stop following the malleable Lore and start following the immutable Tradition.
Tuiscintoirs have magic that is more varied and complex than other faithful. The above listed rituals all have many and varied effects, depending on which stories the player and GM decide the character will focus on. These will likely be stories such as old fables, parables, and other tales with a meaning or message.

PRO / ATH -1 STR +1 AWA +3 WIL +3 PRS +1 STH -2
Topic revision: r4 - 29 Mar 2026, SallyJaneBlack
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