Fey Healers

Those who use fey magic to heal.

Bambinaia

Type: Nurse

Bambinaie are nurses who wield fey magic and lore to help treat patients and tend the ill. They have either made a deal with a powerful fey or found ancient lore to let them affect the souls of those they treat. They find in the souls the magical source of maladies to treat them. If the malady is mundane, they draw from the magic of the patient to heal the mundane malady.

If the bambinaia learns their magic via the lore rather than a deal, they must be aware of their own soul. This requires either using magical objects or intensive rituals, meditations, and practices. It takes many years to tap into one's own soul, and more again to find a way to affect the souls of others. These processes vary by individual and what lore they have to guide them. Those who take on the power via a deal must give up something very potent to gain it, usually a part of their own soul or a promise of their soul to the poweful fey.

Once they have learned to use their magic, they begin treating patients under the watchful eye of other magical healers. Eventually, they are able to work on their own, tending the basic needs and minor maladies of patients. They begin to develop their magic into specific abilities:
  • Soulsight: they can examine the souls of those they treat.
  • Minor mend: they can tap into the magic of those they treat, using that magic to heal them, taking some of their patients' magic away in the process.
  • Soulsoothe: they can use some of their own soul's energy to alleviate any damage to someone's soul.
  • Soulcleanse: they can cleanse the soul of their patient with a special song.
  • Release: if someone is near death, they can release their soul and bring them relief from the pains of life.
They also learn mundane nursing skills, and they are often very good at them, only using their magic in special cases.

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

Cogaiseoir

Type: Apothecary

Pronounced “co-guh-shure”. They collect the mushrooms from fairy rings to make medicines with. This causes them to permanently hallucinate, which in turn gives them bizarre insights and powers. Just picking a mushroom from a fairy ring is generally safe, but doing so over and over again with apparent intention draws the ire of the fey. Doing so as a friend of the fey still draws their ire. Doing so and making concoctions from it results in being struck with permanent hallucinatory state. This makes them see the following:
  • Ancestral sight: they view some people as that person’s ancient ancestors. (1)

  • Dream sight: they view some people as the last dream that person had. (2)

  • Fear sight: they view some people as that person’s worst fear. (3)

  • Legend sight: they view some people as their cultural heroes or legendary figures. (4)

For each new person they meet, they roll a d4 to determine which one they see. While nothing they see is real, it is all true.

The powers the mushrooms and fey ire grant them as they work include the following:

  • Fungal lore: they know much about fey fungi without really studying it.

  • Intensify mushroom: the effect of a mushroom can be intensified by the breath of a poitigeir.

  • Molding touch: if they enter an emotionally distressed state, their touch causes anything living to mold, power of 11+.

  • Random geas: because they have drawn the ire of the fey, poitigeirs end up having to do strange tasks to assuage that ire. Completing a task alleviates the intensity of their hallucinations. Not completing a task in a certain amount of time causes their hallucinations to intensify.

  • Sporing : hallucinatory spores spread from the poitigeir when they shiver, shake their head, or tremble in any way. Though these exist only as an hallucination, they still can spread to others causing them to hallucination. 20’ diameter range, power of 11+. Everyone is affected, even if they are an ally. They prevent this by washing their hair much more than usual.

The intensity of their hallucinations runs on a scale of 1 to 12. They roll a d6 at the start of the campaign to see where they start. A 1 is mild auditory hallucinations with some rippling effects visually. A 5 or 6 is strong auditory and visual hallucinations but the ability to distinguish those from reality. A 12 is a complete divorce from reality.

The medicines they create are as follows:

  • Foyshough: a concoction that relieves aches, pains, and fevers, but causes wild hallucinations for hours.
  • Colla: a mushroom tea that causes deep sleep and intense dreams.
  • Deshy: a pill of powdered fungi that mends broken bones but causes deep and lasting confusion.
  • Cogas: a panacea that gets rid of all illness but makes the person believe they are someone else permanently.

Their medicines are often taken and used for recreation as well. Imperials heavily regulate their work.

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

This topic: Shem > Campaigns > ThirdShemCampaigns > BellumNovem > 9GCharacters > 9GCharGen > 9GOccupations > 9GHealers > 9GFeyHealers
Topic revision: 29 Mar 2026, SallyJaneBlack
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