Fey Scholars

Those who use fey magic to learn or teach.

Cuspoir

Type: Consultant

Cuspoirs learn and keep true stories, and they are often sought out and consulted by those seeking truth. Cuspoirs operate almost like oracles, but they do not look into the future. They draw from the truth, from mundane true stories even, to find magic and power. They are keepers of truths others have overlooked, forgotten, or simply did not care about. The true stories in between major events. The true stories not behind legends, but that come in between legendary moments. The everyday.

To become a cuspoir, one must first study true stories. One must understand truth philosophically. One must understand subjectivity and objectivity. And one must know that stories, true or not, have such power in a world of fey and magic. Then, there are ways people may learn to wield this magic - learning the lore through longterm study, making a deal with a powerful fey, being cursed or otherwise enchanted to always tell the truth or with some truth-related fey spell, or to find a truth so powerful it infuses them.

Once this has happened, they must practice wielding it, drawing from it, and gathering them. The more small but true stories they have, the greater their magic, though due to their size, it takes many to make enough magic. Bigger true stories are fine, but they shift into different kinds of magic at a certain point. This isn't about fundamental truths or great meaning, but the little things, all added up into strange and potent truths. Their power is unleashed in the telling:
  • Anecdotal insight: the cuspoir can share a true anecdote about some small event in someone's life and give that person insight into unrelated parts of their life.
  • Truth in minutiae: the cuspoir can notice a small detail that reveals a true others might not notice.
  • Forgotten fact: the cuspoir can remember a seemingly irrelevant true fact that comes in handy in an odd moment.
  • Unnoticed story: the cuspoir can relate a story others did not notice as bigger events took place to bring up relevant information.
  • Absoluteness: the cuspoir can invoke truth as an absolute and resist any attempt at social deception or manipulation.
Cuspoirs are the kind of people you go to for advice in a small community, a neighbor with some odd insights, a friend who knows more than it seems, an unexpected wise.

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

Eagrai

Type: Librarian

Eagrais keep magnificent and keenly organized libraries, using their abilities of analysis and understanding to perfectly order them. They usually come from either upper class fey communities or imperial upper class communities who have abandoned imperial methods for fey magic. They study for years to learn both the work of a librarian and the lore to wield their magic. Their goal is to create a library system for the arcane and strange legens, myths, and stories of fey lore, which often defies categorization.

Eagrai are rudimentary folklorists, using their lore to create a magical index of stories based on their themes, morals, meanings, or commonalities. This is easy enough for mundane stories, but the magical, twisting stories of Faerie are often more elusive and strange. To create an index of them, they must tap into their lore and stories to enforce their will upon them and create a usable structure. This power only comes to them either through many decades of study, deals with powerful fey, or strange and unexpected interactions with the stories themselves. The latter is often accidentally done, sometimes when they are youth, being trapped in a story and only finding a way out by understanding it.

Once they have found a way to wield it, they must either create or find an index, a special list of stories, usually written on vellum. This list contains a categorized list of every piece of folklore, fairytale, legend, and myth they have collected in their library. Their libraries can be as simple as a small trunk of books or as complex as a massive institution. Sometimes they are magical and hidden, sometimes they are collections within an imperial library, sometimes they are wagons full of books being carted to the rural communities, sometimes they are more obscure, arcane, and bizarre. The player and GM will design it together. Be whimsical about it, strange, creepy, weird, fantastical, anything that feels right.

Once they have an index, they gain different abilities:
  • Categorical analysis: they can magically know the category a story fits into after reading the first sentence of it.
  • Instant retrieval: they can tap the name of a work on their index to summon it to their hands.
  • Thematic reveal: they can see the themes of a story they are actually living.
  • Motif change: they can draw from the motif of a story to alter their own character temporarily.
  • Gathering spell: they use this to store a story into their library and thus their index.
For some ideas of indices or stories, refer to the Aarne-Thompson-Uther index, the Roud Folk Song Index, or the works of the Brothers Grimm or Andrew Lang.

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

Imaggivolt

Type: Archivist

Imaggivolti keep archives of stories and books that have never been written, only imagined. Imaggivolti store these in a magical archive that exists in their imagination, which they can make real temporarily.

To become an imaggivolt, one must have a vivid imagination. One must have a passion for stories. And one must believe in the power of imagination. Then, one must learn the lore, either via decades of study or by making deals with the fey or some strange incident involving being stuck in one's own imagination for many years. Once these conditions are met, they must find a way to wield the magic, drawing from their own imagination or the imaginations of others, or from stored imagination that they gather either from their fey benefactor or from other imaggivolti. The stored imagination always comes in the form of a little colorful bubble.

Once they have their magic, they must practice wielding it by trying to imagine their archives. These can look like almost anything, but they only exist temporarily. They must be large enough to contain the imagined stories and books that the imaggivolt has collected, but no other restrictions exist. It may change every time it is imagined, but the closer it is to the original form it was imagined, the easier it is to summon. As they do this, they begin to develop other abilities:
  • Repository of the imagined: they can imagine an archive for the stories they have collected.
  • Bubble of creativity: they can store magical imagination in a bubble for their own use or for others.
  • Archival shaping: they can reshape the archive as they imagined it, adding more space, rearranging, etc.
  • Preservative memory: they can preserve a story perfectly in their memory, but doing this makes it unusable, though it is protected so long as they live.
  • Recreative recall: they can reimagine any story stored in their archive, though it might not be the same when they take it out or put it back.
To find imaginary stories or books, they must get others to share their dreams, daydreams, imaginated stories, or pretend play with them. As they engage with this, listening or playing along or performing or otherwise getting the story out of them, they draw it into a bubble of creativity they have made, then breathing it in. This stores it in their repository to be released later.

They gather up these imaginary, unrecorded, unwritten, previously untold stories and keep them for later. They cannot store their own imagined stories, but must give them to other imaggivolti.

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

Metaphilosopher

Type: Philosopher

Philosophers who study ancient magical symbols to understand every theory of thought, being, and ethics they can find. They study philosophy itself and the symbols associated with it, learning the magical philosophies behind them, and use them to spread knowledge and understand the world around them.

In the times and region of this campaign, metaphilosophers mostly draw from fey and ancient imperial philosophies, but they wield the power of the symbols therein to further their understanding of all that is. They gain the power to invoke these symbols either through extensive study, through deals with powerful fey, or through a strange series of symbolic visions and rituals. The invocation of symbols is done via special charms shaped like the symbols, which burn up upon use. They use multiple symbols to create sentences that define what they are invoking. The player would use the following symbolic alphabet to create their own effects:
SymbolSorted descending Meaning Reversed
Upside down U Truth Lie
U Language Miscommunicate
Two dots Causality Nonlinearity
Two concentric circles Knowledge Ignorance
Three dots Concept Exection
Three concentric circles Mind Unconscious
Spiral Aesthetic Function
Silhouette Self Selfless
One dot Existence Non-existence
Libra Balance Imbalance
Infinity Infinite Finite
Full square Method Methodless
Filled square Reason Unreason
Filled circle Perfection Imperfection
Empty triangle, point up Ethic Unethical
Empty triangle, point down Moral Amoral
Empty square Logic Absurdity
Empty circle Belief Disbelief
Crown Rule Anarchy
Bisected empty triangle, point up Experiment Untested
Bisected empty circle Critique Acceptance
? Question Answer
$ Value Valueless
= Meaning Meaningless
The metaphilosopher uses these not to affect others, but to draw knowledge or information, understanding or insight from situations, circumstances, or other information. They order the symbols in intricate magical circles, invoke their power via ritual, and draw magical lore and knowledge from them. They are esoteric and obscure, hermit-like, and hoarders of their knowledge, taking few students and recording their thoughts rather than sharing them openly (with some exceptions).

Players would use the above alphabet of symbols to create various sentences and create their own rituals to find knowledge via them. This would involve having some target of their magic within the circle, such as a book or other object related to what they wish to know. Once used, a symbol would burn up, requiring that they recreate it via another ritual or by buying or gathering them from other philosophers or other sources of magic.

PRO -1 ATH -1 STR -2 AWA +4 WIL +4 PRS -1 STH -1
Topic revision: r5 - 03 Apr 2026, SallyJaneBlack
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