Fey Seekers

Those who use fey magic to seek, investigate, travel, or communicate.

Aimsighbog

Type: Explorer

Pronounced "amshabog". Explorers who use absolute quiet to become aware of the world. Aimsighbogs explore the wilderness, seeking places none others have reached, and then engage in meditative practices to attune to them in perfect silence, taking in every natural sound, finding the secrets found within.

Most aimsighbogs learn their magic from other aimsighbogs, but some make deals with powerful fey, learn from hard study, or find themselves lost in the wilderness and visited in the quiet by spirits. They learn to meditate, to remain silent, and to use their senses while silent to understand what is around them. In this way, they find paths others would be unaware of, find hidden wonders of nature, and discover places none have been to for eons. As they practice their methods, they become quieter and quieter, eventually giving up on speech and learning to move with near perfect silence.
  • Soundless movement: they can take care to move without making any sound, drawing on their magic to stop things from making noise that otherwise would.
  • Quiet awareness: if they stop and meditate in perfect silence, they will heighten their awareness and sense things others miss.
  • Hand sign: they can communicate via hand signals that others understand without knowing how and why.
  • Secret sense: the aimsighbog can sense if someone is keeping a secret from them, intentionally not saying something, once a day.
  • Vanishing stillness: the aimsighbog can become nearly invisible by remaining perfectly still, even in bright light and as the center of attention.
Obviously playing a completely silent character will be a challenge for a player. If you choose this, be ready for it to be complicated.

Aimsighbogs often work for themselves, but they take jobs from anyone (though they have their own standards) to make ends meet.

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

Aistriu

Type: Porter

Those who use sympathetic magic to carry heavy loads. By carrying something similar to what they need to carry, they make the things they need to carry float or move. Powerful aistriu (pronounced "ah-stru") can carry massive objects by holdng some small simulacrum.

To learn their magic, aistriu are trained by other aistriu, given magic in deals with powerful fey, or study it in the lore for many years, but some stumble into it by accident, in strange ways. Like most wielders of fey magic, they must practice for a long time before they get it right. Some end up hurting themselves in the process. Many aistriu learn their magic because they cannot otherwise lift things - many disabled people seek this magic out, though few are able to pay the price to a powerful fey for it or spend the time to fully learn it.

An aistriu must pay a price for their magic. It is never a blood or flesh price, but always a vulnerability. To wield sympathetic magic, they are always vulnerable to it. Any doll that resembles them, their reflection, or anything that resembles something they are wearing or mundanely carrying will be susceptible to harming them or damaging their objects. This applies to things they own but do not carry (like a house, land, or wealth). Thus, they have to find extra protections for their most vulnerable assets.

Because they learn their magic for the sake of bearing and portaging, they cannot use their magic on living things without consent or without some larger object (like a cage) completely surrounding the target. Clothing does not count for this unless the clothing is a single piece surrounding the person (so blankets may work!).

But if they accept this vulnerability and practice their magic, they gain abilities:
  • Sympathetic portage: they can carry something resembling an object and cause the object to move or be carried; this is dependent on their WIL, but the difficulty is not equal to the STR difficulty - it takes less will to lift a heavy object than muscle. This gets easier if the simulacra have something from the object being moved.
  • Adjustable scale: they can adjust the scale of movement - an inch equals a foot, an inch equals a yard, etc. - as they move things via their magic.
  • Replacing spell: they can swap two alike objects in their line of sight instantenously once per week.
  • Drawing heaviness: if they have a simulacra, they can make something easier to port by drawing the weight of the object into the simulacra, letting others carry it.
  • Break unbreak: if an object they are porting breaks, it will break the simulacra. If they fix the simulacra, it fixes the object. And vice versa.
Most aistriu have a collection of common portage objects - luggage and trunks, bags, furniture, etc. - in miniature to do their jobs. They are often hired by imperials or fey lords, but they know their worth and charge heavily for it.

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

Bogboth

Type: Walker

Those who follow the steps of fate. A bogboth (pronounced "bohg-boh") is fated. Some are fated because they were born that way. Some are fated because fate took an interest in them. Some are fated because they sought it out. Some are fated because someone else inflicted it upon them. Some seek to break free, others embrace it. But fate has control of their steps.

Fate, as an esoteric, fey energy, is woven in the form of invisible threads that flow throughout all of reality. They are often disrupted by other energies, but those with special skill and tools can feel them, touch them, and view them. The threads of fate combine to form the tapestry of what is to come. It is a complex tapestry where colors, forms, and measurements have meanings only a few understand. The interpretation of the tapestry tells what fate there may be. A bogboth walks along a thread they can sometimes perceive, sometimes not. But as they follow fate, they gain magic from it, being sometimes even protected by it. Often, they have no control over it.

Bogboths are aware they are fated. They experience life as anyone else - they can act upon their own will - but they know that somewhere hidden beneath their semblance of free will is fate itself directing them. They sense not that hand of fate, but the occasional glimpse of its threads. They gain these abilities in the course of their fated life:
  • Following the path: if they are walking somewhere that is "on the path", they tire less easily, and they can go without rest for longer.
  • Threadsight: the bogboth see a brief glimpse of the threads of fate and knows the path it has dictated for them. If they try to do anything else, they will suffer negative consquences until they take the path dictated. This happens only on an exceptional or critical AWA roll when they try to use this power. Anything less is just them interpreting things as the character wishes.
  • Certain end: thrice per campaign, they may invoke this magic and avoid death because it is not their time. If they use it for someone else, that person is trapped in fate as well.
  • Preordained moment: if they proclaim an upcoming event preordained, they may use three narrative tokens to force it to happen the way they say it should, but they can only do this once per campaign, and if the dice disagree in non-token-driven moments, they will suffer stat losses because of it. If it plays out as they said, they will gain permanent bonuses to some stats.
  • Fate's protection: they are immune to magicks of fortune, misfortune, chaos, and uncertainty.
Because the bogboth is a subject of fate, there will be times the player can lightly metagame. In these moments, they will decide whether their character acts on the character's perspective or the player's perspective - what is best for the game, the story, or the character. They may say, for example, that as a player, they know that beyond the next door is a trap, thus the character does not go there because fate dictates otherwise. In these circumstances, the player will be rewarded by the GM for choosing the less obvious, less safe choice.

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

Cardbearer

Type: Seeker

A wanderer who gathers stories in magical cards. Cardbearers are travelers who learn how to draw power from the story of their own journey. They often find out via trial and error on long journeys that there is a certain magical presence at various moments of the journey, but without the right tools, they are unable to capture and wield it. Thus, they seek out someone to share the lore with them. This either leads them to an experienced cardbearer or to the fey. If the latter, they need to make a deal to share some of their power with the fey to learn how to wield it, but if the former, they are usually just taught how to find and use the power.

To wield the power of their journey, they must learn to recognize the moments on the journey that generate magic. Those moments are usually turning points, moments of struggle, moments of kindness, moments of support, moments of conflict, or milestones. If they learn to recognize them and the magic they create, they can draw that magic into cards made of special materials, storing it for use later. The materials needed are of fey origin and must be gathered from the fey, but an experienced cardbearer can use their magic to simply duplicate their own materials for others to use.

Once the moment is stored in a card, it can be released later to be wielded magically. Effects vary by moment, but some examples include the following:

  • Journey’s beginning: a catalyzing moment, this magic allows for refreshing the cardbearer.

  • A gesture of support: a moment of support may replicate that support later.

  • 100th mile: a major milestone in a journey can give bonuses to the cardbearer in stats that were vital in reaching the milestone.

  • Choosing a new path: a turning point may allow the cardbearer to take an alternative path later, literally allowing them to reverse a decision and make it again within a reasonable timeframe.

  • Overcoming obstacles: the skills or powers it took to overcome an obstacle may be stored and used to give bonuses to those same skills or powers later.

  • “Keep going”: encouragement can be stored and kept for when it is most needed.

  • Journey’s end: the end of a journey may be stored and used to create barriers to others who seek to prevent a journey.

Each of these would have a more specific name and potential use because they would be personalized to a journey. For example, the journey’s beginning for a cardbearer is probably the moment they were cast out or made homeless, forced to live on the road.

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


Clacker

Type: Spelunker

Those who can use fairy lights to travel underground.

Fairy lights are small motes of light that confuse, distract, form illusions, or glow without apparent source. They exist commonly in Faerie but can be summoned or created by those with fey magic. A clacker gains the ability to use lamps of fairy lights by making a deal with the fey or after strange events give them the ability, usually getting lost in the wilderness following fairy lights then awakening from a bizarre and epic dream quest - a quest they never complete. Some few do study the lore to learn how or gain the knowledge from a mentor.

They work exploring caves, usually hired to find if they can be mined or traveled through, but the spelunking is also a passion. They love to go caving, even without pay. They use the fairy lights to explore, which helps them find magical secrets within the caves. They use them also to defend against dangers in the caves, though sometimes the fairy lights make things harder.
  • Revealing mote: any traces of magic or secrets is revealed in a 30' radius.
  • Illusory mote: illusory images form around the lamp in a 10’ to 30’ radius.
  • Dream mote: anyone who sleeps within the light has potent and strange dreams.
  • Questing light: the light guides the bearer on a quest.
  • Luring light: the light makes targets roll AWA vs. its power or be lured toward it.
  • Vanishing flicker: the light allows the clacker and anyone they choose within 10’ to vanish for 30 seconds.
  • Mirroring light: the light shows those who see it dream versions of themselves.
  • Wandering flicker: the light wanders away from the lamp at random.
  • Confusing flicker: anyone who sees the flicker suffers -1 to -6 AWA.
  • Disrupting light: anyone who sees the light cannot think for up to a minute.
Clackers are called "clackers" because the lamps they carry make clacking noises.

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

Imaginant

Type: Transporter

Those who use lucid dreaming to move through the world.

Imaginants gain their powers via learning how to dream lucidly, then tapping into the power of dreams to journey via the Dream Realm. Some gain this power by making a deal with the fey, while others learn it via long and difficult work within their lucid dreams, and others still stumble into it in their dreams, sometimes given the magic as a prank on them, as they wake up somewhere else without a full understanding of how or why. Either way, they gain the ability to dream themselves to other places.

  • Familiar space: if the imaginant is familiar with the space, they can wake up there with relative ease. Difficulties range from 4 to 12.
  • Unfamiliar space: if the imaginant is unfamiliar with the space, it is harder to wake up there. Difficulties are 11+.
  • Nonexistent space: imaginants can dream themselves into places that do not exist if they dream it in enough detail. Difficulties are 14+.
  • Dream space: imaginants can will themselves to dream a different part of the Dream Realm every time they sleep. Difficulties vary greatly.

Imaginants also use their magic to lucid dream any time they wish, which may lead to strange insights within their dreams. They gain special abilities from this:

  • Dream form: they can alter their dream self to have powers, abilities, and magic they do not have in the waking world, and give them to others.
  • Collective dream: they can go to the dreams of those sleeping near them and combine their dreams, once per week.
  • Waking grasp: they can keep one power, ability, or magic from their dream form for an hour after waking once every three days.

Their magic comes from the Dream Realm, and therefore, they must give back to the Dream Realm every time they use their magic. This means either performing a task for their fey benefactor or empowering the Dream Realm by helping others dream more vividly. The latter requires that they tell a story to someone that stirs their imagination.

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


Intuitive

Type: Investigator

An investigator who follows only intuition. Intuitives are in touch with their subconscious mind. They achieve this by taking hallucinatory drugs, talking to anything that appears, and harshly interrogating themselves. Eventually, they enter a state where they meet their subconscious form, and they either fight it, fuck it, dance with it, or defeat it in a contest of wits or riddles, absorbing it entirely, and thus seeing all reality through their conscious and subconscious at once.

They come off a little weird in conversation.

Intuitives are so attuned to their subconscious, their intuition, and their instincts, that they can act without conscious thought, solve problems without knowing it, and actively understand subtext and innuendo.They sometimes struggle with the straight forward, however.

Because intuitives operate on a different level, their mechanics are a little different:

  • Conversations with subtext can be spelled out to the player at the player’s request if the target has a PRS lower than 10. If higher than 10, they roll low die against player’s read people.

  • AWA rolls take the high die when analyzing anything, but the results are not revealed until the character dreams.

  • They take high die on reaction rolls and rolls against being snuck up on.

  • If the player figures something out due to out-of-character information, the character can know it with GM’s permission after they dream.

  • Every session, the player may ask a question and get an answer from the GM (with discretion) that the character simply knows without knowing why. While this cannot be something that spoils the game, they should and can ask questions like “whom should I talk to next?” or “where should we go next?” They do not have to act on the GM’s answers.

  • If they are bluntly told something or given straight forward answers or conversation, they must roll AWA or PRS to see if they misinterpret it against a difficulty three higher than their score. The player may consider the information gained out-of-character information to be used for the above-listed ability.

Intuitives work for anyone who can pay, though they often have their own idiosyncratic rules.

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


Leaper

Type: Aerialist

Those who can make laterial leaps into the sky. Leapers gain their magic from learning to think laterally, to see things from a nonlinear perspective, and to understand reality with different rules, rules that lack causality. Most leapers find their way to seeing things this way via a mixture of questioning everything, accidentally stumbling upon some kind of magical effect that challenges their assumptions, taking lots of hallucinatory drugs, and learning of forbidden stories. Some then find their way to forbidden lore that allows them to wield the magic and some make a deal with a powerful fey to do it.

Because the process leading up to this requires changing their perception of reality, there are major side effects to it. Leapers tend to see things happening elsewhere, have dreams of alternate timelines, and get confused about which version of reality they are in. However, this also means that they have the ability to take nonlinear leaps.

The most important thing about their perception of reality is that they believe they can walk on air, and thus, they can, but only after a nonlinear leap, and only for a few minutes before they must leap back to the ground. A nonlinear leap will take one of three forms:

  • A controlled leap taking them somewhere within visual range that is not the spot their leap should take them if causality were in effect.

  • An uncontrolled leap taking them to a random location within 13 miles, up to the GM’s discretion.

  • A partially controlled leap that takes them to a place they have been before where they took a previous nonlinear leap. This will be a roll of 1d8, going back as many nonlinear leaps as they roll (it is imperative the player keep track of their eight most recent leaps).

Leapers can take others with them on these leaps, but they must roll AWA to maintain control and keep those they take with them. The more people they take with them, the more difficult it is (+3 per person, base of 7).

Every 13th controlled or uncontrolled nonlinear leap, they must roll a d100. If they roll 1-10, they end up in a different version of reality. This goes up every 13 leaps by another 10. If they end up in a different version of reality, they spend up 13 seconds there the first time, 13 minutes the next, 13 hours the next, 13 days the next, 13 weeks, 13 months, 13 years, 13 decades, etc. If they were taking people with them, everyone ends up in the alternate reality, but they start at 13 seconds if they have never been before, no matter how long the leaper ends up being there. Partially controlled leaps count against the 13-count of leaps. If they make enough partially controlled leaps to take the count below 0, they end up in a version of reality where everything is reversed and never escape.

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

This topic: Shem > Campaigns > ThirdShemCampaigns > BellumNovem > 9GCharacters > 9GCharGen > 9GOccupations > 9GSeekers > 9GFeySeekers
Topic revision: 04 Apr 2026, SallyJaneBlack
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