Fey Warriors

Those who use fey magic to fight.

Bothanoir

Type: Naval

Bothanoirs are naval warriors who sing magical sea shanties as they fight. Bothanoirs usually start out as normal sailors, but some moment at sea transforms them as they sing for their survival, often encouraged by powerful fey sea beasts or strange moments with legendary sea beings. They rarely come to it via study, though some do make deals for it with powerful fey.

Many ships have multiple bothanoirs working together, engaging in call-and-response, and many have mundane singers among the crew as well. The music aids in the work. But when battle comes, the bothanoirs unite their songs to defeat the enemy. Some work helping mundane fighters, and some are dangerous all on their own. They usually use improvised naval weaponry - belaying pins, nets, hooks, tridents, chains or ropes, and so on - but they always have a blade of some kind handy as well (cutlass, dagger, spear). Some use firearms, but quieter weapons help their singing better.

They have many songs:
  • Drinking song: while drinking, if they sing, the drinking is equal to rest.
  • Call-and-response: during a fight, a call-and-response song will give bonuses to all who engage in it.
  • Landlubbers lie down below: this song gives bonuses against landlubbers.
  • The poor ole dog was drowned: if they are in the water, they can sing this to keep anyone from drowning.
  • In the round: anyone who engages in singing in the round gains bonuses on the round they join in.
  • Going home: singing about going home makes it easier to get there.
  • For my love in every harbor: this song allows them to know the local language.
  • Lament of the pressed: anyone sailing against their will gains bonuses to survival.
  • Jolly sailing life: raises morale amongst those sailing.
  • A lewd tune: bonuses to STR and ATH from singing a song of lewdness.
  • A-roving: bonuses to sailing or any naval combat involving long-range weaponry.
The songs are a mix of sailing bonuse and fighting bonuses, but the bothanoirs are more apt to sing during battle.

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

Laochra

Type: Warrior

Laochra draw magic from ancient stories of war to fight better.

Laochra are either fey warriors attuned to the magicks of war or people who have made a deal with powerful fey in order to gain the arts and magicks of war. Those who make a deal with powerful fey almost always make major sacrifices or go deeply into debt for their abilities, often swearing to serve as the fey’s champion warrior. Every ability they get has a deep cost, but also a great power. If they are fey, they must find a mortal to pay the cost. If they made a deal, they pay the cost for the power.

  • Dance of silver blades: the laochra can perform a magical war dance that enchants their weapons to +3/+3 more for the coming combat, allows them to harm any being immune to mundane weapons, and makes them flash with every third strike (+3 to hit). Using this means the laochra is weak to iron or steel (-3 to dodge, parry, or block; -1/-1 stun/wound) for the fight.

  • Terrifying glamour: +1 intimidation for -1 of every other aspect of PRS (penalty lasts until they next dream). On an exceptional or critical success, the intimidation lodges in the target’s subconscious and becomes permanent.

  • Banishing word: with a word, the laochra can banish one enemy to the realm of Faerie or to the Nether Realm (if they are in Faerie), but they will owe the Wild Hunt an extra soul come autumn.

  • Ward of sevens: casting this gives the laochra +7 to any stat for seven rounds, but costs then -7 to another stat for that time.

  • Song of elevens: singing this allows the laochra to gain +1 per round for 11 rounds to any magical ability or power, but lose -1 to physical stats (ATH, STR) for the same amount of time.

  • Spellblade: the laochra can imbue their weapon with a single spell for the duration of combat, but it will increase the blade’s chances of breaking.

  • Unspoken challenge: the laochra gains +3 read people when seeking to see if someone is antagonistic toward them, gaining +3 reaction to a fight with that person at any point thereafter, but suffering -3 to all other PRS rolls against them.

  • Fairy light burst: a burst of fairy lights confuse all targets within 40’, power 17, costing the laochra -6 STH for six rounds in combat and six minutes out.

  • Fey arrow: an arrow made of faeriewood and tipped with toxins from fey mushrooms erupts from the laochra’s hands, leaving a normal wound in their palms but hitting at a 13/19/25/31 and poison power 17.

  • Faeriefire charm: this spell unleashes a wave of faeriefire 20’ wide in a 50’ flow, burning everyone who believes it is real, damage rating 16/20/24/28. This costs the laochra their body heat for a week, making them more susceptible to disease, fire, and cold damage.

  • Warrior’s feast: the laochra summons a fine feast for themself and up to six other companions. The feast gives them +3 STR and WIL, -1 ATH, -1 STH, and -1 AWA for either the upcoming combat or for a day. Any non-fey or non-fey-empowered being who eats it must also pay a special price to the laochra or fey benefactor or be trapped in the realm of Faerie.

  • Battle omen: the laochra may roll a d100. 1-10 means someone on their side will die (low die and -6 to all allies and the laochra). 11-20 is an major ill omen (-6 to all allies and the laochra). 21-30 is a moderate ill omen (low die to all allies and the laochra). 31-40 is a mild ill omen (-1 to all allies and the laochra). 41 to 60 is no indication. 61-70 is a mild good omen (+1 to the laochra and all allies). 71-80 is a moderate good omen (high die to all allies and the laochra). 81-90 is a major good omen (+6 to all allies and the laochra). And 91-100 is assured victory (+6 and high die to all allies and the laochra).

  • Exchange of blows: the laochra may challenge someone to an exchange of blows. They may take the first blow and live through it, no matter what it is, then return the exact same blow a year and a day later. If the person returns and accepts the blow, they may also live. If they attempt deception or any other attempt to get out of it, they suffer the blow’s effects.

  • Trick shot: the laochra may sneak attack without sneaking once per combat, but will take -3 to AWA against sneak attacks until one is successful thereafter.

  • Hunter’s price: the laochra must pay the Wild Hunt at least one soul per year as part of their deal with the magic of the fey. This means they must kill someone once per year and make them an offering to the Wild Hunt. Failure to do so means they themselves are taken.

  • Cat’s paw: the laochra may take +3 ATH for a combat but suffer -6 ATH outside of that combat for a week.

  • Mimicking defense: the laochra may invoke mimicry of their opponent in order to get +3 to parry (one opponent per combat), but suffer -3 to all other opponents in that combat (if there is only one person in the combat, they must take the penalty for their next combat).

  • Witch’s waters: the laochra can summon magical water that dispels enchantments on a single target, but they must give up an enchantment of their own to do it.

  • Poison edge: the laochra may give a weapon a poisonous edge, but they will be sick for a day afterward.

  • Keening battle cry: the laochra may unleash a wailing battle cry that guarantees the death of someone in the battle. They roll a die equal to the number of combatants (or some multiple thereof, the GM determining distribution). The one they roll suffers low die and -6 for the combat.

  • Warriorsblood: the laochra can spill enough blood to suffer a deep wound to heal a fellow warrior during combat.

  • Winds of war: the laochra may give all allies +1 PRO, ATH, and STR by summoning the winds of war, but they suffer -1 AWA, WIL, and PRS for the same time.

  • Dreamstone armor: the laochra may summon armor made of dreamstone (+8/+8 armor) for the duration of combat, but it will only work if they are in Faerie, the Dream Realm, or a place of fey magic. Anywhere else, it simply becomes an immovable prison of soft stone that offers no protection.

Laochras eventually find they cannot meet the Wild Hunt’s price and pay it themselves, ending up powerful figures of the Hunt, or they find a way to fully pay off their fey benefactor.

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


Marcach

Type: Mounted

Marcach ride fey animals into battle. They usually wield long weapons like lances, spears, polearms, chain flails, etc. to fight from the back of their steed.

Marcach are usually warriors first, often on mundane horses or steeds (unless they are of a non-average size), but serving in Faerie or fey armies or being a warrior in fey realms, they end up either seeking out magical steeds, making a deal for a magical steed, losing their steed and getting a magical one somehow in some story, being sought out by a magical steed, or having some other strange story of getting one. Once they have one, they must bond with it via a quest. After the quest, they gain certain magical abilities:
  • Summon steed: the marcach can call their steed from anywhere, anywhen, anyhow. The steed does not necessarily have the ability to ride on terrain it is not designed for (i.e., a porpoise can't swim on land).
  • Synchronous strike: while being ridden, the mount can strike at the same time as the marcach, giving bonuses to hit.
  • Cainte ainmhithe: the marcarch speaks the language of all fey animals.
  • Shared strategy: a passive ability; their steed, when they are not being ridden, does what the rider wants them to do in combat - this lets the player control the animal during combat.
  • Bonded flesh: the marcach can take wounds for their steed. The steed can take wounds for them, too, but this is not up to the player.
Most marcach are not military, but independent warriors from fey regions. Some are noble, some aren't. Most are on long, ongoing quests given them by powerful fey or some part of their backstory.

What animals they ride is limited by the size of the species of the character:

These are only available to characters under 6" tall:
  • Barrluch: a little fairy mouse with a tiny cap on its head who is very sleepy. They sleep for the rider.
  • Boladh: a sniffer mole who has no eyes but can smell secrets. They can tell when someone has a secret.
  • Cnota rua: a red knot bird living by the shores who can see souls in people's reflections. They will tell their rider what they see.
  • Crosan: a razorbill, a seabird, who gathers oysters and dances silly dances. Their bill is aptly named and useful in battle.
  • Cruidín: a kingfisher with purple and bright blue feathers who were bonded together from a pair of lovers. They can protect their rider's heart.
  • Dallog: a shrew known for its friendly demeanor, despite what you might think. They give PRS bonuses.
  • Doileirleam: a squirrel with an amazingly fluffy tail of which it is very proud. They will die if their tail is harmed, but cannot die otherwise.
  • Dreolín: a wren that can be killed and revived on midwinter's day, if you sing the song for its funeral. If the opposite happens, they will sing to revive the rider once, at the cost of their own life.
  • Easog: a weasel known for its trickery and thieving. They will steal for their rider.
  • Fearan: a turtledove who is legendarily trustworthy and reliable. They will show up even in extremely difficult to reach circumstances.
  • Fuiseog: a skylark whose song can be heard in the highest skies. Their song has magical properties.
  • Gealbhan crainn: a sparrow known for telling dirty jokes. Their crudity can stun powerful or proper people.
  • Gráinneog: a hedgehog who is grumpy but helpful, very domestic. They will help keep the house neat and tidy.
  • Laghairt: a fairy lizard who can change size. They can grow to the size of an elephant or shrink to the size of an ant.
  • Sweet mayfly: a mayfly who encourages the typical beltane festivities. They are immune to fire and make their rider the same.
  • Unready grasshopper: a grasshopper who is never prepared for crisis. Someone always shows up to help them in their time of need.
  • Violet capsid: a true bug (a capsid, specifically) known for being very critical. They can tell their rider the weakness of certain enemies.
  • Violet patch: a butterfly of beautiful violet patched wings known for showing up in many stories. They have a legend lore score of 17.
These are available to characters 6" to 2' tall:
  • Arddubh: a very loud and angry starling who gets into silly arguments. They can provoke opponents into only fighting them.
  • Brioscarnach-ghé: a cackling goose who does just that. They drive people mad with their laugh.
  • Broc corcra: a violet badger who sleeps most of the time, dreaming powerful dreams, and gets ornery when woken up. They share dreams with their rider and give them magical advantages.
  • Cait sith: a magical fairy cat with many powers. They can steal souls, grant good luck, and have one witchcraft spell.
  • Castory terrier: a black dog who appears in shadows. They have a STH score of 17.
  • Cearcog: a purple gallinule bird, a swamphen in many colors, who has secret folksy wisdom. They have a random knowledge score of 17.
  • Coinin: a trickster rabbit who is unbelievably fast and clever. They have a running speed of 16 and a free token for a cunning plan.
  • Cur rua: a red kite (bird) who can fly back and forth through stories. They have mild prescience and a strong history score.
  • Dobhar chu: an otter-dog with many magical powers. They can get surprise attacks when in the water.
  • Fairy stoat: a tough and rough stoat who knows how to fight. They have a PRO of 17.
  • Gabhlán gaoithe: a swift who lives up to its name. They have a flight speed of 20.
  • Garg ruadh: a duck who makes big boasts it can't live up to. They really believe in their rider and make claims about them, too, that sometimes come true.
  • Ialtog: a bat which can turn its head upside down when needed. They can see stories back to front, sideways, or upside down as well.
  • Laghairt: a fairy lizard who can change sizes. They can grow to the size of an elephant or shrink to the size of an ant.
  • Leid dearg: a legendary fox trickster. If the player chooses this, the fox may be the PC and the rider an NPC. The fox has many, many powers.
  • Scréachóg: a jay bird known for raucous shouting and intricate, pointless stories. Their stories can cause magical confusion in foes.
  • Sléibhín an gháire: a laughing gull who tells good jokes. They can cure emotional damage.
  • Spioróg: a sparrowhawk known for being a skilled hunter. They have a hunting score of 17.
  • Storc ban: a white stork who delivers babies. They have magic to protect children and can sense when they are in danger.
  • Tapacosa: a fast-footed hare who can move nonlinearly. They teleport randomly sometimes.
  • Tarmachan: a red grouse of the moorlands who puts things together when it shouldn't. They can make strange objects out of two disparate ones, if they can hold them in their beaks.
  • The lynx: a master of secrets and mysteries. They can turn themselves and their rider invisible.
These are available to characters 2' to 5' tall:
  • Airitech: a grey wolf who protects lost children or those who stray from the path. They can sense when someone has strayed from the road.
  • Buaf tiarna: a very big dream toad. They belch hallucinogenic clouds.
  • Ceann cait: a magical owl full of lore. They have a fey lore score of 17.
  • Coirt: a fairy seal who is a selkie that can't ever change back. They have all the skills but not abilities or powers of their former self.
  • Corr chorcra: a purple heron who has a trove of odds and ends that were lost from other stories. They have a random, useful mundane object ready at will.
  • Cosafada: a massive daddy longlegs who can walk between stories. They can shift reality once per year.
  • Gaire : a cave hyena known as the antagonist in many stories. They are ruthless and take no penalties to called shots to kill.
  • Kearin goat: a magical goat who are imbued with wild magic. They cause wild magic surges on rolls of 1, 7, or 10.
  • Laghairt: a fairy lizard who can change size. They can grow to the size of an elephant or shrink to the size of an ant.
  • Leimgainimh: a giant sand hopper (crustacean) known for rescuing people from drowning. They do this in exchange for the stories of the undrowned, and thus, they have many sea stories.
  • Meirliún: a merlin (falcon) with great magicks. They have 11 spells they can cast.
  • Muc mhara: a porpose who gets revenge on their bullies, but will be subject to the GM making "on porpoise" puns. They get bonuses to fight any opponent bigger than them.
  • Ochtcosa: a wolf spider who has many riddles for you to solve. They gain bonuses to harm someone who fails to solve their riddle.
  • Onchu: a waterdog who terrorized the land. They become water when diving into it.
  • Rucach: a violet rook who hunts for the Wild Hunt. They can sense those who owe the Wild Hunt and can steal souls.
  • Seangan: a 5' long ant known for its industriousness. They are enormously strong and have a potent sting. They build all sorts of things.
  • Sliogan glas: a green turtle who is very slow but very steady. They cannot be stopped if they have a goal without enormous magical resistance.
Anyone 5' tall or taller can ride these:
  • Aonbharr: a legendary horse who can walk on water and run faster than the wind.
  • Bayena: a sperm whale who swims through dreams. They can appear anywhere from dreams, though it will wake those whose dreams they were in. They cannot swim on land.
  • Beithíoch corcra: a purple dawn bear who has many war stories. They have a PRO of 17.
  • Cabyll-ushtey: a water horse of the seaside. They can swim in water or ride on land. They are immune to poisons, cold, and fear.
  • Ciaróg ollmhór: a giant beetle who can alter its body to fit the story. They are enormously strong, can fly, and are known to heal their riders once per week.
  • Clumhpeist: a furry annelid about 10' long who connects different stories together. They can connect any two people's stories and tell their rider how.
  • Cu sith: a fairy dog the size of a small cow with many magical powers. They have three barks, the third of which means death, and they can move silently.
  • Donn cuailnge: an extremely fertile brown bull. They will not be ridden by any but one who has bested them.
  • Eala thundra: a swan with a thundrous voice and magical transformaton. Their voice can break stone, and they can turn into an ugly duckling at will.
  • Ellen trechend: a three-headed monster. They can breathe fire, turn into a swarm, and fly.
  • Faeriesteed: a magical fairy steed which comes when called. They phase through matter, vanish twice a day, and glamour themselves.
  • Fathachosa: a millipede who is miles long. They become land bridges when they sleep.
  • Fey deer: a magical deer which dances between stories and dreams and realms. They can vanish, move through solid matter, and cannot be harmed but by cold iron.
  • Fey elk: a large elk filled with the magic of life. Their blood heals.
  • Glas gaibhnenn: a cow producing enormous quantities of milk. Their milk is nourishing.
  • Gruama: a rugged donkey who can get through anything. They are steady-footed and stubborn, unbreakable will.
  • Laghairt: a fairy lizard who can change size. They can grow to the size of an elephant or shrink to the size of an ant.
  • Mac tire: a dire wolf. They intimidate at a score of 20, can howl to freeze people's hearts, have a hunting score of 17, and can eat souls.
  • Oillipheist: a massive sea or lake monster. They can turn water blood red and control it, eat cows whole, and turn into a bone.
  • Olannach: a woolly mammoth who is very shy. They have a massive stone club they wield with their trunk and can hear anything.
  • Seanfhear: a whale known as "the old man" who has all the wisdom of stories. They have a knowledge of stories at score 17.
  • Strong damselfly: an 8' long damselfly who is a strong female heroine. They only let non-men ride them and take high die against cis men.
  • Torc olmhorr: a giant boar who terrorizes the realm. They appear out of nowhere, trample everyone, and are able to eat anything.
  • True panther: a drunken panther. They are multicolored and can feast for days. Their breath is very sweet and attracts prey.

Marcach often find their personalities reflected in their steeds.

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

Sagittarian

Type: Archer

Sagittarians are archers who draw magic from deep legends. Though the original legend is a centaur archer, sagittarians need not be centaurs - they just need to be mounted - but they may also draw from other legends of other archers. There are a few common variations:
  • Apple-shooter: a folk hero who shot an arrow off the head of someone (the legend varies), this one is known for precision. If they choose this legend, they will have a precision shot ability.
  • Classic sagittarian: a mounted or centaurian archer legend. If they choose this legend, they will have a mounted archery ability.
  • Hooded archer: an archer and bandit who robs the rich and gives to the poor, this legend is known for boldness. If they choose this legend, they will have an ability rooted in audacity and intimidation.
  • Katerian: a fey archer who was as much a trickster as a warrior. If they choose this legend, they will have illusory arrows.
  • Lunar huntress: a huntress who wields the power of the moons, this legend is sometimes depicted as a deity. If they choose this legend, they will be able to see in the dark.
Other legendary archers are completely acceptable. Make one up or find on in Earth's legends and myths. But they must be from mythology, folklore, or fairytales, not pop culture.

To become a sagittarian, one must practice and know archery, must be able to ride if they choose a mounted archer, and must know fey lore and legends of archers. They must revere and nearly worship their legendary predessor, hero-worship them. And they must learn to draw magic from that legend and worship. Some make deals with powerful fey (including their legend, if possible). Some study the lore for decades. Some have near-death experiences and visions that grant them their magic. Others find magical objects with the energies they need. But they somehow connect via their story to the legend, and they learn with practice how to wield the magic:
  • Trickshot: they can do a fancy trickshot (like a ricochet or some other stunt) with no penalties to their archery score.
  • Arrow of moment: in a dramatic moment, an improbable shot may be made with no roll, but it will burn out their magic for a period of time.
  • Legendary visage: they may take the imagery of their legendary inspiration and appear as them temporarily for bonuses to PRS or intimidation.
  • Rapidfire: they may fire up to six times in one round of combat with a -1 per roll.
  • Refilling quiver: they may draw arrows out of legend instead of reality, keeping their quiver full beyond its capacity.
Sagittarians are usually archers working for fey lords or leaders, but some end up working for others. They are usually individuals, not part of any sort of military.

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

Tutelaro

Type: Siege

Tutelari draw magic from the story of the place they are defending to defeat sieges. The places they usually protect are fortresses, castles, or other defensible structures with weaponry and other defenses built in or kept there.

The stories of a place are alive, and if treated well, will reward those who dwell within it. A tutelaro learns what the stories like and finds ways to give them what they need and want in exchange for powers of protection. Stories like to be shared and remembered, so telling the story of the place is the most important thing a tutelaro must do, preferably weekly or nightly and to an audience of at least one person. If it ever goes below monthly, the story will revoke the magic they grant.

Other things the stories like include but are not limited to keeping the place clean and maintained, welcoming guests, following certain rules idiosyncratic to the place, returning nightly or at least weekly to the place, not altering the place too much beyond how it is described in the story, or re-enacting the story within the place. The more these customs are kept, the more likely the story will make contact and grant magic to the tutelaro.

As a protector of the place, the tutelaro must also defend it against attacks both physical and metaphysical. They gain certain abilities to help them do this:
  • Engines unleashed: the tutelaro can fire all the siege engines defending the place at once. This can also be applied to any ranged attack a defender might have if they are on the walls or similarly positioned.
  • Hand of the place: the tutelaro may put their hand into one wall and out another anywhere within the place.
  • Interior passaging: the tutelaro may walk through any door within the place and come out any other door within the place.
  • Sealed will: the tutelaro may seal all exits and entrances, even non-traditional ones (i.e., holes formed by attacks), with sheer force of will if they are within the place.
  • Returning: they can return instantly to the place once per week.
  • Armor of the walls: outside the place, they may carry the strength of its walls in their armor.
  • Distant shield: if the place falls under attack while they are away, they may lend all their defensive properties to it from a distance for a short time.
The kind of place it is may also give them other abilities. Consult the GM to come up with ideas.

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

This topic: Shem > Campaigns > ThirdShemCampaigns > BellumNovem > 9GCharacters > 9GCharGen > 9GOccupations > 9GWarriors > 9GFeyWarriors
Topic revision: 03 Apr 2026, SallyJaneBlack
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