Fey Passager

Those who wield fey magic for transport or travel.

Fortune-Sailor

One who flies hot air balloons or kites on the winds of fortune.

Fortune is an energy that cannot be controlled, but it can be nudged. Tweaked. Maybe. If you're lucky. And it can be sensed. Fortune-sailors can sense the winds of fortune and have special materials that can react to them. Like anything to do with fortune, this ability develops by chance, usually when they are young, and it comes with a price. How they sense the winds varies - each fortune-sailor has a different way of interpreting it, and it is not unusual for them to have it slightly wrong. Being able to sense the winds is called "being touched".

Those who can sense and choose to follow the winds of fortune become subject to the whims of those winds, meaning they risk falling on hard times. For fortune-sailors, those hard times often leave them adrift in the skies. This is determined by the classic set up of triple rolls. A triple roll will alter the rambler's luck:

  • Triple 1s: luck lowers by one level

  • Triple 2s: luck lowers by two levels

  • Triple 3s: luck raises by three levels

  • Triple 4s: luck lowers by three levels

  • Triple 5s: luck raises by one level

  • Triple 6s: luck bottoms out

  • Triple 7s: luck tops out

  • Triple 8s: luck lowers by four levels

  • Triple 9s: luck raises by two levels

  • Triple 10s: luck raises by four levels

The levels of luck are as follows:

  1. Calamity

  2. Very bad luck

  3. Bad luck

  4. Neutral

  5. Good luck

  6. Very good luck

  7. Miraculous

A person with calamitous luck will be unable to succeed at any roll and horrible things will happen to them. A person with miraculous luck will be unable to fail at any roll and amazing things will happen to them. With very bad luck, they will always take the low die on rolls and bad things will happen to them, while a person with very good luck will always take the high die and good things will happen to them. With bad luck, they will always take the low die, but no narrated bad things will happen to them. A person with good luck will always take the high die, but no narrated good things will happen to them. A person with neutral luck takes the middle die and has no narrated effects upon them.

Calamitous luck cannot be escaped except by tripling out. Miraculous luck will go away very quickly. The more extreme the luck, in either direction, the more improbable events become around them.

Flying with the winds of fortune has great risks and great rewards. It often means a long journey whether the fortune-sailor intends it or not.

For fortune-sailors, they sense the changes in the winds of fortune by noticing omens and signs, such as certain bird or cloud formations, certain symbols on the ground below, or a certain number of events happening in a row. These vary by individual.

They use these omens and signs to adjust their kite or balloon to react to the upcoming change in the winds of fortune, either bracing for bad luck or opening up for good luck. They follow the directions fortune sends them in rather than a set path.

Like anyone touched by the winds of fortune, fortune-sailors have insights and intuitions they cannot explain, brought on by straight rolls and some variants:

  • 012 roll: flicker - sailor knows something important has happened or will happen, but not what.

  • 050 roll: major intuition.

  • 123 roll: mild intuition

  • 234 roll: vague insight.

  • 246 roll: major intuition.

  • 345 roll: same as last straight.

  • 369 roll: clear insight.

  • 456 roll: vague insight.

  • 567 roll: mild intuition.

  • 678 roll: moment of distress - wild misunderstanding.

  • 789 roll: thunderbolt moment - perfect understanding.

  • 890 roll: clear insight.

Note on 0 rolls: a roll of 0 is a roll of 10, but because the classic d10 shows 0 as a zero, these can be interpreted as such when it comes to straights. A roll of 050 is not actually calculated for gameplay purposeds as 0, 5, 10, but still 5, 10, 10. However, it will still be considered a straight.

An insight is a clear understanding. An intuition is a certainty without understanding.

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


Hidira

One who turns a threshold into a portal.

An hidira meets a powerful fey at a crossroads and midnight and offers something of great power, and the fey accepts and gives them the power of the crossroads, of thresholds, of transitory places. Usually, they give up an abstract quality such as a memory, a feeling, or a magical power, but it might also be something of notable power or interest to the fey. To meet a fey at the crossroads, however, they must first find an isolated crossroads - the fey won't appear on a busy city street, even at night - and then they must perform a ritual that will bring the fey out. This ritual requires performing a song, sacrificing an animal, invoking a name, and/or burying a body part (theirs or someone else's). Once the ritual is performed, they must answer the fey's questions adequately, then make their agreement.

Once they make their agreement, they gain some of the following powers:

  • Reopening: if they close a door or window, they can reopen it to a new location within the same structure - ex. a door that opens into a house may be closed and reopened to a different room within the house, a chest of drawers may be closed and reopened to a different drawer, etc.

  • Bonded thresholds: if an hidira marks two different thresholds with a special symbol, they will become portals to one another.

  • Point of no return: if an hidira marks a threshold with blood, they will make it such that anyone who passes through cannot go back through it without completing some task.

  • Unseen passage: if an hidira marks a threshold with a nail, anyone who walks through it backward will be taken to a place they have never been before.

  • Infinite passage: if an hidira marks a threshold with a hand print while someone is crossing through it, the threshold will loop back on itself, and the person who is within it will be trapped there until the hidira releases them.

Other abilities are possible on the theme of thresholds. Consult the GM.

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


Marcach

A rider of faeriesteeds or fey animals of different kinds. They gain the power to do this either by being fey and having an in-born power or making a deal with a powerful fey. They trade often some part of their consciousness, becoming more feral or wild in the process, or some understanding of reality, making them minorly hallucinate. Other deals are possible.

Abilities vary by the steed they end up with. These horses are the most common:

  • Faeriesteed: the classic fairy horse is a glamoured horse that can vanish three times per day, answers to a magical whistle, and runs through dreams. They have a long list of potential powers, including catalyzing journeys, gaining powers from long travels, teleporting at crossroads, and more.

  • Dinohippus: an ancient horse native to the region whose steps are fated.

  • Nuggle: a mischievous waterhorse.

  • Feresi: a two-horned winged horse from a distant continent who knows but cannot speak the First Language.

  • Wilderhunt steed: a steed of the Wild Hunt, a pitch black horse that moves through the night silently.

Other possible steeds include the following:

  • Fey mountain lion: a cougar with fey powers, very rare and very powerful.

  • Fey deer: a smaller deer who can vanish by flicking their antlers and move through solid matter.

  • Wilderhunt stag: a steed of the Wild Hunt, a black stag with no eyes who is ridden by the most powerful of the Hunt.

  • Curly horn sheep: sheep found at the end of the road.

  • Shaggy moose: moose with shaggy fur who can sense fey Names.

  • Pink reindeer: reindeer who start a journey.

  • Guardian bison: bison who are fey tutelars of the region.

  • Kritosaurus: hadrosaurs who move laterally.

  • Giant purple anole: mischievous lizards who can change their size.

  • Laopteryx: a flying feathered reptile who never looks back and is short-sighted.

  • Giant sleeping eider: a huge seaduck who is always asleep.

  • Mimic snake: a snake that can mimic other animals, often taking a larger size.

  • Violet sea turtle: a huge fey turtle who can see the flow of magical energies.

  • Azure snail: a giant snail full of magic.

  • Giant fairy badger: a badger who likes riddles.

  • Eight-eyed ground sloth: a sloth with eight different perspectives.

  • Journeyer seahorse: a seahorse who can travel thousands of miles without rest.

  • Glawackus: part boar, part lion, part bear, improbable but true.

  • Gumberoo: invulnerable hairless bear who explodes if hit with fire, a tall tale.

  • Paladuri: a lucky porpoise.

  • Philosopherfish: a striped bass who can transmute water into air.

  • Castory wolf: a silent and secretive wolf.

  • Drunken mastodon: a mastodon who likes a drink and will raid lumberjack camps for liquor.

  • Ponspede: a millipede who extends length to cross any gap.

  • Witch’s owl: an owl that serves witches. Small beings only.

  • Wandering bat: bats found at crossroads who can carry you to the next one if you find them at midnight.

  • Possumbat: a twisting of two stories into one.

Consult the GM for detailed powers of the steed.

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


Pazenn

One who can teleport via nonlinear steps. Pazenns gain their powers from learning to think laterally, to see things from a nonlinear perspective, and to understand reality with different rules, rules that lack causality. Most pazenns 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. Pazenns 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 steps.

A nonlinear step will take one of three forms:

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

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

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

Pazenns can take others with them on these steps, 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 step, they must roll a d100. If they roll 1-10, they end up in a different version of reality. This goes up every 13 steps 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 pazenn ends up being there. Partially controlled steps count against the 13-count of steps. If they make enough partially controlled steps to take the count below 0, they end up in a version of reality where everything is reversed and never escape.

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

Topic revision: r3 - 06 Jul 2025, SallyJaneBlack
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