Fey Faithful

Those who practice their faith with fey magic.

Bero

Type: Beatificer

In the fairy queendom of Kherephuv, the most Ancient stories are remembered. Most are raised being taught these stories, and many believe in them with a religious fervor. By the Tradition itself, they honor them via special rites and rituals and daily practices, and it is not uncommon for people to treat the Ancients as deities.

In some rare circumstances, those most devout in their belief are taken over by one of the Ancient stories, overcome with visions, magic, and knowledge. These are called barka (sing. bero), and they are considered special amongst the fey folk. A bero is usually connected to the Ancient story that they first were possessed by. When they are possessed, they feel compelled to tell the story, to share insights, to tell the world around them the tale.

Some examples of the Ancients include the following:
  • Animal Spouse: someone is tricked into or asked to willingly accept an animal as a spouse, and said animal turns out to be a person in secret.
  • Brave Hero: a hero who faces great challenges with bravery.
  • The Captured: a person, often a princess, captured by the villain.
  • Challenger: a person who challenges someone to a contest and wins by wit or brawn.
  • Comic One: the comic relief character.
  • Cunning Hero: a hero who faces great challenges with wit.
  • Cursed One: a figure cursed by some power for their own folly or unjustly.
  • Fable: a story with a lesson.
  • Fated: one who is controlled by fate, not fortune.
  • Fool: one who acts without thinking, often catalyzing a story.
  • Fortune’s Mark: one who is subject to the whims of fortune, not fate.
  • The Journeyer: one who goes on a long journey away from their home.
  • Martyr: one who dies to protect others.
  • Mentor: the figure in the story who teaches or guides others.
  • Messenger: one who brings word that often starts or alters a story.
  • Monsterslayer: a figure, usually heroic, who kills horrific monsters.
  • Pompous One: a person who is full of themselves and thus subject to being tricked or embarrassed within a story.
  • Quester: one who has a specific task or object they seek.
  • Rags to Riches: one who goes from poverty to wealth.
  • The Reborn: one who dies and is reborn within a story.
  • The Returned: one who returns from a long journey to better their home.
  • Revealer: one who finds a truth and reveals it, often to topple a villain.
  • Riches to Rags: one who falls from wealth and learns a lesson.
  • Sacrifice: one who is killed or chooses to die to effect a major change in a story.
  • Seventh Child: the seventh born child, either son, daughter, or other, who is born with special powers.
  • Swapped Spouse: a spouse who is swapped out for another to fool the protagonist.
  • Third Child: the third child whose older siblings are on the same quest, but do it more poorly and are often jealous.
  • Tragic One: one who has a tragic fate, often due to a flaw as a lesson, but not.
  • Trickster: one who fools or tricks to teach lessons or assert chaos.
  • Wrongly Accused: one who is subject to false allegations, often infidelity or murder.
  • Wronged Worker: one who agrees to work for a powerful figure and is not paid appropriately, and thus finds a way to seek vengeance.
These Ancient archetypes take on specific spiritual forms, depending on the culture they are from. In Kherephuv, they each have names (consult the GM) and are featured in well known stories. They are fey and powerful and inmortal, and when they choose a bero, they grant them magic based on the stories they represent. Often, the bero will resemble the story they are being possessed by.

The player will choose which Ancient they are possessed by. Consult the GM for magical abilities based on the stories chosen.

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

Carmelite

Type: Nun

Carmelites are an order of nun who make a vow of silence as part of a fey pact, worshiping fey deities and/or beings (see potential list below), and gaining magical power from maintaining their vow.

There are seven levels of carmelite:

  • Postulant: a carmelite-in-training who is allowed to speak or make sounds based on necessity or have the occasional lapse. She would have 10 points of magic at most.

  • Novice: a newly inducted carmelite who is allowed to speak or make sounds based on necessity but is not allowed a lapse. She would have 15 points of magic at most.

  • Professed: a carmelite of more than a year who is only allowed to speak or make sounds if their life is in danger. She would have 20 points of magic at most.

  • Cloistered: a carmelite who is only allowed to make involuntary sounds with her body. She would have 25 points of magic at most.

  • Privatrix: a carmelite who is only allowed to make involuntary sounds only once per year. She would have 30 points of magic at most.

  • Unspoken: a carmelite who can never make any sound, no matter what. She would have 40 points of magic at most.

To achieve the level of control of their bodies required to be truly silent, they spend decades in seclusion, meditation, prayer, and practice. As they maintain their vows and gain the magic of silence, they gain the following abilities:

  • Silencing aura: everything within 50’ becomes completely silent, giving the carmelite +3 AWA, +1 more per 2 points above 5 that they spend. They can also spend 3 points per 10 feet extra above 50.

  • Quiet contemplation: they may touch someone and grant them complete solitude and quiet for up to an hour (if they are willing) or three rounds (if they are unwilling) for the cost of 5 points, +1 point per point of WIL they add as bonus if they are facing an unwilling target.

  • Unspeaking menace: the carmelite can catch someone’s gaze (AWA vs. AWA) and intimidate them with their silence, giving a bonus to intimidate (PRS) at 3 points of magic per 2 points of intimidate.

  • Hushed movement: they can silence their movements, including anything they are wearing, to give themselves +3 STH for 5 points of magic, +1 more STH per 2 points more magic spent.

  • Mute moment: the carmelite can silence all allies for a round, making it impossible to wield any abilities, powers, or skills requiring their voice or sounds, but giving them +3 AWA and STH for the round. The following round, they gain +3 PRO, ATH, AWA, PRS, and STH.

  • Deafening gesture: they can gesture toward someone and wrap their ears in silence, rendering them deaf or hard of hearing, at the cost of 5 points.

  • Voiceless scream: they can unleash a silent scream that breaks stone, glass, wood, or bone at a power of 3 points of magic per 5 points of STR.

Other powers are possible. Consult the GM. Magic is restored after use if they remain quiet for a day per 10 points spent.

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


Fipreot

Type: Cleric

Fipreoti are clerics of the fey religions common in Gradina. The local religions are rooted in Lore and Tradition, but they always focus on the spirits and their histories. While pumpkins are a major theme in the area and part of the culture and religion, Trandafiru, the Pumpkin Prince, is not worshiped.

Fipreoti believe that certain Traditional and Loric practices honor the spirits of Gradina. They keep to these practices and lead others in them, working in special temples or in small communities where they tell old stories, perform special rites, and explain the ways of the spirits.

To become a fipreot, they are trained in the ways of the Lore and the Tradition by other fipreoti, focusing on learning the stories, the rites, and the practices that each story requires, as well as the ways and magicks of the spirits they honor. After years of study, they are initiated and made a full fipreot, As they take up their practice, as they integrate into the community and serve the spirits, they are granted magicks:
  • Spirit sense: any spirit, whether large or small, corporeal or intangible, can be sensed by the fipreoti,
  • Spiritual insight: the ability to know about the powers of a specific spirit.
  • Loric practice: an adaptable practice that grants them a temporary magic, based on the spirits present.
  • Rite of Tradition: a spell to invoke a specific magic, based on the spirits the fipreot seeks or knows.
  • Recital of tales: the fipreot speaks the tale and enchants those who listen, drawing in all spirits nearby.
Their magic draws from known spirits and unknown ones, the ancient, weak ones that are remnants of the old stories that are everywhere, and thus, they can sometimes have stronger magicks if more spirits are present. The spirits that are present may then have their innate powers replicated by the fipreot if the rites are done well.

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

Tretischina

Type: Priestess

Tretischiny (sing. tretischina) are priestesses from Tridesy who serve the Triple Goddess, the Three Faces of Magic. They are able to invoke the power of the Triple Goddess in a similar fashion to witches, using similar rites, but with different tools.

A tretischina is someone who was raised, usually in Tridesy, to believe in the power of the Triple Goddess and the Lore and the Tradition that states that her three faces are the three faces of all magical energies, which are fundamental to the universe. There are many different interpretations of the three faces, but an individual tretischina will interpret them to be representative of her three methods: ritual magic, spellcraft, witchcraft, bonding magic, goetia, sexual magic, blood magic, innate magic, sympathetic magic, wild magic, etc. The one they choose for the First Face is their weakest, the Second Face is their primary, and the Third Face is their rarest.

They lead others in their communities in rites honoring the Triple Goddess, honoring magic, honoring the flow of energies through reality and narrative. They perform rituals that involve special offerings and sacrifices, and with each of these, they gain temporary access to special invocations. Consult the GM for a list of spells based on the three methods the player chooses.

The magic they use tends to affect magic itself. Some spells may include the following:
  • Sense magic
  • Alter spell
  • Repel magic
  • Counterspell
  • Absorb magic
  • Redirect spell
  • Magical barrier
  • Amplify magic
  • Diminish magic
  • Recognize magic
  • Identify alignment
  • Identify magical object
  • Identify magical power/ability
  • Triplecasting
The Triple Goddess grants these magicks if their priestesses keep to the rites and practices closely. If they abuse this magic for personal gain rather than the propagation of magic itself, or if they attempt to stop someone from learning or wielding magic for any reason besides defense, they may lose their power.

PRO +1 ATH +1 STR -2 AWA +2 WIL +2 PRS +1 STH -1 ESS +4
Topic revision: r1 - 10 Aug 2026, SallyJaneBlack
This site is powered by FoswikiCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding Foswiki? Send feedback