Fey Rogues

Those who use fey magic for criminalized activities.

Cardbearer

Type: Vagrant

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 / ESS +1


Iskritel

Type: Arsonist

The power of magic is not always stable. In areas where magic is stronger, instability seeps in over time, and places where the energies of chaos and disorder are present become unstable much faster. This creates an energy called wild mana, which can be sensed by some who are more sensitive to the presence of magic. The use of magic in areas of wild mana, sometimes called blue zones, can risk surges of random effect.

An iskritel is a walking blue zone, and every use of magic by the iskritel causes such a surge. Anyone within 10' of them also risks the same effect.

To become a source of wild mana, an iskritel has a few options. Some accidentally become this way by trying and failing to use magic. Others gain it intentionally by invoking the effect via a ritual of the Lore, though this comes with the risk of burning them out and taking away all of their magical powers. And others still have it inflicted upon them by irate fey. Regardless of how they came by it, in Ranu, the wild effects of it have a tendency to turn them into fonts of unpredictable flames.

An iskritel has a trigger. They can pull this metaphorical trigger by doing something specific to them as an individual. This can be the use of one of their innate powers, speaking a fragment of a spell, using a specific magical object, or some other use of magic, always relating to flame. This then requires the roll of a d100 to determine the effect. The iskritel then rolls their WIL to try to force the effect to affect those they wish to be affected within range. If they fail, the effect hits the iskritel and everyone within range of them. If they succeed, it hits everyone within range of a point they decide upon.

Normal success/fail - 10' or as described, special success/fail - 20' or range times 1.5, exceptional success/fail - 40' or range times 2, critical success/fail - 75' or range times 2.5.
RollSorted ascending Effect Description
1 Faeriefire mote A tiny dot of faeriefire burns anything that believes in it
2 Fairylight mote A tiny dot of violet light distracts anyone who notices it
3 Manaflame mote A tiny dot of blue flame disrupts ley lines and enhances magic near it
4 Violet shock A violet spark of fey energy jars a nearby target, causing them to become confused
5 Geas A nearby individual or the caster is prohibited from a specific action of the GM's choice
6 Firecracker surprise A small firecracker explodes nearby, causing everyone who hears it to LNA
7 Winds of fortune The winds of fortune change the luck of everyone within range
8 Burning cloud A cloud of raw burning fey energy fills the area, consuming any burnable materials nearby
9 Faeriefire orb An orb about 1' in diameter of faeriefire forms, burning anything that believes in it
10 Wrongway fire A flame makes escape impossible
11 Eleventh flame An azure flame rises around the caster, enhancing magic in the area and causing the next eleven spells to escalate in power each time they are used
12 Dreamstone spark A spark flies off a piece of dreamstone, causing the dreams of one person nearby to become solid
13 Manaflame ball A ball of azure flame bounces around the area, disrupting ley lines and enhancing magic near it
14 Fairylight lamp A nearby lamp or a lamp-sized shine of fairylight forms, creating a small show of illusions
15 Fey plasma A wave of violet plasma burns everything nearby, causing any living things to be under the effects of a geas
16 Violet arc An arc of violet lightning bursts forth, causing confusion in up to nine targets
17 Faeriefire hearth Faeriefire the size of a large campfire or hearthfire forms, burning anyone who believes in it
18 Fireworks display A moderate display of fireworks erupts nearby, causing everyone who sees it to LNA
19 Rasp All solid material is corroded as if hit with a heavy rasp; any stone nearby sets of sparks and starts fires
20 Acid stream A stream of fey acid jets from the caster, dissolving relationship motivations in those it hits
21 Rain of fire A rain of faeriefire falls for 2,000 feet all around, burning those who believe it is real
22 Eleventh bolt Eleven blue bolts of energy flash down around the caster, shattering ley lines and amplifying the next eleven spells cast
23 Manaflame burn An azure fire devours any flammable material within 100', enhancing magic nearby and using up mana in anyone it hits
24 Indebt A target nearby owes a debt to the caster
25 Fairylight shine A bright shine of fairlylight forms semi-tangible illusions within 500' of the caster
26 Faerie-bonfire A bonfire of faeriefire forms, burning anyone who believes it is real
27 Jagged whip A jagged line of burning cord lashes out from the caster, entangling and paralyzing a nearby target
28 Violet bolt A bolt of violet energy slams into one person nearby, hitting anyone within 10' of them, causing them to be stunned and inflicting them with confusion
29 Tale of the Hearth The Tale of the Hearth unfolds, cooking a traitor, burning a house, and soothing a child
30 Azure inferno A massive azure fire erupts, hitting everything within 5,000', enhancing all chaotic magic and disrupting all orderly magic
31 Sizzling streak A boiling streak of fairy oil erupts from the caster, clinging to a target and slowly burning away their Passion Motivations
32 Manaflame spark A small spark of azure fire hits a nearby target, giving them a small bonus to magic but disrupting any spells they have on them
33 Eleventh storm A massive storm 1,111' wide forms, randomly striking out with azure energy bolts that disrupt or enhance magic, for 11 hours
34 Basic solution A soapy splash of fairy water falls on a nearby person, cleansing them of all magic and stinging their eyes
35 Faeriefire blaze A blaze of faeriefire erupts around the caster, 200' wide, burning anyone who believes in it
36 Shower of sparks A shower of blue and violet sparks shower around the caster in a 100' circle, either confusing people, disrupting their magic, or dazzling them
37 Fairylight bright An intensely bright fairylight bursts from the caster, causing everyone who can see it to be lost in an hallucinatory, illusory scene
38 Violet heat An area of 500' becomes increasing warm, and everyone in it finds their Relationship Motivations altering to the sensual
39 Dreamstone shimmer A dreamstone forms and shimmers in the light, projecting into solidity the last dream the caster had
40 Violet pulse A pulse of violet energy flows out from the caster, inflicting confusion and panic in everyone it hits
41 Radical explosion An explosion hits everyone within 500', and they all must roll PRS or find part of their backstory fundamentally changed
42 Release debt Someone nearby finds that one of their debts is released and gone
43 Manaflame blaze A 200' wide azure blaze disrupts or enhances all magic within range, consuming it rapidly
44 Eleventh blaze Eleven columns of azure flame form, towering 11' tall and being totally under control of the caster, causing magical disruptions, enhancements, or consumption
45 Faeriefire wall A wall of faeriefire forms around the caster, 20' tall, burning anyone who believes it is real
46 Unexpected tinder Something nearby that should not be flammable erupts into flames
47 Signal flare A blue flare flies high into the air, sending a message to a target of the caster's choice
48 Crackling spark A crackling spray of violet sparks erupts from a nearby wall, tree, or solid structure, spraying anyone within 30' with confusion, stinging pain, and intrusive thoughts
49 Fairylight sun The sun above turns purple and spreads illusions within 11 miles
50 Chemical burn A clear fluid covers a nearby object and burns anything it touches
51 Cracklins The caster has a handful of fried pork skins
52 Violet lightning A bolt of violet lightning flows from the hands of the caster, hitting a target of their choice and inflicting a geas or quest of the caster's choice; if this geas or quest is violated or failed, the subject suffers 17/27/37/47 lightning damage after a year and a day
53 Faeriefire explosion A massive explosion of faeriefire occurs, sending faeriefire flying from 10' in front of the caster in a 2,500' diameter, burning all who believe in it
54 Manaflame roar A 120' cone of azure flames flows from the mouth of the caster, draining them of magic temporarily and burning away the magic of all it hits
55 Eleventh bright Eleven bright azure beams flow from the caster, enhancing the magic of anyone they hit within a 500' line
56 Flare whip A violet flare coils out from the caster, blinding and entangling a target, burning away their Passion Motivations
57 Like a house on fire Two people nearby begin to engage in an intense argument that causes anything flammable near them to burn
58 Consuming burn A violet flame consumes entirely one person or thing within 100' of the caster, turning them into raw fey energy that the caster may devour for energy
59 Tale of the Volcano The Tale of the Volcano unfolds; one person is sacrificed and burned to death; one person is thrown to the sea; and one person is given longevity of life
60 Quest A person nearby is given a quest decided by the GM
61 Fairylight mirror The nearest reflective surface not on the caster's person shows illusions for the next year and a day
62 Faeriefire eruption An eruption of faeriefire flows from a crack in the ground 10' long n front of the caster; burning all who believe it is real
63 Faeriefire inferno A massive faeriefire erupts, hitting everything within 5,000', burning all who believe it is real
64 Violet storm A storm forms and sends violet bolts of lightning down within a 1,000' radius, inflicting geases on all who are struck
65 Dreamstone clatter A dreamstone clatters down the nearest decline, shattering into a dozen solid dreams
66 Eleventh ripple Eleven rippling beams of azure energy flow from the caster, causing all magical things or people they strike to oscillate in power rapidly
67 Flickering A flickering of fairlylight shows a series of illusions that blink in and out of vision
68 Powder line A line of golden powder forms for 30' in front of the caster, and any source of fire will cause it to erupt into surprising shapes of flame and smoke
69 Shock whip A coil of violet electricity twists out from the caster, entangling someone and stunning them, draining them of understanding
70 Alchemical flame A flame of nine colors forms in the hands of the caster, needing no fuel, and burns what they wish
71 Faeriefire conflagration An uncontrollable 5,000' roiling cloud of faeriefire burns everything and everyone within it that believes it is real
72 Manaflame conflagration An uncontrollable 5,000' roiling cloud of azure fire consumes all orderly magic within range and enhances all chaotic magic within range
73 Fairylight dance Eleven perfect fairylights create intricate illusions that dance around a 500' area
74 Powder keg A barrel of golden powder is created nearby; any source of fire will cause it to explode in a 1,000' range into surprising shapes of flame and smoke
75 Hot pie A boiling hot pie hits someone nearby in the face
76 Violet blast An intense blast of violet energy hits one target nearby, inflicting them with a geas that will cause them 12/20/28/36 damage if they violate it, for a year and a day
77 Eleventh gale Eleven intense winds flow from the caster, changing the luck of everyone within 111' in eleven directions
78 Final flamefall A wall of white flame forms at the end of the nearest road, killing anyone who touches it
79 Journey One person nearby is compelled upon a storied journey
80 Wild faeriefire An uncontrollable silhouette of faeriefire forms nearby and attacks the nearest target that believes it is real
81 Dreamstone rumble A dreamstone boulder falls from the sky, shattering into 100 solid dreams
82 Burnt toast A piece of burnt toast pops out of the ground
83 Manaflame wild An uncontrollable silhouette of azure flame forms nearby and attacks any orderly magic users nearby
84 Firework dragon A firework explodes and forms a dragon made of violet and blue sparks that spits faeriefire
85 Fairylight panorama A massive panorama of illusions forms in a beautiful 300' arc
86 Tale of the Wildfire The Tale of the Wildfire unfolds; 11 people escape; 7 people are burnt; 3 people save 1 person; and 1 person dies
87 Violet circuit Anyone the caster has a Relationship Motivation with is subjected to a quest or geas if they are within 100'
88 Eleventh heart Eleven azure hearts form around the caster, and they are able to send these hearts at 11 targets within eyesight, inflicting upon them a spell that affects their emotions
89 Faeriefire nova Everything within 10 miles is burnt with faeriefire
90 Symbolic flame A flame symbolizing the soul of the caster forms within eyesight of the caster and reveals hidden truths
91 Molten dreamstone A large dreamstone forms and melts, unleashing a wild dream and burning anyone who believes it is real
92 Ancient flame A flame stolen from inmortal beings forms in the hands of the caster and is under their control for 30 seconds
93 Manaflame candle A small candle of azure flame burns and is controlled by the caster
94 Violet wisp A tiny wisp of violet energy forms and is directable by the caster
95 Razor whip A coil of violet energy forms and is controllable by the caster, cutting the Motivations of anyone they target with it to shreds
96 Raspberry pop The caster can blow a raspberry in the next 30 seconds and cause everyone who sees or hears it to be confused, stunned, disgusted, and/or delighted
97 Fairylight flicker A single illusion flickers briefly, very rapidly showing something profound
98 Faeriefire candle A small candle of faeriefire burns and is controlled by the caster
99 Eleventh spell The caster may choose eleven effects from this table to cast in the next 11 rounds
100 Tale of the Soul Flame The Tale of the Soul Flame unfolds; the caster's magic is reborn
Iskriteli are obsessed with fire and seek chances to burn structures, places, or things. This obsession comes from the wild magic within them. They want to release it, and that means watching the world around them burn.

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

Izmenenny

Type: Robber

In Tridesy, there are many stories of robbers and romantic rogues who were clever figures, heroes or villains, but always dashing and daring. These stories have inspired many to try to be the same, but few achieve it. There are those, however, who know the stories well enough to see the signs and draw from them - and alter them to their means. The ability to do this is gained either by living them, making a deal with a powerful fey, or being trapped within the tale somehow magically.

Those who intentionally try to live one of these stories must do so closely, but at the same time, they must look for certain signs - moments, objects, creatures, people common to the stories - that they can interact with to capture the magic. This is a strange practice, one of Lore, that is different for every user. But they usually involve making a key decision differently from the figures in the stories in order to twist the story to their own ends. When they do this, there is a palpable energy that the cunning and powerful may take into themselves, altering themselves magically.

This is very difficult and few achieve it, but those who do become wild and powerful highwaymen and robbers who are sung about and the subject of wild rumors in the regions they dwell. They gain some of the following abilities:
  • Improbable leap: they can alter reality just a tiny bit to let themselves make a great physical leap.
  • Altered quaff: they can alter alcoholic drinks they are consuming to be mildly healing and soothing.
  • Rippling whistle: they can whistle and alter the area around them, causing plants or rocks or other nearby objects bend, twist, expand, or shrink.
  • Impressive greeting: they can alter themselves temporarily upon meeting someone new to make themselves more impressive.
  • Unusual change: they may alter their superficial appearance to be unusual - distinct in a way that is very different from what they normally look like - temporarily, but they will be very noticeable.
  • Shifting tale: if a Significant Moment in the story they are living occurs, they can choose to alter it, changing their own backstory.
If a player chooses to be an izmenenny, they will come up with both their character’s backstory and, in conjunction with the GM, the legendary robber they are trying to mimic. The GM will favor them more if they use an actual legendary robber from Eastern European history or legend from before the 1300s.

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

Ustipendo

Type: Resurrectionist

In ancient tales, there are those who provide commentary - the chorus, the narrator, and other figures - and in some, these commentators take strange forms. Graverobbers in Ranu draw magic from the characters of grave-digging clowns commenting on tragedies. They are archetypal figures with powerful fey magic, and the graverobbers tap into that.

Graverobbing is done for various reasons. Some do so to harvest organs, some to steal clothing or jewelry, and some to find and steal evidence. For the ustipendos, it is often done to find secrets. They gain magical power not only from tapping into the archetypes of commentators within a story, but by doing so as they work. They must observe the stories around them and speak of them, finding poetic ways to make ironic echoes, meaningful symbolic gestures, or outright notes about them.

Like most wielders of fey magic, they can do this by making deals with powerful fey or by learning the lore directly.

Assuming they perform their role, they gain certain abilities:
  • Ironic jape: if they make an ironic joke at a moment of tragedy, they may gain enormous magical energy to wield later, and also alleviate the tensions.
  • Grim visage: if they take on a grimly comedic form (a skull-faced clown, usually), they are protected as if wearing heavy armor.
  • Meaningful bones: any bones they gather from graves, they can know their stories.
  • Unearthing words: they can speak strange words that comment on the stories around them to make the earth of a grave open up.
  • Burial of secrets: if they are recovering a grave, they may place written secrets within and make it impossible to speak said secrets.
Ustipendos are very powerful magic users if they are practiced at their grim craft. The graverobbing is almost secondary to their strange role.

PRO +1 ATH +1 STR +2 AWA +3 WIL +2 PRS -3 STH +1 ESS +2
Topic revision: r1 - 15 Aug 2026, SallyJaneBlack
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