Fey Seekers

Those who use fey magic to investigate, hunt, or explore.

Djadadji

Type: Slayer

A djadadji is a vampire hunter from Burev who uses the Tradition to “bottle” vampires.

Vampires, which they call “krvoijac”, are lured by blood, so the djadadjii take bottles of blood with them when they seek the lair of the krvoijaci. Taking icons of any non-infernal (preferably fey) faith, they can sense the vampire, as their icon will shake if a vampire is near. Then, they open the bottle, lure the vampire in (or coerce it with the icons), then lock the bottle and throw it into a raging fire. This destroys the vampire.

This magic, however, will not work for just anyone. A djadadji has this magic because they have studied the Tradition and the fey legends, the magic of vampires, and the myths and stories of the religious icons they bear. They study and practice the laws of fey magic, and they honor it. They are willing to pay the price for their magic: they are susceptible to the Wild Hunt, they are susceptible to changing fortune, and they are susceptible to the power of stories. This manifests in game as having to hide from the Wild Hunt during certain months, luck changes on triples or straights, and a special story twist to be discussed with the GM.

They themselves are not usually partial to any specific religion, though they acknowledge Divine beings, but instead know that these have power and will use them. If they do believe, they will favor icons from the faith they follow.

The kind of blood they use varies, but it is usually either their own or blood of local livestock (anything except pig). Their bottles are best if made of fairy glass, but they can be any non-infernal glass. For religions they might have icons from, click here. Consult the GM on what the icons would be.

They would also know much about the Lore of vampires, the changing rules that vary by individual, and have skills relevant to them.

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

Endacak

Type: Walker

Endacaki are wanderers and walkers who have a pact with a spirit of a crossroads (a very powerful tharainn). This pact means they will never not be wanderers, but it gives them magical abilities that help them in their journeys and other special boons.

To make a pact with a crossroads spirit is to make a pact with a figure of transitions, intersections, and crossings both literal and metaphorical. A crossroads spirit is a spirit of journeying, of diverging, and uniting. They are very powerful, and very dangerous, and very cunning, and when they make a pact with someone, it is because that person is either desperate or that person fits their purposes. What those purposes are varies by spirit, but most people who fit those purposes are people who embody some metaphorical intersection or divergence.

The pact always requires that the person become a wanderer. If they try to settle down, something will happen in their life that forces them to continue moving. If they refuse to answer the call, they will be pulled back to the crossroads and forced to move on from the mortal coil. Violating the pact is an egregious error. Other requirements of the pact will depend on what magicks the endacak gets or their reasons for seeking out the spirit.

No one seeks out a crossroads spirit without reason. Sometimes they have ambitions (like becoming the greatest musician who ever lived) and sometimes they are desperate (they seek a cure for a disease, to save a dying child, to reverse a curse of undeath, etc.). And sometimes they are foolish, but they still have a reason. That reason will be a major part of the endacak’s backstory, and the boon given for the pact (skill at music, a cure for a disease, the sparing of a child’s life, reversal of undeath) is always contingent on completing a quest. If a player chooses to be an endacak, they will have started but not completed this quest. To complete the quest, they are given the following abilities to start:
  • Midnight return: at midnight, the endacak can go to any crossroads and be returned to the one where their spirit is.
  • Crossing step: at night, the endacak can go to any crossroads, take a step in any of its paths, and end up at the next nearest crossroads in the direction they stepped, teleporting many miles.
  • Converging spell: the endacak can draw upon their magic in a ritual that can cause two things to converge. This may be abstract or very literal.
  • Diverging spell: similarly, they can do a different ritual and make two things, abstract or literal, diverge.
  • Lonely roads: on relatively isolated country roads, they need not sleep if they are nowhere near a decent place to rest.
  • Keeping pace: if their companions are riding in a wagon, on a horse, or other land-based, mundane conveyance, they will keep pace just walking next to them.
  • Wandering call: if they are imprisoned, trapped, or sealed away somehow that prevents them from wandering, they can call to their sponsor for help in escaping.
Note that a crossroads is two country roads meeting in a relatively isolated location, not any given intersection.

Once their quest is complete, their pact requires them to continue wandering. As such, they maintain their magical abilities. What constitutes too long a stay somewhere varies by pact, but it usually is more than seven days and less than a month. Should something happen that prevents them from wandering that is outside their control, they may ask their sponsor for the power to break free somehow, but it will cost them. If they do not succeed in finding their way back to wandering, they will be pulled back to the crossroads and sent into the afterlife, dead or not.

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

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 ESS +1


Prezhivishi

Type: Survivalist

Prezhivishi are survivalists who use fairy mushrooms. This causes them to permanently hallucinate, which in turn gives them bizarre insights and powers. And allows them to have minor control of reality in order to get by in adverse conditions.

Most prezhivishi start using fairy mushrooms out of desperation, having become lost or bewildered, stumbling into a fairy circle, or simply not knowing they’re eating the wrong mushroom. The experience often results in an intense vision and a number of fey poking and prodding the poor tripper. If they survive this experience, they are marked by the fey. If they do not seek out a fairy ring of mushrooms before the fortnight is up, they will fall into an ever-dreaming coma and not return unless the Wild Hunt or a powerful fey comes for them, or if somehow the curse is broken.

It is rare for a prezhivishi to seek this out intentionally, but some do. Regardless, they must find some fey powerful enough to guide them in the rituals and hallucinations fairy mushrooms bring and use them to control their own minds and hearts enough to wield their magic.

To wield the magic, they must eat enough mushrooms to be stuck in a permanent hallucinatory state. This makes them see the following:
  • Ancestral sight: they view some people as that person’s ancient ancestors. (1)
  • Dream sight: they view some people as the last dream that person had. (2)
  • Fear sight: they view some people as that person’s worst fear. (3)
  • Legend sight: they view some people as their cultural heroes or legendary figures. (4)
For each new person they meet, they roll a d4 to determine which one they see. While nothing they see is real, it is all true.

The magic the mushrooms and fey ire grant them as they work include the following:
  • Fungal lore: they know much about fey fungi without really studying it.
  • Intensify mushroom: the effect of a mushroom can be intensified by the breath of a prezhivishi.
  • Molding touch: if they enter an emotionally distressed state, their touch causes anything living to mold, power of 11+.
  • Random geas: because they have drawn the ire of the fey, prezhivishi end up having to random restrictions upon themselves.
  • Sporing: hallucinatory spores spread from the prezhivishi when they shiver, shake their head, or tremble in any way. Though these exist only as an hallucination, they still can spread to others causing them to hallucination. 20’ diameter range, power of 11+. Everyone is affected, even if they are an ally. They prevent this by washing their hair much more than usual.
The intensity of their hallucinations runs on a scale of 1 to 12. They roll a d6 at the start of the campaign to see where they start. A 1 is mild auditory hallucinations with some rippling effects visually. A 5 or 6 is strong auditory and visual hallucinations but the ability to distinguish those from reality. After this, when the intensity changes, they roll a d12, risking greater distortions. A 12 is a complete divorce from reality.

They can make certain concoctions out of the fairy mushrooms:
  • Pilulkasnu: mushroom tea that causes a deep sleep with intense dreams.
  • Neobvykléjídlo: a mixture of fairy mushrooms and inedible material that becomes edible if you believe it is.
  • Tichýprášek: a powder made from dried mushrooms that makes the sniffer of it completely quiet and able to hear everything for miles around, though what they hear might not be real.
  • Odzákladu: a mush made of the mushrooms that allows the consumer to become the self they are in their dreams.
  • Nevolnostzbříška: a poisonous concoction that can kill easily.
They all last about six hours, and all of them have an intense comedown period of about six hours per dose.

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

Zahaditel

Type: Investigator

Zahaditeli are those who seek unsolvable mysteries and wield their power in the pursuit of other mysteries.

In the 1300s, there are many unsolved mysteries. The mystery must be unsolvable by mundane means, and difficult to solve my magical ones. It must be something the zahaditel has no answer to, and something they ponder greatly but never seek to find an answer to with their magic. They may seek to answer it mundanely. It must also be a mystery others are aware of. It cannot simply be something the zahaditel has no knowledge of, like astrophysics or rock and roll music, but rather, something that has happened that is unexplained - an unsolved disappearance with odd details that make no sense, an murder that cannot be explained by obvious magic or mundane means, a phenomenon that has no magical or mundane answer.

The mysteries the zahaditeli find and learn about become a focus, and then they become overwhelming. Eventually, the sensation of not knowing becomes a comfort, and then it becomes a truth. Once it is something the zahaditel knows is unreachable (for them), even if they keep seeking answers, it becomes a source of magical power. Learning how to do this is very difficult and requires either someone to teach them or a long effort to figure out on their own. But once they have the magic, they start realizing they can more easily solve other mysteries with abilities that start manifesting:
  • Sense doubt: they can sense doubt in others.
  • Questions: they can perform a special rite of questioning that allows them to get seven questions answered from someone in exchange for answering seven questions.
  • Aura of uncertainty: they can pervade an area with uncertainty.
  • Mysterious presence: they can make themselves mysterious and difficult to notice or understand, helping them hide in plain sight.
  • Unexplained insight: they will have a few tokens to use to simply gain an insight or understanding of something with no prior knowledge.
If a player chooses to play a zahaditel, they must also work with the GM to come up with the mystery or mysteries they draw magic from.

Zahaditeli often work as investigators for the rulers of fey lands.

PRO +2 ATH +2 STR +1 AWA +3 WIL +1 PRS +1 STH +3 ESS +1
Topic revision: r1 - 20 Aug 2026, SallyJaneBlack
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