Fey Troupers

Those who use fey magic to entertain.

Fool

Type: Fool

One who catalyzes an adventure. A fool is a clown, jester, or comedic figure who follows the Fool’s Way. They start a journey without preparation and find adventure along the way that is catalyzed by their decision, thus creating magic of the lore in doing so. As followers of the Fool’s Way, they are able to sense this magic and wield it if they have the correct tools.
Fools use special walking sticks to gather their magic. At the start of their journey, they strike the ground in a specific rhythm as they walk, and if they have set out duly unprepared and without knowledge of their direction or the obstacles ahead, they will draw in magic. The keenness needed to do this is remarkable, however, and few are able to do it right.

Once someone has captured the energy of the Fool’s Way, they can wield it in various ways. As fools, they are speakers of truth and mystics, jesters and japers, and they derive magic from this as well. Fools use the following powers:
  • Send on their way: anyone they strike with their walking stick must roll WIL vs. 3 points per point of magic used or be forced to depart the area and not return for 10 days.
  • Catalyze: for the cost of 10+ points of magic, the fool may strike something with their walking stick and create an unexpected chain reaction.
  • Unseen obstacle: if they don’t see it, it isn’t there. For the cost of 4 points per point of difficulty, they may ignore an inanimate obstacle by not looking at it but feeling through or past it with a stick.
  • Good friends: anyone who is with them at the start of their journey may be granted bonuses to ATH at the cost of 3 points of magic per bonus point to ATH. This includes animal companions.
  • Grasshopper music: the fool may perform music in place of eating, finding shelter, sleeping, or drinking water at the cost of 10 points per basic need met.
  • Foolish capering: the fool may dance with a stranger and make them an unexpected ally at the cost of 5 points of magic per point of PRS bonus they use to roll against the target’s AWA.
  • Bauble speech: their staff, if topped with a head-like bauble, may speak truths that they dare not.
  • Stunning punnery: they can either roll PRS to stun anyone who can hear them with a pun or the player may make a pun relevant to the situation and roll PRS+3 to do the same.
  • Outwit step: they may roll PRS instead of STH to hide in a single step at the cost of 10 points of magic.
  • Mocking laughter: if they make a joke at someone’s expense and inspire laughter in others, the person takes the low die until the end of the interaction.
Fools are a mixture of wanderer and jester, of clown and vagrant.

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

Funditaktor

Type: Stage

A funditaktor is someone who takes to the stage to perform the Four Omens of Death, a special and unique performance that involves four arts: poetry, acting, oratory, and puppetry. This is a special art found mostly in Shar.

The performance involves four powerful magical acts rife with symbolism of death, and each one tells the tale of someone who died. The poem is deeply lyrical and allegorical. The acting is a one-act play telling a famous legend. The oratory is a true story recited from history. And the puppetry is a child’s tale of warning.

Learning these arts is very difficult, doing them well even harder, and finding the magic in them only possible with decades of training, a pact with the fey, or a vow and a quest for Death Herself, taken from legends. However it is gained, it gives the funditaktor the ability to invoke the four omens in their performance, instilling in their audience an understanding of Death beyond what most mortals can know.

Once they have done this, if the audience was suitably engaged, the funditaktor will know the time, place, and circumstance of all of their deaths. As they die, the funditaktor will gain the knowledge of their stories and the ability to perform them. If a player chooses to be a funditaktor, they will work with the GM to come up with 16 people from this audience. Four will already be dead, 12 remain. Four of those remaining will be endangered by undeath, and the funditaktor will be bound by their service to Death Herself to prevent that. The others they must not interfere with, no matter how close that person is to them.

The magic they gain includes the following abilities:
  • Couplet of omens: they may invoke an omen of death via rhyming couplet, telling someone a truth about their death.
  • Funeral mask: they may engage an acting performance of someone who has died to invoke their tale and reveal truths they could not know about the life of the person.
  • Recitation of eulogy: they may recite a true eulogy about someone and release the soul from any debts, bindings, curses, or other effects that keep it on the mortal plane.
  • The grim puppet: they will have a puppet of some deathly appearance or symbol that speaks things the funditaktor cannot know about the afterlife.
And they will have four other abilities determined by the four people from their audience who died. If they ever perform the Four Omens again in front of an audience, they will make rolls of their four arts and see how much they impact the audience to see if even more people are part of their repertoire.

All funditaktori are subject to the Wild Hunt.

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

Inaltator

Type: Circus

Inaltatori are performers in fey circuses found in Gradina. They are stilt-walkers who use faeriewood and fey magic for impossible feats.

The fey circuses of Gradina started a long time ago as a place for outcasts to perform; they travel the country every spring and summer, then go into hiding for the autumn and winter. The inaltatori are their most revered performers.

To become an inaltator, one must be recruited to the circus. For this, one must be something of an outcast, a misfit, or someone unwanted where they come from. The only stipulation is they must not be an enemy to the fey. Once recruited, they must be trained in stilt walking and fey magic, and they must learn many other circus arts. Once they are training, they have a choice between spending a decade or more learning the magic, making a pact with one fo the more powerful fey, or planting a faeriewood tree in a secret place to gain their magic.

The magic of the inaltatori takes from both Lore and Tradition, and it draws from the power of the magical plants of Gradina especially. Every inaltator has a specific tree they are bonded to, even if they have made no pact nor planted any tree themselves. They make their stilts from its wood, fallen naturally, and they know the tree’s secret Name. From this, they gain the following abilities;
  • Walking on falling leaves: the inaltator can use their stilts to walk in the air, dancing from falling leaf to falling leaf or other improbably tiny thing.
  • Climbing vine: the inaltator can call vines out of the ground by driving their stilts into it, using them to extend their stilts as if on springs or to otherwise grasp with them.
  • Violet canopy: the inaltator can stretch out their stilts, stretching themselves between them in an acrobatic move, and create an expanse of violet leaves, making themselves appear to be a pair of trees.
  • Bounding bough: the inaltator can leap and prance with their stilts and connect with trees or other large plants as they do.
  • Rooting stance: the inaltator can plant their stilts deep in the ground and become unmovable.
Their performances often involve illusions, plants, and acrobatic movements, and they can engage many of those as well with their magic. The player will choose illusion, plant, or acrobatics and gain one more ability based on that from the GM.

PRO +1 ATH +3 STR +1 AWA +2 WIL / PRS +2 STH +1 ESS +1
Topic revision: r2 - 01 Sep 2026, SallyJaneBlack
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