Fey Combatants

Those who wield fey magic for physical or ranged combat.

Crosantoir

Type: Guard

A crosantoir is someone who is bound to a crossroads, threshold, or other meeting space and sworn, coerced, requird, and/or empowered to defend it. Often it is someone under a geas, curse, or in debt to a fey who is owner or protector of the crossroads. If they made a deal, 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.

So long as the crossroads exists, they can be buried at it to be revived, but each time, they will return reduced.

Once they make their agreement, they gain some of the following powers:
  • Crossing: if they are at a crossroads of any kind, they can walk through it and appear at another crossroads within 10 miles.
  • Guardian barrier: if they are at their crossroads, they can create a barrier that refuses passage to travelers of their choosing.
  • Distant light : they may cause lights to appear in the distance if they are on a lonely road.
  • Mystic bridge: they may create a portal to anywhere within 10 miles if they are crossing a bridge.
  • New direction: they may create an illusion at a crossroads that makes it seem like the different paths go to the wrong locations, tricking others.
  • Crossing pole: they may make a staff, polearm, spear, or other long-handled weapon into a barrier that none may pass.
Each of these powers is contingent on being at a specific location. Other powers may be possible on different threshholds, crossroads, or transitory places. Consult the GM.

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

Laochra

Type: Warrior

A warrior who uses the lore and the power of fey war magic.

Laochra are either fey warriors attuned to the magicks of war or people who have made a deal with powerful fey in order to gain the arts and magicks of war. Those who make a deal with powerful fey almost always make major sacrifices or go deeply into debt for their abilities, often swearing to serve as the fey’s champion warrior. Every ability they get has a deep cost, but also a great power. If they are fey, they must find a mortal to pay the cost. If they made a deal, they pay the cost for the power.

  • Dance of silver blades: the laochra can perform a magical war dance that enchants their weapons to +3/+3 more for the coming combat, allows them to harm any being immune to mundane weapons, and makes them flash with every third strike (+3 to hit). Using this means the laochra is weak to iron or steel (-3 to dodge, parry, or block; -1/-1 stun/wound) for the fight.

  • Terrifying glamour: +1 intimidation for -1 of every other aspect of PRS (penalty lasts until they next dream). On an exceptional or critical success, the intimidation lodges in the target’s subconscious and becomes permanent.

  • Banishing word: with a word, the laochra can banish one enemy to the realm of Faerie or to the Nether Realm (if they are in Faerie), but they will owe the Wild Hunt an extra soul come autumn.

  • Ward of sevens: casting this gives the laochra +7 to any stat for seven rounds, but costs then -7 to another stat for that time.

  • Song of elevens: singing this allows the laochra to gain +1 per round for 11 rounds to any magical ability or power, but lose -1 to physical stats (ATH, STR) for the same amount of time.

  • Spellblade: the laochra can imbue their weapon with a single spell for the duration of combat, but it will increase the blade’s chances of breaking.

  • Unspoken challenge: the laochra gains +3 read people when seeking to see if someone is antagonistic toward them, gaining +3 reaction to a fight with that person at any point thereafter, but suffering -3 to all other PRS rolls against them.

  • Fairy light burst: a burst of fairy lights confuse all targets within 40’, power 17, costing the laochra -6 STH for six rounds in combat and six minutes out.

  • Fey arrow: an arrow made of faeriewood and tipped with toxins from fey mushrooms erupts from the laochra’s hands, leaving a normal wound in their palms but hitting at a 13/19/25/31 and poison power 17.

  • Faeriefire charm: this spell unleashes a wave of faeriefire 20’ wide in a 50’ flow, burning everyone who believes it is real, damage rating 16/20/24/28. This costs the laochra their body heat for a week, making them more susceptible to disease, fire, and cold damage.

  • Warrior’s feast: the laochra summons a fine feast for themself and up to six other companions. The feast gives them +3 STR and WIL, -1 ATH, -1 STH, and -1 AWA for either the upcoming combat or for a day. Any non-fey or non-fey-empowered being who eats it must also pay a special price to the laochra or fey benefactor or be trapped in the realm of Faerie.

  • Battle omen: the laochra may roll a d100. 1-10 means someone on their side will die (low die and -6 to all allies and the laochra). 11-20 is an major ill omen (-6 to all allies and the laochra). 21-30 is a moderate ill omen (low die to all allies and the laochra). 31-40 is a mild ill omen (-1 to all allies and the laochra). 41 to 60 is no indication. 61-70 is a mild good omen (+1 to the laochra and all allies). 71-80 is a moderate good omen (high die to all allies and the laochra). 81-90 is a major good omen (+6 to all allies and the laochra). And 91-100 is assured victory (+6 and high die to all allies and the laochra).

  • Exchange of blows: the laochra may challenge someone to an exchange of blows. They may take the first blow and live through it, no matter what it is, then return the exact same blow a year and a day later. If the person returns and accepts the blow, they may also live. If they attempt deception or any other attempt to get out of it, they suffer the blow’s effects.

  • Trick shot: the laochra may sneak attack without sneaking once per combat, but will take -3 to AWA against sneak attacks until one is successful thereafter.

  • Hunter’s price: the laochra must pay the Wild Hunt at least one soul per year as part of their deal with the magic of the fey. This means they must kill someone once per year and make them an offering to the Wild Hunt. Failure to do so means they themselves are taken.

  • Cat’s paw: the laochra may take +3 ATH for a combat but suffer -6 ATH outside of that combat for a week.

  • Mimicking defense: the laochra may invoke mimicry of their opponent in order to get +3 to parry (one opponent per combat), but suffer -3 to all other opponents in that combat (if there is only one person in the combat, they must take the penalty for their next combat).

  • Witch’s waters: the laochra can summon magical water that dispels enchantments on a single target, but they must give up an enchantment of their own to do it.

  • Poison edge: the laochra may give a weapon a poisonous edge, but they will be sick for a day afterward.

  • Keening battle cry: the laochra may unleash a wailing battle cry that guarantees the death of someone in the battle. They roll a die equal to the number of combatants (or some multiple thereof, the GM determining distribution). The one they roll suffers low die and -6 for the combat.

  • Warriorsblood: the laochra can spill enough blood to suffer a deep wound to heal a fellow warrior during combat.

  • Winds of war: the laochra may give all allies +1 PRO, ATH, and STR by summoning the winds of war, but they suffer -1 AWA, WIL, and PRS for the same time.

  • Dreamstone armor: the laochra may summon armor made of dreamstone (+8/+8 armor) for the duration of combat, but it will only work if they are in Faerie, the Dream Realm, or a place of fey magic. Anywhere else, it simply becomes an immovable prison of soft stone that offers no protection.

Laochras eventually find they cannot meet the Wild Hunt’s price and pay it themselves, ending up powerful figures of the Hunt, or they find a way to fully pay off their fey benefactor.

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


Madra Mara

Type: Pirate

A madra mara is a pirate of the dark spaces between the moons who flies in a magical sailing ship. These ships fly on fey "waters" that form beneath them and move them where the sailors' will. The pirates aboard them are empowered via fey magic to control these waters and their ships.

Most madra mara gain their power from a powerful fey being, usually one either on the ship, part of the ship, bound to the ship, or that is actually the ship they sail on. They make a deal to serve on the ship for a certain number of years, and in return, they gain certain fey powers. Some learn the powers via ancient arts of the Lore and the Tradition, though these are rare. Beyond agreeing to serve, many also pay a deeper price, such as having a specific geas, quest, or curse upon them related to their reason for serving or sailing.

Some of the abilities they may get include the following:

  • Unfurled sails: the madra mara may store and release fey magic from the sails of the ship, granting bonuses to all fey magic rolls of the entire crew.
  • Violet waters: the madra mara may invoke the power of the fey to create waters under their ship, even in the depths of the void of space, and sail.
  • Dancing ropes: the madra mara may make ropes and rigging on their ship move of their own accord by wetting them with fey waters.
  • Phantom plank: the madra mara may alter any plank of the ship to be "the plank", meaning anyone stepping off of it falls into the violet waters and thus the depths of space.
  • Illusory blade: the madra mara may create a blade of fey waters, sharp and fluid, to fight with.
  • Alluring beacon: the madra mara may create lights in the violet waters around the ship that draw the unaware into the depths of space.
Many other powers may be possible. Consult the GM.

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

Musketeer

Type: Gunslinger

A rifle-wielder who draws power from the lore of legendary heroes and their deaths and endings.

All stories have endings. To draw from that, musketeers must go to the end of their own story, survive, and bring something of note back from beyond. This does not always mean death, though it sometimes does. To reach the end of their story without living their whole life, they engage the powers of the fey, making a deal and going on a special quest. When they complete the quest, they bring it back to the fey, and thus they are given a painting. This painting shows them their story's ending, and if they enter it (with magic given by their benefactor), they may find what is beyond and bring it back to the realm of the real. This token - which is always a musket - and the painting are the tools of their magic.

Once they have their painting, they may study the lore of legendary heroes and beings and how they died or ended, then mark the painting with symbols of those deaths and endings. Every time they do this, they roll their magic to see if the painting will take it. Powerful stories are more difficult to draw in. Most musketeers hide their paintings somewhere powerfully warded.

With their painting secured and empowered, their musket gains the power to inflict an ending on a target. This ending can be a death or it can be something else, depending on the story of the being. The musketeer rolls their magic, and the better they roll, the more likely the ending happens. The musketeer decides the ending they want before they roll or shoot.

Roll Result
Critical failure The intended ending is inflicted upon the musketeer
Exceptional failure The intended ending is partially inflicted upon the musketeer
Special failure The musketeer takes a very mild version of the intended ending
Normal failure No effect
Tie No effect
Normal success The target takes a mild version of the intended ending
Special success The target takes a partial version of the intended ending
Exceptional success The target takes the intended ending but rolls to resist death
Critical success The intended ending is narrated as a success

Endings can be anything ranging from death to a specific kind of wound to fleeing to an actual extended epilogue, depending on the power of the musketeer. Common musketeers simply dictate the level of injury and stun (difficulty 7 to 13). Elite ones can inflict instant death (difficulty 16). Only the most powerful can succeed in sending someone to their actual story’s end (difficulty 22). Some beings are so powerful the difficulties scale up. Anyone with a base score of any stat that is above 16 is +1 more, 19 is +2, 22 is +3, 25 is +4, etc.

Musketeers may also choose to simply shoot their guns normally with no magical effect.

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


Scathoir

Type: Assassin

One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret and strike from the shadows. This is the source of magic for scathoir and arcanists, but scathoirs wield it as assassins rather than as spies.

To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.

Then, they must attune to this secret via seven whispers. The first is to whisper the secret to a lock. Second is to whisper the secret to an empty room. Third is to whisper the secret to a window. Fourth is to whisper the secret to a veil. Fifth is to whisper the secret to a safe. Sixth is to whisper the secret to a moment of silence. Seventh is to whisper the secret to a shadow. They must do all of these without anyone else finding the secret out. If they do this successfully, the shadow will ripple with castory darkness.

If they then step into the shadow, they will see all of their own secrets for a brief moment. They must remember at least seven of them. If they do, they will have powers:
  • Whisper of opening: if they whisper into a lock, it will open.
  • Shadow of passage: they can step into their shadow and teleport to another shadow of a non-living thing within 20'.
  • Veil of revealing: they can pull a veil over their eyes and see secrets about the person they seek if the person is within visual range.
  • Breath of resting: if they breathe into the closed eyes of a sleeping person, that person will sleep more deeply and be harden to awaken.
  • Gesture of silence: if they hold their finger to their lips, everyone within 20' is silenced for 30 seconds.
  • Fold of concealing: if they fold their hand around an object that they are capable of carrying without penalty to their PRO or ATH, it will be concealed completely for 10 minutes.
  • Shade of waiting: if they remain still in enough shadow to cover their body, they will be subtle and unnoticeable to the eyes of those seeking them.
Scathoiri are often part of secret cabals of assassins devoted to a specific secert purpose.

PRO +2 ATH +1 STR +1 AWA +1 WIL +1 PRS -1 STH +3
Topic revision: r4 - 25 Aug 2025, SallyJaneBlack
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