Fey Faithful

Those who worship fey beings.

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


Momentarian

Type: Monk

Momentarians are an order of monks who insist upon living in the now. They seek to be constantly in a state of the present, without thinking of the past or future, and acting without planning, thinking, or considering their next move. They seek to act on pure instinct.

To do this, they often sacrifice their memories of the past. They do this out of religious devotion and have no memory of what came before, having both short and long-term memory issues. Obviously, some memory is necessary to be functional outside of their monasteries, so those who leave the meditation chambers (and some do not) have select memories that let them do what they need to do.

Momentarians take vows to operate in the present, and as soon as they take those vows, they begin practicing living in the moment. As they do, they accure fey energies, becoming more mindful and aware, more potently connected to the moment. After years of this, they gain certain abilities:
  • Thoughtless response: if an momentarian acts in response to something without thinking at all, they get +3 to their first roll.
  • Mindful awareness: if a momentarian meditates for an hour, they get eight hours of taking the high die on AWA rolls.
  • Uncontrolled clairvoyance: momentarians get periodic flashes of clairvoyance (when they roll straights or triples, player's choice, but it will always be that). If they roll a straight or a triple, they will know something about a person who has touched an object they are touching, but only the present moment about that person.
  • Multiple presents: the momentarian can draw in multiple selves from alternate versions of the present moment to act. This lasts for one round and risks the wrong momentarian remaining and the wrong one leaving to another version of reality. After the moment ends, they roll a d100. The more versions of themselves they pull in, the higher they must roll (2 points per version pulled in, minimum of ten versions). If they wrong version remains, the right version ends up in an alternate timeline. The player then rolls a d100 to see how different the new version of themself is (the lower, the more like them).
  • Instant reaction: if a momentarian is surprised, they act first in initiative.
Momentarians practice a martial art to keep focused on the present, but they are not primarily warriors. Instead, they focus on their spiritual practice first.

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

Objectitrix

Type: Priestess

Objectitrices follow an ancient fey religion that reveres the truth over all else. They view the telling of true tales to be more potent and powerful, more important than tales of myth, legend, or fiction. As priestesses, they lead religious rites and provide spiritual guidance to their communities, and they gain power the more they do this - as long as they do this honestly and with true tales.

To become an objectitrix, one must be initiated by another objectitrix, usually in their own community and starting at a young age. Those who begin training and leave are sworn to secrecy about the rites but otherwise not limited. After they come of age, it takes a few years to complete their training. Once training is complete, they are tested and put through initiation rites, at which point they begin gaining power from their truth-telling and spiritual guidance.

An objectitrix is required to tell true tales, but in all other circumstances, they are not required to be truthful. If it is a yes/no question, they may lie. They may live a lie. They may sneak, omit, and deceive with the truth (telling technical truths), so long as the stories they tell are true. Objective reporting of events is the most important thing. Anything else is not storytelling. If they tell a story that isn't true but they believe it is, it still counts. If they later find out this happened, they are required to correct the record.

After initiation and years of training, they gain certain abilities:
  • Repeating: if they witness an event, they can repeat what happened exactly as it happened.
  • Honest assessment: they take high die on rolls to read someone's body language and facial expressions.
  • Unspoken/unwritten words: they can assess a true story to see what was left out.
  • Rite of seven truths: if they perform this rite, they must invoke and tell seven true stories, ancient ones of power, but they will be able to change up to seven things about themselves for seven hours henceforth, max of +7 (i..e, +1 to seven stats, +7 to one, somewhere in between). They will suffer the opposite penalties for seven waking hours (rests don't count) after it wears off.
  • Rite of actuality: if they perform this rite, they must invoke a hard truth about themselves, told publicly to people for whom it matters, and then they will gain the enhanced ability to see through illusions for the next week.
Objectitrices will lose their powers if they tell a false tale or if they fail to meet their duties as a priestess.

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

Omener

Type: Prophet

Omeners are followers of the most ancient spirits of death. They take their powers from ancient tales of death, using omens to predict endings, deaths, and killings. To gain the powers to do this, they study the ancient lore for years, and on a dark night, they must perform a ritual in which they offer first their blood, then their memories, then their feelings, then their soul to Death Herself. If she accepts any of these, they simply die. If she refuses all four, they are given four years to prove themselves worthy of her magic. During that time, they must perform four quests in her name, bringing back blood, a memory, a feeling, and a soul to her. If they succeed, she gives them four abilities:
  • Omen of the end: the ability to recognize omens of coming death.
  • Death-quest: the ability to inflict a geas on someone.
  • Invocation of eternal rest: The ability to repel and send away the undead.
  • The final bell: the ability to end a life by stopping the nearest clock that does not belong to them.

They wear all white and perform funerary rites. They may not use their abilities frivolously, but in ways that Death allows. They find undeath to be an affront to Death, and they will fight it when they find it.

PRO +1 ATH -1 STR / AWA +2 WIL +3 PRS -1 STH +1
Topic revision: r4 - 01 Sep 2025, SallyJaneBlack
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