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Monsters

The Halfeyd

Fickle, sadistic spirits of the hunt — answer their tithe, or become the offering yourself.

Spirit, magical, fickle, sadistic, terrifying. The hunters and trappers of Stonetop know — so do the Hillfolk, the Manmarchers, the Fen-walkers. When you make a kill, you leave an offering. An offering for the Halfeyd. Fail to do so, and you might find yourself as prey — for everything.

The Halfeyd is never seen, only inferred: a pair of eyes in the dark, an unease at the edge of a clearing, the wrong sort of quiet after a kill. It does not hunt directly. It marks, and lets the rest of the wild do the work.

In play

  • Instinct: to terrorize its prey
  • Manifest as eyes in the dark, watching
  • Mark someone as prey
  • Set all manner of hunting beasts on their trail
  • Put ambush predators in their path

When the Halfeyd marks you, you will be hounded for three days and three nights — even by small predators that would never normally hunt you. A spirit of running water (a stream, a river) can wash the mark away. Otherwise: leave a fresh offering and hope.

Instinct: To terrorize its prey

Special qualities

  • never directly confronts its prey
  • the mark fades when washed away by running water
  • fresh kill offerings keep its attention turned elsewhere

Moves

  • Manifest as eyes in the dark, watching
  • Mark someone as prey
  • Set all manner of hunting beasts on their trail
  • Put ambush predators in their path