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