Feyspeak

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"The Archfey are not like us, not even like other fey. They are beings on par with even the elder dragons. When they speak, the world itself shifts to their will, and they don't even break a sweat doing it."


Feyspeakers are the most direct ways the archfey influence the world of mortalkind. Imbuing chosen followers with the knowledge of true magic, they are able to fight with enhanced powers and spread their archfey's influence and agendas through the realms. It is said that this pledge, or the creation of a unique "Speaker" is one of the first steps a chosen might take to being a proper servant of their patron. In this way, it is perhaps an oddity in comparison to mages or shamans which are able to draw their power from leylines or a bond with a specific spirit. Those with the ability to utilize the fey language are able to call upon their power by speaking the words taught to them, and the very world itself will shift according to their magical whims.

The Root

The portion of the Aurum which is transformed by the Archfey, is known to some as the 'Root'. When viewed by those who can see the potency of souls, their soul appears like a flower, the color of its blossoming akin to which court they serve. Their physical form holds a mark of the archfey, a tattooed set of wings based on the one they serve that glows when they use their abilities.

The Power of Words

Those empowered by feyspeak are granted a special set of abilities unique in its power. Different to mages whom contain the mana within themselves, those with feyspeak are immune to anti-magic abilities which disable or target the spark, and their powers can be increased or decreased based on the season and environment they are in, mainly different because of archfey they serve; however, their spells may still be considered profane. They are capable of making incantations in the fey language to a certain limit, with beginners starting at 15, and can be extended by the archfey up to a maximum total of 25. Feyspeak in the hands of a non-archfey, however isn't entirely perfect. Incantations will often result in a random effect taking place.

Mechanics

Tiers

  • Speaker: 15 Incantations, 20 Mana
  • Orator: 20 Incantations, 25 Mana, receive their Loyal Companion
  • Herald: 25 Incantations, 30 Mana, Loyal Companion gets its ability

Advancements

  • Speaker to Orator: 1 month of Feyspeak to progress minimum + feats completed for the Archfey
  • Orator to Herald: 6 months of Feyspeak to progress minimum + feats completed for the Archfey

Loyal Companions

Certain creatures exist in the Fey Wilds that are not present in the mortal realm. Some of these creatures can sense the movements of mana that Feyspeakers carry out when casting, and these animals are drawn to it. When a Feyspeaker advances to Orator level, their magical prowess becomes so potent that it draws an animal from the Fey Wilds to jump realms, arriving in the mortal realm to serve the Speaker as their loyal companion. Throughout a Feyspeaker's time with their Loyal Companion, the creature will gradually come to be more powerful. Once a Feyspeaker reaches Herald, the Loyal Companion will earn a special ability it is capable of using. Loyal Companions must be applied for in the Feyspeak section using the Loyal Companion Application form. They can vary significantly in appearance and ability, but cannot have more than 1-2 unique talents. These companions act as combat pets when used in combat.

  • If a Loyal Companion is killed outside of the Fey Wilds or given lethal wounds, the creature will temporarily disappear, returning to the Fey Wilds to recuperate until the stressful scenario has completed.

General

  • Incantations cause strain on a Feyspeaker’s ability to speak altogether. Should they use their entire pool of mana, a Feyspeaker is rendered mute until they can rest and gain their mana back.
  • Mana restores once a speaker is entirely out of stressful situations. A stressful situation includes but is not limited to, life or death, combat, most events, healing the injured, etc. Stressful situations can morph and change. The speaker must get time to be able to sleep, rest, meditate, etc. for a prolonged period in order to regenerate their mana. This is up to Lore Team discretion should a situation arises.
  • Feyspeakers can wear armor, however, cannot wear helmets.
  • Cannot be the target of Anti-Magic abilities and are completely immune, barring divinity.
    • Anti-Mana materials, however, still affect feyspeakers; Elderium, Mjolnar , etc
      • Those granted the feyspeak still follow the magic rules of concentration, but only use medium and low, even if certain abilities would be considered high in magic.
        • Verbal components are everything. If the fey is unable to make sound for their verbal components or speak properly-their spells will not work.
  • Aesthetic magic is allowed. Small magical feats that DON'T harm anything are able to be done, as long as it sticks to the doctrines/court of the assigned Fey.
  • Feyspeakers under the same Archfey can aid each other when casting incantations. They must speak the incantation together in order to achieve this effect and in doing so, the mana of the incantation will be split in half, any excess mana will be dropped.

Court Domain

Feyspeakers will find themselves faced with boons and disadvantages based on what biome they're currently casting in. Whilst in their positive biome, Speakers mana cost is halved (rounded up) and cast time is lowered by one to a minimum of two, while in their opposite biome, the cost is doubled.

Biomes

  • Spring:
    • Positive: Jungles, Forests
    • Negative: Swamps, Mountains
  • Summer:
    • Positive: Plains, Deserts
    • Negative: Caves, Arctic
  • Fall:
    • Positive: Swamps, Mountains
    • Negative: Jungles, Forests
  • Winter:
    • Positive: Caves, Arctic
    • Negative: Plains, Deserts

Should a speaker wear an outfit of full Sagesilk, they will ignore the negative biome effects.

Wild Magic

Feyspeak is a powerful tool, one that is strong in both power and purpose- but dangerous and fraught with risk. When casting an incantation whilst below half mana, the incantation will cause a Wild Magic effect consistent with the numbers rolled from the list below. Each Archfey has their own list of possible wild magic effects. Immediately after an incantation is spoken while below half mana, a feyspeaker must roll a 1d10. The number rolled is consistent with the numbers on the charts below. Each archfey has their own set of effects.


Spring
Dice Roll Effect
1 Incantation fails cast, mana is still expended.
2 The caster is turned into a small rodent for three turns. They are unable to cast and for all intents and purposes act as a mundane rodent with sentient thoughts for this time.
3 A carnivorous flower sprouts from the ground, trapping the caster’s foot for two turns.
4 Flowers sprout around the caster.
5 A large leaf comes to form around the caster, blocking the next physical attack.
6 A nearby animal (non-Monster) will become friendly towards the caster, if not already provoked.
7 The next spell cast has its cast time reduced by one turn to a minimum of one.
8 A large petal comes to wrap around the Speaker, healing one injury of up to Moderate degree. (Broken bones, minor blood loss, 2nd degree burns, minor appendages (fingers, toes, etc.))
9 Mana is refunded, the spell is still cast.
10 Incantation casts twice. New targets may be chosen.
Summer
Dice Roll Effect
1 Incantation fails cast, mana is still expended.
2 All nearby creatures are aware of the caster’s presence, and are hostile.
3 An annoying creature (squirrels, ravens, etc.) appears that will pester and attack the caster.
4 A sunbeam appears to shine down on the caster.
5 A target within fifteen meters is made passive, if not already provoked.
6 All flames within a five meter radius of the caster are extinguished.
7 The next incantation cast has its cast time reduced by one turn to a minimum of one.
8 The speaker gains temporarily enhanced hunting senses (vision, hearing, smell) for five turns.
9 Mana is refunded, the spell is still cast.
10 Incantation casts twice. New targets may be chosen.
Fall
Dice Roll Effect
1 Incantation fails cast, mana is still expended.
2 A boom of thunder shudders the Speaker, stunning the Speaker for a turn. This thunder is audible for a 100m distance.
3 The passions and tempers of all those within a 3m radius of the Speaker fly up. All Concentrations above Low are interrupted.
4 Leaves appear and swirl around the speaker.
5 A cyclone of air turns around the Speaker, protecting them against the next attack.
6 Violent winds berate a 5x5x5 area around the Speaker for two turns. These winds will prevent enemies from approaching the Speaker, whilst allies are unhindered by these winds.
7 The next spell cast has its cast time reduced by one turn to a minimum of one.
8 The Speaker sends a bolt of lightning alongside their incantation. This lightning will stun a target of their choice for 2 Turns, and must follow its own projectile roll.
9 Mana is refunded, the spell is still cast.
10 Incantation casts twice. New targets may be chosen.
Winter
Dice Roll Effect
1 Incantation fails cast, mana is still expended.
2 The ground around the caster becomes slick with ice, moving for 2 turns will result in the caster becoming prone.
3 The speaker becomes frozen by their feet, rooting themselves in place for two turns.
4 Snowflakes appear and swirl around the speaker.
5 A target within fifteen meters has a degree of frostbite given, or taken away.
6 A cold darkness surrounds the caster in a 10x10x10 meter area, stopping all others from casting for two turns.
7 The next spell cast has its cast time reduced by one turn to a minimum of one.
8 The speaker becomes invisible for the next two turns. The invisibility ends if the caster attacks or casts a spell.
9 Mana is refunded, the spell is still cast.
10 Incantation casts twice. New targets may be chosen.


Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
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