Feyspeak
"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 were the most direct ways the archfey influenced the world of mortalkind. Imbuing chosen followers with the knowledge of true magic, they were able to fight with enhanced powers and spread their archfey's influence and agendas throughout the lost realms. It is said that this pledge, or the creation of a unique "Speaker" was 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 origin mages or shamans which were able to draw their power from leylines or a bond with a specific spirit. Those with the ability to utilize the fey language were able to call upon their power by speaking the words taught to them, and the very world itself would shift according to their magical whims.
Golemancy |
The Root
The portion of the Aurum which was transformed by the Archfey, was known to some as the 'Root'. When viewed by those who could see the potency of souls, their soul appeared like a flower, the color of its blossoming akin to which court they served. Their physical form held a mark of the archfey, a tattooed set of wings based on the one they served that glowed when they used their abilities.
The Power of Words
Those empowered by feyspeak were granted a special set of abilities unique in its power. Different to origin mages whom contained the mana within themselves, those with feyspeak were immune to anti-magic abilities which disabled or targeted the spark, and their powers could be increased or decreased based on the season and environment they were in, mainly different because of archfey they served; however, their spells would still be considered profane. They were capable of making incantations in the fey language to a certain limit, with beginners starting at 15, and could 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 existed in the Fey Wilds that were not present in the mortal realm. Some of these creatures could sense the movements of mana that Feyspeakers carried out when casting, and these animals were drawn to it. When a Feyspeaker advanced to Orator level, their magical prowess becoame so potent that it drew an animal from the Fey Wilds to jump realms, arriving in the mortal worlds to serve the Speaker as their loyal companion. Throughout a Feyspeaker's time with their Loyal Companion, the creature would gradually come to be more powerful. Once a Feyspeaker reached Herald, the Loyal Companion would earn a special ability it was capable of using. They could vary significantly in appearance and ability, but could not have more than 1-2 unique talents. These companions acted 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.
- 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.
- Anti-Mana materials, however, still affect feyspeakers; Elderium, Mjolnar , etc
- 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 was a powerful tool, one that was 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.
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Lost Aurum Types |
Divinity • Demonbrands • The Origin • Runesmithing • Feyspeak • Shamanism • The Fallen |
The Lost Realms • The Fallen Forces |