Fey Insubstantiates
Species without physical bodies or who take on non-physical forms who have fey powers.
Hodiern
NPC only
Living energy that only exists in the present moment.
- Lifespan: Now (roughly 2,000 years)
- Habitat: Anywhere
- Diet: What is present
- Socioeconomic Status: Not applicable
A hodiern is a flashing image of a person that only exists in the present moment. It has no memory of the past nor concept of the future. It can only act in the moment. It does not conform to linear time, and therefore, it appears in different moments at random, existing for thousands of years, but only for short bursts a time. The longest one will exist in one place is 30 seconds, the average is about 3 seconds. Some exist for less than the blink of an eye for some moments. They appear to be of any species, any age, any gender, any time period. Their form does not change radically over time - species, age, gender, and time period will be consistent. As they have no past nor concept of the future, they come into existence fully mature and with a full set of skills, powers, and abilities that reflect their species. No one knows how they reproduce or come into existence. Many assume they are ghosts.
Kalati
Living words.
- Lifespan: 500 years until they evolve into a new word
- Habitat: Anywhere words are spoken
- Diet: Meaning
- Socioeconomic Status: Unknown
The words of the First Language were alive. They had consciousness and existed as independent beings until they were caught on the tongues of the first to speak them. Some have remained independent, words never spoken by other beings, but with deeper and more powerful meanings than any mortal could conceive.
Every kalati has their own meaning. It is a complex concept encapsulated in their singular word, and no other word in any language has the same meaning as it. It is exists as an invisible concept until it finds a tongue (or other speaking organ) to latch onto. Once there, it must not be understood or spoken aloud, for if it is, it will be bound to the tongue and stop being an independent and conscious being. But if they can exist on the tongue for long enough, they gain the ability to influence the person they are "riding". They begin to alter their thoughts, the words they use, the way they communicate, making them much better at speaking any language and giving them an understanding of the meanings and histories of words and phrases. Eventually, they learn to communicate with their host and vice versa, though never fully revealing themselves, but either forming a symbiotic relationship or being rejected and forced to find a new tongue.
As they have no physical form without a host, they cannot physically interact. However, they are very susceptible to magic.
If someone plays a kalati, they must play both kalati and host, either a knowing or unknowing one. Kalatis prefer linguists, messengers, scholars, writers, poets, or others who work with words.
Independent: PRO 6 ATH 9 STR / AWA 14 WIL 10 PRS 11 STH 17
Possessed: PRO / ATH / STR / AWA +3 WIL / PRS +3 STH /
Leyling
The consciousness of a ley line.
- Lifespan: 1,000 years
- Habitat: Ley lines
- Diet: Energy
- Socioeconomic Status: Privileged oppressed
Ley lines indicate the flow of magic through the world and the rules of magical energies. Within the ley lines are parts that are independent and have consciousness. These beings, called leylings, shepherd the ley lines and keep them flowing properly. They appear to be vaguely visible azure figures.
Leylings have the ability to influence the ley lines that that are born within, being bound to them as protectors, guides, and shepherds. They may switch to a new set of ley lines in their lifetime if need be or desired, so long as there is someone else to care for the ley line they are leaving. If some power or force or individual threatens their ley lines, they may leave them temporarily to attend to the problem.
Leylings are powerful magical beings and are born knowing eleven spells. The spells they are born with will affect the flows of energies or somehow interact with them, usually mana or other fey energies, but otherwise they vary by individual. Some common spells include the following:
- Influence ley: nudge a ley line to alter its flow slightly.
- Draw ley: create a small ley line between two existing major ley lines to redirect flow.
- Analyze ley: analyze a ley line to know what energies flow through and where to.
- Circle of power: create a circle of magic that forces energies to conform to certain rules temporarily.
- Knotted ley: tangle two leys together temporarily.
- Untangle ley: untangle two leys.
- Leyspeech: speak to a ley line to gain information.
- Sense magic: sense any magical energies nearby.
- Bind wild magic: bind any wild magic to a ley line, thus negating its chaos.
- Analyze magic: analyze magic to know what kind of energy it is and what its intended effect is.
- Identify magical object: analyze a magical object to know what energies are within it and what its effects are.
- Azure shield: block a spell with an azure barrier.
- Repel magic: send a spell back to its caster.
- Absorb magic: absorb the energy from a spell cast at you.
- Magic blast: send a small, close blast of magical energy at a target.
- Renewing spell: renew the magical energy of another person.
- Spell lock: prevent a target from using a specific spell.
- Azure bolt: send a bright blue bolt of magic at multiple targets.
- Azure spear: wield a spear of bright blue magic.
- Counter spell: eradicate a spell cast at any target within range.
- Dispel magic: dispel the magic on an object or target.
- Doublecast: cast two spells at once.
Leylings are often accompanied by a familiar, whom they can join with and "ride" as a physical body if need be. These are always animals of some kind native to where their ley lines flow.
Leylings live in small communities of eleven people, usually led by the eldest, and they are tasked to a certain territory of intertwining ley lines. They live their whole lives tending the flows of magic, though they are often threatened or enslaved by imperial powers seeking to control magic in an area.
PRO 8 ATH 10 Flight 11 STR 4 AWA 14 WIL 17 PRS 7 STH 8
Miro
Living dreams.
- Lifespan: 1,000 years
- Habitat: Dreamscapes
- Diet: Imaginary food
- Socioeconomic Status: Varies
Miros are living dreams. They appear as anything a dream appears to be. They dwell within the collective subconscious of all living beings, in the Dream Realm, and take more permanent forms when they engage with the beings that dreamt them. Some miros attain independence once they have a more permanent form.
Miros are beings of image. They are defined by the dreams they represent, and therefore, they are limited to which images they may command by which dreams they come from. The images they wield are technically part of their bodies, and therefore, they command them at will.
As miros are dreamt by living beings, they take on more and more consistent form. Eventually, they will find that they are always in nearly the exact same form, over and over again, which allows them to have a consistent awareness as well. Many who find themselves in this circumstance seek to become free of the restraints of the imaginations of those who dreamt them.
To become free from the subconsciouses of other living beings, miros must themselves dream. This means they must find a way to sleep. They do this by controlling the dreams they appear in until they convince the dreamer to sleep within their own dream. Once this happens, the miro has much greater control and can “awaken” to freedom within the Dream Realm.
As a free miro, they gain many other powers and may change themselves drastically. Powers vary by what kind of dream they began as, but most powers involve controlling or altering the dreamscape around them.
Most miros eventually gain the ability to attach to new dreamers, which creates symbiotic relationships that redefine them further, but they can always detach at will once they are freed the first time.
Unfreed miros cannot leave the Dream Realm. Freed ones may leave, but they must return before the day changes to night or night changes to day, depending on when they arrived. If they do not, they “awaken” and die. Outside the Dream Realm, they appear to be flickering, anthropomorphized mortal beings. They can use up their own power to create dream images, like an imager but at will and without a mirror, and if they use up all their power, they will simply fade back into the Dream Realm, though weakened.
Though there are some nations within the Dream Realm, those who have left to go to the moons or cosmos are of no nation particular. Most are on the Green Moon, among the fey countries there.
PRO 7 ATH 8 STR 8 AWA 10 WIL 9 PRS 11 STH 9
Saccad
NPC only
Nonlinear energy beings.
- Lifespan: 500 years
- Habitat: Anywhere
- Diet: Energy
- Socioeconomic Status: Oppressed
Saccads are beings of violet energy that exist outside of linear time and space. They appear to be anthropomorphic figures of light.
A saccad does not exist in linear time or space, and therefore, they do not perceive time as a continuous flow, nor space as a linear thing. If they take a step in one direction, they may end up almost anywhere else, at a different time. Because of this, they have a unique view of the universe, and they perceive causality as a myth. They also have very unexpected viewpoints, information, and concepts to share.
A saccad has little control over where or when they end up, but this is not perceptible to them. They simply view the casual relationship as a fiction other mortals impose on themselves. To them, the way they move through time and space is normal.
Sometimes, they will possess a being who perceives time and space as causal to allow them see and experience nonlinearity. When this happens, they risk being trapped in linearity and dying, but they are able to move the person to anywhen and anywhere with some degree of control.
Many imperial and colonial powers seek to control saccads for obvious reasons.
PRO 8 ATH 9 STR 4 AWA 17 WIL 8 PRS 7 STH 11