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Fae Sparks


The Fae Spark resides within the souls of all Elven kin, a piece to be unlocked and nurtured before release. The history behind the Spark comes from the ancestors of all elves, the near-fae. Near-fae are immortal beings who live within the Fae realm separated by courts, Winter, Autumn, Spring and Summer. The courts are in constant disagreements and strife upon who will lead the other courts that regularly alternate between the four realms. This strife leads some near-fae who want to be removed from the constant disagreements to rally up who they are could and leave their domain to enter others, one being The Prime Materia.  
  While the near-fae who resided in The Prime Materia still had strong connections to the fae court they came from, over generations of breeding they kept noticeable physical features of their kin through spiritual or soul connections to the courts withered down to a spark, known as a Fae Spark.

The Four Courts

The four courts correlate to what Fae Spark elves are given, this is a dominant trait passed down by the mother to child. The sparks bring a cultural significance to the elves due to it being the innate connection to either of the four courts, the ancestors of all elven kin. The method in which an elf connects to their Fae Spark is the same in a broad sense, though what elves of each court experience and obtain afterward are unique from each other. To obtain their Fae Spark an elf must meditate for long periods of time until they are able to connect to the court they are related to. Once an elf is able to achieve this, they begin to experience vivid visions guiding them through a variety of experiences until they have made their connection to their Fae Spark and are able to use it. You must be taught by another who's connected to first walk you through the dream to unlock your spark. Once you've unlocked your spark make an LT req to get a card certificate stating your spark and what you've unlocked.

The Fae Spark

Spring Spark

Spring Elves, Aossí
The Spring Court is tied to vibrant and warm colours filling the lush landscape as life clings to everything in abundance, above and below.   Often creating a maze for anyone traversing, the entrancing sounds pull you deeper within the court, placing you into a vivid dream state with every step, causing you to forget where you came. One cannot be too careful of the court's creatures either; beast and fauna attack and defend themselves from intruders for wherever they deem. The Spring Court Near-Fey have survived via communing with both flora and fauna within their court, befriending both. The Near-Fey and creatures work as a cohesive cell to traverse the court without losing themselves in the maze, and help with the growing region's maintenance and upkeep.   The Spring Spark revolves around connecting and communing with both nature and natural creatures across any plane. Due to this, they haven't had this ability become recessive and need to be unlocked.   The Spring Spark from birth becomes partially unlocked for anyone tied to the Spring Court. To fully open the spark, one must learn Druidism. The partially unlocked spark allows a prophetic dream to assess foreign interference or damage upon either nature or beast. The partial spark also allows communion to animals, although requiring a token from the creature's species. The token is a significant part of the beast, not simply a tooth or bundle of fur, rather a paw, tail or even ear. The token will then be put under the same prophetic dream, and when the token is held after, communion between the creature's species is possible. When communing with creatures, the creature will be considered having tamability value 2, and aggression value 2 explained on the Pets and Mounts guide.

Summer Spark

Summer Elves, Nereids
The Summer Court is a moving paradise, filled with stolen waters and lives to give Near-Fey a utopia for them to thrive.   The court ruled by Kummlakina had a desire for comfort, so she used her power to take all the oceans, lakes and rivers for herself. Kummlakina had a desire for comfort, and the Near-Fey live under her rule for false survival unbeknownst to what lies across the waters they're accustomed to. The rest of the Summer Court lays desolate and dry, filled with desert and sandstorms which rage the planes. Due to the constant paradise, the Summer Near-Fey lived within and evolved amongst, they've developed their spark around such, the ability to breath underwater and resist creatures' defenses. Fortunate enough that came with the waters, as well as gaining resistances to poisons inflicting them and in turn redirect them out through grown spine-like needles.   The Summer Spark allows them to breathe underwater naturally and have mild poison resistance. When the spark unlocks, spine-like needles similar to a lionfish will start to grow along the body, legs, arms and even neck. The spines can pierce flesh without much resistance. The primary purpose of the spine-like needles would be to inject poison into others. If one unlocks their Summer spark, they'll be able to store toxins in glands stored within their body that can be expelled through the spine-like needles and or spat out in an arc in front of them. When keeping poisons, you'll have to survive the experience before discharging the liquid, so ingesting a fatal poison will still kill you unless treated. You may store other liquids that aren't poison in origin. You require an LT approved card stating what poison is stored, unless directly used in the current unfolding situation.

Autumn Spark

Autumn Elves, Oreads
The Autumn Court tied to a landscape of decay and bright colours. Death and growth of life happening often, the cycle of life is a fast-acting one within this court.   The creatures of this realm also follow this, often leading strangers and each other to untimely deaths in which their decaying bodies bring forth life to others. Along with this are the vast underground caves of lava and cities made of metal in which few can even approach. The Fae Spark begins, from the withering of life to start a new cycle once more. Near pits of lava in the depths of the earth Near-Fey bend metal to form their cities and forge various tools, the essence of the Wonderland imbuing into the metal and causing it to wither that which it touches.   The Autumn Court's bent metals tie in traces of the nature of decay found within their landscape. Metals made in this method cause wither effects when they cut into or come into contact with bare flesh. There are three stages of Wither, the first being a -1 penalty to movement, the second a -2 penalty, and the third is -3, along with the loss of using fast actions. This Wither effect lasts three emotes from the last instance of being touched by Wither bent metal, and the stages advance via a target getting touched by the metal whilst in a pre-existing stage. After the three emotes, all impacts of any wither stage (apart from slight discoloration and possible scars) disappear. The wither effect to block-speed doesn't stack if you're at 2 blockspeed or under. This requires LT oversight when being made, the item will be natural quality that is equivalent to 'fine' crafted items, unless improved stating on the item, the improved quality might be as of result of wonderous+ metals being worked with. Bending metal will put you on a weekly cooldown after one craft, increasing to multiple weeks dependent on quality made.

Winter Spark

Winter Elves, Snowinds
The Winter Court is tied to a desolate landscape of ice, giving an impression of bleak emptiness and loneliness despite whispers heard within the wind.   The court, however, isn't bare of life. Fauna and flora who've adapted to the land scatter across the ice riddled plane, and you'll find that none are kind to each other, fighting for territorial gain and needless aggression. The fae spark begins from the death of those worthy. In the court, the Winter Near-Fey defend their homestead from these creatures and manipulate the blood mixed with ice to forge weapons, tools, and structures from the ice like steel- Fey Ice.   Fey Ice is the manipulation of blood from a worthy kill from a beast or creature on any plane, the ice itself acts much like steel having similar properties of hardness, durability and melting point. The difference would be the weight where the ice weighs as it would in water weight. This requires LT oversight when being made, the item will be natural quality that is equivalent to 'fine' crafted items, unless improved stating on the item, the improved quality might be as of result of wonderous+ creatures being worked with.

Artwork by Legends of Runeterra
Related Locations
The Faerie Wonderland
Related Species
Near-Fey
Elves
Related Ethnicities
Aossí
Nereids
Oreads
Snowinds
Spring Elves
Summer Elves
Autumn Elves
Winter Elves

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