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Celetrin - Eld Fey

The most ancient of the native Fey, Celatrin is activated/manipulated most easily by music, song, and verse, and it is primarily a nature magic. It is possible that any sentient race may be capable of using Celatrin, except for Wythir, Ogra, and Jurrad, whose natures render them incapable of fine musical manipulation. Some humans, Antharr, Maejir, Dar, and even Durga have practiced the art in past ages, though it is fairly rare. Celatrin works within the confines of the Symphony’s structure, and is the method that the Faeyan, faerie folk, and dragons practice magic. Sophisticated and subtle effects can be generated under the wings of Celatrin.

Celatrin is not a battle Fey. It has no dedicated offensive attack Talents, nor is it intended to hurt others. It is peaceful and calm, confident and powerful. It is the wisest of all Fey.

Celatrin is intended to restore damage to the world, and bringing natural life back. This might be through the course of purifying caustic seas, planting forests, or listening to the stories of a mountain. It’s practitioners are often pacifists, who venture out into the world to explore the land, and heal it. By doing so, they return more Celatrin to the world, which has been greatly damaged in each ringing.

Limitation of Powers:

Celatrin cannot be used to directly harm others. It has few offensive powers to speak of. It is the most passive Fey powers. Celatrin Fey Points are recovered by meditating near plant life. (Usually, a portable Spell
Garden.)

Spell Garden

Every Celatrite must have their own Spell Garden. Spell Gardens are containers which house exceeding rare and powerful plants which are directly tied to specific Celatrite Talents

A small cutting of the plant is usually given to a practitioner of the art by their master, to be nurtured and grown in a traditional container. As the practitioner of the Talent improves, the Spell Garden grows and flourishes.

Celatrites must meditate at their spell garden(s) to gain back spent Fey points. Just as in other game systems a mage must study to relearn spells, or a priest must pray for blessings, a Celatrite meditates to recuperate her powers.

Celatrin Skill List (At the level of the base Celatrin gift)

Fey Defense
Speak Celatrith Tongue
Whaech – Needle Seed (Usually, the free attack spell)

Celatrin Talent Skill List

Wheldith**
Whovoss**
Whae**
Whull**
Whone**

Celatrin Talent Trees

Wheldith** (Read Nature) (Requires Feyborn: Celatrin gift, and Wheldith Spell
Garden)

Requirements

The Feyborn must chant the Celatrinic Pact for 7 moments, and then pour a blood
offering to the ground/pool/tree. This Talent defaults at Terrible for Celatrites
who have not studied it, and Mediocre for those that have taken this path.

Description

With Wheldith, the Mage is able to converse with trees, stones, insects, leaves,
pools, plants and other natural, non-sentient forms.

• Terrible – No result, but still costs points.
• Poor – Faint “feelings” of the area that the Celatrite touches. Very recent and largely inaccurate.
The land is unwilling to reveal much to your rough tongue.
• Mediocre – Broken and random visions of what occurred here recently. Sometimes accurate. The land doesn’t trust you.
• Fair – Incomplete visions of fairly recent events, and spotty words immerge from the earth. Partially accurate. The land is uncomfortable with your speech.
• Good – The land speaks and the Mage can get a good sense of recent events, and some visions of past events. Often accurate. The land understands you.
• Great –The land is willing to reveal detailed recent events, and even some of the past. Largely accurate.
• Superb – The land speaks for many days about recent events, and those of many centuries ago. Very
accurate.
• Legendary – The Celatrite may converse with the land to learn what she may, perhaps learning everything that has occurred here in the last 1000 years. The Mage may see detailed and precise visions, from the perspective of the land.
• Epic – The land will impart rich and accurate visions, in but a few moments. History is as accessible as what may have happened Ages ago.

Whovoss** (Make Nature) (Requires Feyborn: Celatrin gift, and Whovoss Spell Garden)

Requirements

The Feyborn must plant 7 seeds in a great circle, and then sing the Canticle of Whells. A sacrifice of honor and value must be left by the Mage. This Talent defaults at Terrible for Celatrites who have not studied it, and Mediocre for those that have taken this path.

Description

With Whovoss, the Mage is able to reinvigorate the land, bringing forth plants and animals, and making it fertile. Works of MortalKin are buried in the fertility.

• Terrible – No result, but still costs Fey points.
• Poor – A few weeds spring here and there from the ground, but soon wither. Insects are called forth, but soon fall. Covers just a few spans.
• Mediocre – Small plants grow and minor insects crawl about. This covers no more than 8 spans and lasts no longer than a day.
• Fair – Small plants and animals from this habitat spring forth, covering 10-15 spans. Lasts a week.
• Good – A tree springs from the ground, while shrubs, plants, and small animals come forth. Lasts a month.
• Great – A small natural grove erupts from the ground covering about 20 spans, which holds a number of large and small animals harmonious to the area. Lasts a year.
• Superb – A large grove appears, shrouded with fog, and filled with a large variety of plants, animals, shrubs, roots, mushrooms, and more. Lasts a decade.
• Legendary – The Celatrite calls forth a mighty growth of plant, vine, and tree, which is harmonious with the surrounding lands. The vegetation is full of animals and life, and it reaches many leagues in every direction. Useful herbs and helpful plants can be found within along with a Feystone. Lasts a century, if not more.
• Epic – Same as Legendary, just more and bigger. An entire Feystone Circle may be found within.

Whae** (Control Animal) (Requires Feyborn: Celatrin gift, and Whae Spell Garden)

Requirements

The Feyborn must make eye contact with the animal and then touch it with the palm, while whispering the Celatrinic Pact. If successful, the creature may be commanded through the use of Celatrinic language commands.

Description

Whae creates a bond of understanding and influence between the Mage and a wild living creature. Also, this control requires constant supervision and concentration of the Mage. It is not effective with MortalKin, as they have self-awareness and magical creatures tend to be less predictable in their control.

• Terrible – No result, but still costs Fey points.
• Poor – One very small creature (bugs, rodents, tiny birds, little fish) can be influenced to do things that it might normally do; eat, rest, flee, etc. Influence lasts just a few moments.
• Mediocre – A few very small creatures of the same type (bugs, rodents, tiny birds, little fish) may be influenced to do things that they might normally do; eat, rest, flee, etc. Influence lasts just a few spans.
• Fair – Medium sized creatures (hounds, burgans, wolvereens) can be influenced to do things that they might normally do. Several small creatures of the same type (cats, skunks, hares, lizards) can be convinced to do something that they might not normally do. (dance, leap on command, This influence lasts up to a minute.
• Good – Medium sized creatures can be influenced to do simple things that they’d never do. Groups of up to 10 smaller creatures may be commanded to do things that they would never do: dance, perform tricks,
fetch things. Lasts a few minutes.
• Great – Single large creatures (bears, bulls, ahnkri, bandu, lions) can be influenced to do things that they might normally do. Medium creatures can be influenced to do things that they’d normally not do. Several small creatures will perform very elaborate tricks, tasks, or even to attack.
• Superb – Single huge (magical) creatures (Ralutes, Gyants, Mantikore, Irvan Lions) can be influenced to do things that they’d normally do for a few moments. A few large creatures will do simple things
they’d never normally do for a few minutes. Several medium creatures will perform elaborate tasks, fight, or perform impressive tricks for a few hours. Small creatures can be bonded to the caster for a year. (one at a time)
• Legendary – Huge and magical creatures can be influenced to do things that they’d never do for a few minutes. Large creatures will perform elaborate tricks, or allow themselves to be safely ridden
for an hour or more. Medium creatures may be bonded to the caster for up to a year, and a few small creatures may be bonded for the life of the Mage.
• Epic – Magical and huge creatures will perform elaborate tricks, fight, or perform for the Celatrite. Large creatures may be bonded to the caster for up to a year, and many smaller creatures may be bonded for the
life of the Mage, and perhaps even her lineage.

Whull (Preserve and Defend) (Requires Feyborn: Celatrin gift, and Whull Spell Garden)

Requirements

The Celatrite must take her staff and incise a circle about her into the earth while reciting the poem of Illuth. Any who wish to be protected must stand inside of this circle. Each in the circle must throw down a blessed acorn at the command of the Celatrite. At this moment, the Talent is unleashed.

Description

Whull preserves and defends those that have been so blessed.

• Terrible – No result, but still costs Fey points.
• Poor – Only the Celatrite is effected. For 10 pips (seconds) the castor requires no oxygen, food, water, but has no effect on the fey.
• Mediocre – Only the Celatrite is affected. For 1 minute the castor requires no oxygen, food, water, and
is only effected by mediocre or better fey.
• Fair – Only the Celatrite is affected. For 10 minutes the castor requires no oxygen, food, water, and is only effected by fair or better fey.
• Good – For 10 minutes the castor requires no oxygen, food, water, and is only effected by good or better fey. The Celatrite and one other may be protected as if at mediocre.
• Great – For 1 orah (hour) the castor requiresno oxygen, food, water, and is only effected by great or better fey. The Celatrite and two others may be protected as if at fair.
• Superb – For 1 day the castor requires no oxygen, food, water, and is only effected by superb or better fey. The Celatrite and three others may be protected as if at good. The Celatrite does not need to be present
in the circle, for the spell to work.
• Legendary – For 1 week the castor requires no oxygen, food, water, and is only effected by superb or better fey. The Celatrite and six others may be protected as if at great. The Celatrite does not need to be present in the circle, for the spell to work.
• Epic - For 1 month the castor requires no oxygen, food, water, and is only effected by superb or better fey. The Celatrite and 12 others may be protected as if at superb. The Celatrite does not need to be present in the circle, for the spell to work.

Whone** (Restore) (Requires Feyborn: Celatrin gift, and Whone Spell Garden)

Requirements

The Feyborn must touch the target, and recite the Canticle of Whone. (A single dice roll will determine both the Canticle and the resulting spell level.)

Description

Whone utilizes the Symphony to delve inside a creature, plant, or even an object,
and return it’s harmonics to their true state. This could turn a corrupted
creature (perhaps even extinct) back to it’s first form. It could also
be used to repair physical damage to something natural. (A stone, a grove,
or even a flock of birds.)

Limitations

Some corruptions are also more powerful than others, and may take several attempts to complete the task.

• Terrible – No result, but still costs Fey points.
• Poor – One very small creature/plant/natural object is restored to it’s original state, but quickly reverts back. A damaged creature/plant/natural object is healed but for a few moments, but quickly reverts back again.
• Mediocre – A few very small creatures of the same type (bugs, rodents, tiny birds, little fish) may be influenced to do things that they might normally do; eat, rest, flee, etc. Influence lasts just a few spans.
• Fair – Medium sized creatures (hounds, burgans, wolvereens) can be influenced to do things
that they might normally do. Several small creatures of the same type (cats, skunks, hares, lizards) can be convinced to do something that they might not normally do. (dance, leap on command, This influence lasts up to a minute.
• Good – Medium sized creatures can be influenced to do simple things that they’d never do. Groups of up to 10 smaller creatures may be commanded to do things that they would never do: dance, perform tricks,
fetch things. Lasts a few minutes.
• Great – Single large creatures (bears, bulls, ahnkri, bandu, lions) can be influenced to do things that they might normally do. Medium creatures can be influenced to do things that they’d normally not do. Several
small creatures will perform very elaborate tricks, tasks, or even to attack.
• Superb – Single huge (magical) creatures (Ralutes, Gyants, Mantikore, Irvan Lions) can be influenced to do things that they’d normally do for a few moments. A few large creatures will do simple things they’d never normally do for a few minutes. Several medium creatures will perform elaborate tasks, fight, or perform impressive tricks for a few hours. Small creatures can be bonded to the caster for a year. (one at a time)
• Legendary – Huge and magical creatures can be influenced to do things that they’d never do for a few minutes. Large creatures will perform elaborate tricks, or allow themselves to be safely ridden for an
hour or more. Medium creatures may be bonded to the caster for up to a year, and a few small creatures may be bonded for the life of the Mage.
• Epic – Corrupted creatures are returned permanently back to their true state. Several large creatures/plants/natural objects are completely restored to their natural healed state.

Content, images, names, creatures, cartography Copyright ©1986-2004 Daniel M. Davis.
Illustrations Copyright ©2000-2004 Shannon K.Potratz & Ben S. Hunter