Elemental Insinsi

Mystic beings with inherent elemental powers, connected to a specific discipline.

Grisite

Mystics who see through the haze.
  • Lifespan : 1,000 years
  • Diet: Dust and particles
  • Habitat: Coastal regions
  • Socioeconomic Status: Privileged oppressed
Grisites appear to be anthropomorphic beings with high foreheads and a variety of color skin hues (grey, white, soft blue, tawny brown, or creamy yellow). They have fingers that are proportionately longer than one might expect from the size of their hands. They have hair on the fringes of their heads but not on top.

Beings of weather and nature, grisites naturally see patterns in atmospheric haze that show them what is happening all around the world. This clairvoyant sight does not give them perfect knowledge, but glimpses of goings on elsewhere, always on another continent.

Depending on the kind of haze, grisites might also have other powers:
  • Industrial haze: poison resistance +3
  • Volcanic haze: WIL +1
  • Wintry haze: cold resistance +3
  • Train smoke haze: endurance +3
  • Mining haze: STR +1
  • Farming haze: constitution +3
  • Wildfire haze: heat resistance +3
  • Acidic haze: acid resistance +3
Ancient grisites grow to hate pollutant hazes and often seek to become one with more natural ones, taking a haze form once they reach elderly status. Many take this form and fade away as they die.

While their original culture is more mystical and focused on deep predictions, grisites in Endruin have acclimated to the industrial era and the exploitative nature of capitalism. They find employment working for industry, helping with political and commercial endeavors with their insights into the world, and mostly being openly exploited and accepting it as part of the work.

PRO 8 ATH 8 STR 7 AWA 10 WIL 9 PRS 8 STH 9

Shemir

Shapers of reality. Sometimes said to be the first mortals on Shem.

  • Lifespan : 2,000 years

  • Diet: Normal mortal fare

  • Habitat: Northern tundra hot springs

  • Socioeconomic Status: Oppressed

Shemir appear to be anthropomorphic beings with high foreheads and a variety of color skin hues (blue, purple, gray, green, or even pale white). They have fingers that are proportionately longer than one might expect from the size of their hands. They have hair on the fringes of their heads but not on top.

Beyond their ability to fashion matter from genesis, shemir have the power to turn themselves into raw genesis, converting their entire being into it, when faced with beings from a great hole in reality from which destroyers come. They can also sense the elemental energy of creation, appraise the skill with which an object was made, and have a natural talent for creative arts and crafts.

Shemir have the ability to fashion genesis into physical matter. If they wish to make an object that is imbued with energies other than genesis, they must have access to that energy at the time of fashioning. Fashioning is done primarily with the hands (though shemir who have lost their hands have found ways to work fashioning with feet, legs, arms, and even their eyes). By focusing their attention on the genesis around them (which they can sense), they are able to take hold of it and weave it together into matter. They generate this genesis either by making something small by hand or by drawing from their own physical form.

The shemir live in an ancient city-state called Madziar near the north pole. It is a complicated socialist country that seeks to understand all of creation and protect the world from destruction. In the imperial lands, they are usually there investigating something or living among the locals.

PRO 7 ATH 7 STR 7 AWA 16 WIL 15 PRS 9 STH 7

Topic revision: r5 - 18 Apr 2026, SallyJaneBlack
This site is powered by FoswikiCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding Foswiki? Send feedback