Elemental Makers
Those who use elemental magic to create objects.
Anellofabbro
Type: Ringsmith
Anellofabbri are ringsmiths who draw power from cosmic dust and the rings around planets. This is a form of sympathetic magic that allows them to enchant any ring they have made with powerful cosmic energy.
The anellofabbri began in the cultures of those who follow the ancient cosmic religions. They are star-watchers and observers of the cosmos, and using the tools of their culture, they were able to observe the four planets in the solar system with rings and the one that is shaped like a ring. They are able to attune to these planets to draw their magic. They also spend a long time learning to craft and smith rings.
To attune to the planets, one must study them in depth. One must be devoted to nature and the cosmos, and one must follow and trace the movements of every planet for several years. They must spend hours under the stars, watching via special lenses, and meditating upon the cosmos itself. They must learn from their mentors and other members of their culture, and they must be tested by cosmic elementals. If they pass, if they are truly devoted to their culture and to nature, and if they understand that using their magicks must never serve the industrial powers, they are given the ability to connect with each of the ringed planets when they wish. This requires that they form a special bond with at least one of them, which will be their dominant planet.
- Inoxuil: the toroidal planet (ring-shaped) that gives those who connect to it the power to sense pain in others.
- Weptaram: the massive gas giant with massive, beautiful, colorful rings. It gives those who connect to it PRS bonuses.
- Thurudrill: the stormy gas giant with two intersecting sets of rings which form a cross. It gives those who connect to it resistance to thunder and lightning.
- Mytoth: the bluegreen gas giant with a thin ring. It gives those who connect to it resistance to aligned magicks.
- Daialoth: the massive ice giant with a thin ring that gives those who connect to it resistance to cold.
All anellofabbri can imbue the magic of any planet into any ring they have made:
| Planet |
Rings |
Effects |
Difficulties |
| Inoxuil |
Toroidal shape |
Pain sense, Humid aura, Animal speech, Aerokinesis, Stoneskin |
13, 14, 10, 13, 12 |
| Weptaram |
Massive rings |
Aura of authority, Control ring, Cosmic awe, Gravitational pull, Planetary armor |
14, 16, 13, 12, 15 |
| Thurudrill |
Crossed rings |
Thundrous voice, Lightning bolt, Electrical resistance, Crossed rings, Summon storm |
13, 15, 11, 13, 16 |
| Mytoth |
Thin ring |
Neutralizing aura, Net of storms, Invisibility, Cosmic beauty, Realignment |
13, 15, 16, 14, 12 |
| Daialoth |
Icy ring |
Cold resistance, Frost blast, Aura of stasis, Iceskin, Cold gaze |
12, 13, 15, 11, 12 |
The planet they have bonded with is easier for them to use, and the materials they make rings out of can make it easier or harder to enchant.
PRO / ATH / STR +1 AWA +2 WIL +3 PRS / STH /
Bottaio
Type: Cooper
Bottaii are coopers who make water-resistant, water-storing, water-enchanted barrels.
They gain the power to control elemental water by communing with it. They submerge themselves in the river and the sea, tying an iron jug to their bodies to weigh them down, letting the waters fill their lungs, and release themselves to it. Members of their guild or their mentors are there to help them if they fail, but if they succeed, engaging in a deep trance while drowning, they become one with the waters. They are trained for years to learn how to do this, and many are severely injured in the process. Only the most devoted choose this path.
Bottaii use their magic to make special barrels for storing water. Ones that don't rot, that can float even when full, that store more than they seem to, and have other magical properties. They only make them for their elemental communities, save in rare cases they sell them for much-needed resources for their communities - but never to industrial powers. They are skilled at work with wood and metal, which they practice for years under a mentorship. They are often found in seaside or riverside towns.
Some of what they can do with barrels includes the following:
- Waterproofed barrel: a barrel that does not rot or leak.
- Deeper barrel: a barrel that holds more than it should.
- Floating barrel: a barrel that floats in water no matter what is in it.
- Steerable barrel: a barrel that can be steered on the water magically.
- Darkwater barrel: a barrel that vanishes when in water.
Other magical properties may be possible. The materials they use may affect the difficult of making these.
PRO +1 ATH +1 STR +1 AWA +1 WIL / PRS -1 STH -1
Brightswicker
Type: Chandler
A chandler who makes candles with elemental light. Their candles are made from magical wax and wicks. They learn to work with these materials from a mentor or teacher, but to do to so, they must be worthy and a friend of nature. Anyone who serves imperial powers or polluters will be burnt by the materials. They prove their worth by basking in elemental light provided by their mentor and facing inner truths.
The wax is always brightswax and moth oil, and the wicks will always be Lesedian cotton. Unlike lanterns and lamps, candles cannot be easily adjusted. They burn at a different power based on the amount of wax used - Soft (10’ radius), Medium (25’ radius), Strong (50’ radius). They give off Flickering light, always. Brightswickers spend much of their time making candles with moth oil and brightswax, a substance that attracts moths, who are good luck to brightswickers.
Here are few of the effects candles can have:
- Illumination: like regular light, elemental light can be used for illuminating an area.
- Brightfire: if elemental light is focused and hot, it can set things aflame and burn them physically and spiritually.
- Luminosity: elemental light can be infused into something to make it glow.
- Revelation: elemental light can be spread over an area to reveal that which is hidden within it.
- Light-walking: if elemental light is imbued into footwear or feet, it may, with a great deal of power, allow the person to walk on light itself.
- Shining aura: brightswickers may bask themselves in elemental light to give themselves protective auras.
- Spiritual flow: elemental light can reveal spirits and let a brightswicker communicate with them.
- Blinding: elemental light can blind people much as light can, though it hits on a metaphysical level as well.
- Confusion: flashing bright can cause people to lose track of where they are, who they are, or why they are.
- Brightwave: a brightwave takes the waveform of elemental light so one might pass through matter.
- Finding: elemental light may be used to reveal something specific, especially something lost.
- Inner light: elemental light may be used to unleash one's inner light, giving one insights into themself and their own abilities.
- Guidance: elemental light may guide a brightswicker to where they wish or need to be.
- Light-self: powerful brightswickers may risk becoming light, though they may not be able to return.
- Greater sight: elemental light can improve the vision of someone if used correctly, a softlight bath upon the eyes.
Other powers exist that are not listed here.
PRO +1 ATH -1 STR / AWA +3 WIL / PRS +2 STH -2
Cryosculpt
Type: Sculptor
Cryosculpts use their voices to shape ice into statues and other works of art. In order to wield elemental snow and ice with their voices, cryosculpts must have some source of it from nature, freshly fallen snow being best. They hold this in their mouths as they sing, at least at first, in order to command the cold with their voices. E
ventually they learn how to lower their own body temperatures in order to be able to always wield the cold with their voices. They do this by a series of meditations and ice baths, followed by singing sessions and wearing heavy blankets and furs. They do this over and over again for six winters, and they will, if they are skilled and dedicated enough, have mastered their own body temperatures, allowing them to live at several degrees below normal body temperature for their species.
Because their body temperature is vital to their craft, they become weak if their temperature rises due to fever. A fever can render their powers unusable, sometimes permanently. As such, they guard against disease rigorously via diet, exercise, and preventative medicines.
Their music is heavy on words and requires no instrumentation. The special words used are chanted rhythmically, in combination with their lower body temperatures, in order to draw forth the cold and send it where their voices land. Every time they use their music, they lose some of their body cold and must restore it later. The better a singer they are, the more efficient they are with their magic.
They focus their voices on the ice they are trying to shape, creating different forms. Every sculpture resonates with their voice and the elemental cold, giving the statues different properties:
- Temperature sink: a statue that draws all the heat out of an area, melting the statue over time but making it much, much colder in the area and much harder to heat it back up, even after the statue is gone.
- Snowfall statue: a statue that, when placed outside, increases the chances of a snowfall, even if the temperatures don't cooperate.
- Frost shield form: a statue that protects those near it from heat or fire without making them colder.
- Heartdrain statue: a statue that numbs emotions in its presence.
- Icicle dancer: a statue that comes alive and has sharp edges, but does not last very long.
The amount of ice used correlates to the power of the statue, but in the warm climes of the region it is hard to come by huge quantities. The formula is 1 point of magical power per half a cubic foot used (not the final size, but the amount used). A cubic foot of ice typically weighs 57 pounds, but some magical forms of elemental ice may alter the formula, be lighter or heavier, or have other properties. This assume frozen water. Other frozen materials may have different effects. Polluted waters or ice will not work for this magic.
PRO +1 ATH +1 STR +1 AWA +1 WIL / PRS -2 STH /
Darkstitch
Type: Clothier
Clothiers who wield the energy of true shadow to create cloaks and other clothing out of the night, special nets and whips of darkness, and control the shadows to occlude, obfuscate, and blind.
To sew true shadow, one must be able to sense it. To find a shadow is one thing; to find a true shadow is another. Sensing true shadow is to sense the essence of that which is hidden.
Sensory deprivation means all senses, mundane and magical. Complete and total deprivation requires extensive effort, usually in specially built chambers or via use of existing materials made of true shadow. While in this state, one must meditate on one's own loss of sensation until one feels the absence as a tangible thing. This requires significant awareness and patience.
Once someone can sense true shadows, they can interact with it in any form of darkness or shadow around them, including their own shadows. This is a vital step - they must engage with their own shadow and find the essence within it. This requires trapping the shadow in a box of light (usually just a lot of candles properly positioned), then meditating such that one can feel it and speak to it. This shadowspeech allow the clothier to insert their own consciousness into the essence within their own shadow. Once this is done, their shadow may be sent to capture true shadow to bring back to them.
Shadowweave is the resultant fabric of woven shadows, which is crafted from the true shadow captured by one's own shadow. Needles must be made of proper materials in order to be able to sew shadows, usually silver or some magical elemental metal.
- Cloaks: cloaks made of shadowweave make the user unseeable in even the faintest shadow (not counting their own shadow). If well made, they can also allow the wearer to shadowwalk, shadowsend, or shadowspeak. The best ones can, when wrapped around a foe, allow for the devouring power to be used.
- Boots or shoes: shadowwalking
- Masks or hoods: shadowspeech
- Gloves: blinding or shadowslashing
- Shirts or tunics: shadowsending
- Nets: shadowweave nets can, if made and used properly, employ shadow-devouring powers.
- Whips: whips made of shadowweave are very difficult to dodge and employ shadowslashing powers.
These are the ways in which shadows may be wielded:
- Occlusion: the power of true shadow to close up or encase something and thereby hide it. Occlusion is done by covering something with true shadow.
- Obfuscation: the power to render something unclear, unintelligble, imperceptible. This is a much more complete version of occlusion.
- Blinding: to cause a target to go blind is the simplest attack done with shadows.
- Shadowwalking: to walk through shadows means to move quickly from one shadow to another, connected, shadow. There is risk here, as when one does this, they move through the edges of the Spirit Realm, leaving themselves vulnerable to spirits and loss of their body or identity.
- Shadowsending: to send one's shadow out is a form of astral projection that allows one's shadow to move nearly instantly through darkness to anywhere darkness touches, but if the shadow is prevented from returning, one slowly but surely loses all sense of self, all powers, all memory, and eventually their soul.
- Shadowspeech: to speak to shadows or through shadows is to speak to spirits, souls, or the hidden.
- Shadowslash: a shadowslash causes metaphysical damage, can repel light of any form (including esoteric lights such as gossamer light, lhair, euphotonia, ma'dhahabi, and the bright), put targets to sleep, or remove their shadow.
- Devouring: devouring is the power of true shadow to completely absorb a target, erasing them from existance from that moment onward, making people forget them eventually.
- Shadowlessness: shadowlessness causes one to slowly but surely lose all sense of self, all powers, all memory, and eventually their soul.
- Speak to the unseen: shadowspeech can be heard by any being that is not visible naturally.
Darkstithes are very rare and only work in the dark of night or in hidden places with no light.
PRO -1 ATH -1 STR -1 AWA +3 WIL +1 PRS -1 STH +5
Erbacest
Type: Basketer
Erbacesti whistle through blades of grass to make them bind together into baskets or similar objects. They are common in some elemental communities on the plains.
To become an erbacest, one must study under a mentor both in communing with nature and in perfecting their whistling and basketweaving. First, one must listen to the grasslands. Once the sounds of susurration (the rustling of the wind among the grass) reaches their ears, they must capture the sound. Most use a stalk of grass or a reed. Then, the grass or other object must be consumed. Once consumed, it is part of the erbacest and can be released in part or in whole.
Susurration is the sound of the elemental magic of grasslands, the living breath of the grasslands, and therefore, it can only be captured in something that is part of the grasslands. The local grass or other greenery must be drawn from the earth and held between the hands of the erbacest, as if to whistle, but instead, they place themselves face to the wind and wait for the sound to enter as they inhale through the grass, reed, or leaf. If they have truly heard the susurrus, they will inhale it. If they are wrong, they have grass in their mouth. To recognize the susurrus, the true sound of the living grasslands, means to have learned from hours, months, years of mindfulness on the open plain to know the difference between the sounds of the grasslands. Once the susurration is captured, the erbacest has the power within them until they use it or until they stray too far from the grasslands with no anchor. Susurration is released in the same way it is captured, except you exhale instead of inhale.
Erbacesti use their magic to make special baskets used in their communities. These baskets always have one or two of the following properties:
- Soft reed basket: a basket that makes heavy loads light.
- Deep green basket: a basket that is bigger inside than out.
- Fresh basket: a basket that keeps things fresh and new.
- Whisper-woven basket: a basket with hidden pockets and compartments inside.
- Whispering basket: a basket that can contain sounds, lights, or other non-physical things.
- Greenest basket: a basket that can contain elemental magic.
Erbacesti sell their baskets at markets, but never to industrial powers. The baskets only hold their magic so long as they have a connection to the grasslands.
PRO +1 ATH / STR / AWA +1 WIL / PRS +1 STH /
Glyptographer
Type: Jeweller
A jeweller using elemental gemstones.
Glyptographers learn to draw the magic from elemental gemstones from others who know it or from elemental beings. They learn about geology, gemology, and petrology, as well as the geological history of the world, and the art and craft of cutting jewels.
They spend years learning before being tested. They are tested by elemental beings and their teachers, and they must prove skill, strength, discernment, and attunement to nature. Then they must pass tests based on using gemstones. Their testing involves working with eight gemstones:
- Geode: the first test is to find a geode.
- Lapis lazuli: the second test is to shape a lapis lazuli.
- Jasper: the third test is to shape jasper into a specific shape chosen by their mentor.
- Andalusite: the fourth test is to shape andalusite into a statue.
- Diamond: the fifth test is to shape a diamond.
- Ianthinis: the sixth test is to draw the energy from an ianthinis jasper.
- Lapis primus: the seventh test is to find and shape a lapis primus.
- Odzib: the eighth test is to draw the energy from an obdzib diamond.
Only those who are friends to nature can do this; they must not be polluters or oppressors.
Once this is done, they can draw magic from or shape any elemental gemstone.
| Stone |
Effect |
Type |
Hardness |
Description |
| Aggri |
Nether sight |
Flint |
7 |
A flint with a hole worn through it that allows the user to see the afterlife |
| Akaz |
Exudes elemental energy |
Akaz |
8.25 |
Elemental stone from a viridianite |
| Aleaqiq al'Naar |
Controls fire |
Opal |
5.95 |
A fire opal that burns with elemental flame |
| Arktanite |
Creates small craters |
Feldspar |
6 |
A meteorite that is from a chunk of one of the moons |
| Auamar |
Controls water |
Beryl |
7.5 |
An aquamarine beryl found at the bottom of the ocean |
| Avicalta |
Freezes air |
Diamond |
10 |
Diamond from snowcapped mountains that reaches incredibly low temperatures |
| Bara |
Burns hot |
Charcoal |
1.5 |
Charcoal that forms elemental ash |
| Bato |
Burns when used in combat |
Basalt |
8.1 |
Basalt that burns when used in combat |
| Berdkiw |
Exudes elemental energy |
Fossil |
6.1 |
Fossilized wood that contains plant magic |
| Bhurawunibwi |
Calms animals |
Opal |
6.15 |
Ochre gemstones that can calm animals or drive them wild |
| Bursztyn |
Exudes elemental energy |
Amber |
2.25 |
Amber from an ancient fruit tree that is filled with harvest magic |
| Carreg Werdd |
Protects natural law |
Beryl |
7.75 |
Beryl that protects natural law |
| Cnizhi |
Becomes shadow |
Umber |
0 |
Rock found in Shadowdeep that can become shadow but will become solid if touched by light |
| Culkupi |
Change with seasons |
Alexandrite |
8.5 |
Alexandrites that change with the seasons |
| Edelharn |
Heals |
Beryl |
7.7 |
An elfstone burning with ashar |
| Fahm |
Creates lots of smoke |
Coal |
2.9 |
Coal that produces elemental smoke |
| Flint |
Mundane |
Flint |
7 |
Common flint |
| Galena |
Mundane |
Galena |
2.65 |
Common galena |
| Geode |
Exudes elemental energy |
Geode |
Varies |
A rock filled with crystals |
| Gloin Nan Druidh |
Exudes elemental energy |
Flint |
7 |
A flint with a hole worn through it; serves as a symbol of druids and contains powerful aether |
| Granite |
Mundane |
Granite |
6 |
Common granite |
| Hajar al'Shams |
Shines like the sun |
Sunstone |
6.85 |
A sunstone that shines like the sun |
| Horse Pearl |
Makes riding easier |
Pearl |
3.5 |
A pearl that forms in a horse's hoof and gathers livadi |
| Huehnergoetter |
Protects chickens |
Flint |
7 |
A flint with a hole worn through it; contains a chicken spirit and will protect chickens if kept with them |
| Ianthinis |
Exudes elemental energy |
Jasper |
7 |
A jasper quartz filled with earth magic |
| Istenabnu |
Generates mundane stones |
Moissanite |
9.25 |
Moissanite that forms in primordial waters |
| Khreoc |
Exudes elemental energy |
Bauxite |
1.8 |
A form of bauxite that is potent with earth magic |
| Kitrinifotia |
Purifies air |
Topaz |
7.95 |
A topaz that purifies the air |
| Kuzga |
Attracts microbes |
Greywacke |
6.5 |
Greywacke filled with microbes |
| Lanitsocj |
Dissolves other stones |
Uric Acid |
1.1 |
Stones made in kidneys that have magical properties that dissolve other stones |
| Lapis Primus |
Easy to shape |
Lapis Lazuli |
5.3 |
A lapis lazuli so potent with genesis that it allows anyone touching it to fashion objects into existence |
| Lehakoe |
Can absorb or affect weather |
Spinel |
8 |
A spinel that can affect the weather |
| Manju |
Controls tides |
Manju |
7.7 |
Tide jewels used to control the tides |
| Nekhuar |
Exudes elemental energy |
Flint |
7.95 |
Flint that is potent with earth magic |
| Odzib |
Exudes elemental energy |
Diamond |
11.5 |
A diamond that is potent with earth magic |
| Omphalos |
Summons the continental elemental |
Omphalos |
11.9 |
A stone located at the heart of a continent |
| Qamh |
Controls sands |
Sandstone |
6.1 |
Elemental sandstone |
| Rnyu |
Encourages fungi to grow |
Shale |
2.95 |
Shale that encourages fungi to grow |
| Sanic |
Exudes elemental energy |
Viridianite |
6.1 |
A lunar viridianite |
| Schist |
Mundane |
Schist |
5.1 |
Common schist |
| Sinaguanite |
Exudes elemental energy |
Olivine |
6.75 |
A meteorite that exudes planetary magic |
| Sirugranta |
Contains death |
Onyx |
7 |
A white onyx that contains death within it |
| Sky Peridot |
Floats in air |
Peridot |
3.75 |
A peridot that is lighter than air |
| Sledovik |
Exudes elemental energy |
Clay |
2.25 |
Soft clay with natural imprint that resembles a footprint; rain and dew in these stones is elementally powerful |
| Thunderstone |
Absorbs lightning, other abilities |
Flint |
7.5 |
Flint that has been struck by lightning and has many powers |
| Tokamaram |
Reflects esoteric energies |
Moonstone |
3.3 |
A moonstone that reflects all esoteric energies |
| Tykvakamen |
Makes confiers grow |
Citrine |
7 |
Citrine that makes conifers grow |
| Umgyead |
Exudes elemental energy |
Umgyead |
2.75 |
A rare stone found deep underground that is a symbol for the chthonians |
| Xeccxeer |
Powerful magnet |
Lodestone |
5.9 |
Lodestone with magical magnetism |
| Xieyi Shitou |
Contains isern |
Hematite |
6 |
True hematite, isern ore |
| Zolddragako |
Glows when flowers bloom |
Emerald |
7.85 |
An emerald beryl that glows when flowers bloom |
Glyptographers are often exploited for their abilites.
PRO +1 ATH -2 STR +2 AWA +2 WIL +1 PRS -1 STH /
Megamur
Type: Mason
Megamuri are stonemasons who use elemental stone. They shape it rather than cut it, using elemental magic to mold it into the forms they want.
Like other wielders of earth magic, they must commune with the earth to wield it, but instead of burying themselves in dirt and soil, they bury themselves under stone and rock. They will have only a narrow tube to breathe through. They remain buried until their mentor, an elder, or a trainer among the masons releases them (usually four hours). While naked and caked in dirt, they must also seek out a piece of pure earth. A good mentor will have hidden some nearby or performed the ceremony where one may be found; a cruel one will not. Once the megamur finds the stone, the dust covering them is absorbed into their bodies, and they begin training on how to wield the elemental magic of stone. After months of training, they are usually able to adequately shape stone with their magic, and they are tasked with making their first true shaped craft. They gain the following abilities:
- Stoneshaping: the megamur can shape stone just by touching it. The amount of stone being shaped affects the difficulty, as well as the complexity of the change in shape.
- Rockfish: "rockfish" is the state of being able to treat solid rock or earth as if it were water. This elite skill is only possible if the megamur is covered in gem dust.
- Stoneskin/bones: turning one's own skin or bones to moveable, living stone in order to make oneself better able to resist attacks is done by using stone dust to cover oneself and then channeling power for a minute or more.
- Geocompass: a megamur can sense a specific stone target or type by holding their hand up and focusing on it. Examples include sensing gemstones or a specific kind of stone like flint, but can also e a specific rock or stone.
- Fissuring: a megamur can create a fissure in stone up to 100’ long by sacrificing a bit of their blood.
- Gaia’s strength: the megamur may bury themself under earth for 12 hours and come out with +3 STR for four days.
- Petrokinesis: moving stone of any kind without touching it, using their WIL instead of STR. The weight of the stone affects difficulty, as does the distance to move it. A 50 lb. stone is an 8 difficulty to move 50’.
Lava (molten stone) and ice (which is technically a rock) can be affected by megamuri, but they are much more difficult to work with.
Megamuri do not wash the dirt from their bodies. They let it magically absorb to give them magic. If they lose their ever serve an industrial power, they lose their abilities. As they use their magic, they must regenerate it by returning to the earth periodically.
Megamuri are often exploited for their abilities.
PRO +1 ATH +1 STR +2 AWA +1 WIL +1 PRS -1 STH -1
Type: Smith
Metallowrights are smiths who forge supernatural metals, or forge mundane metals with supernatural skills.
The art of forging metals with supernatural energies is an ancient art well respected in most of the world. To learn how to use this magic, they must learn from a maser. An important part of their training is learning about magic itself, attaining the right mindset to attune oneself to the flow of natural energies, and to be one with their own body and lifeforce. Meditation and special ceremonies become part of their routine. Without a certain amount of inner strength, they are unable to forge certain metals properly.
As well as attaining a certain inner strength, metallowrights must have the correct tools.
The most important tool for a metallowright is their hammer. The shaft of the hammer must be made from a kind of wood that resists high temperatures and does not allow for too much interference from other energies. Mundane, high-temperature-resistant woods are best. Though some hammers might have metal handles, those used by metallowright must be wooden, lest the metal interfere magically. The head of the hammer, however, must be made of one of the nine great metals: electrum, iron, quickvanadium, steel, living iron, bailaohu, dalim, recorium, or isern. Most hammers are made from iron or steel, since those are the most common metals.
Tongs must be made from bailaohu (or one of the other rare great metals, but this is uncommon). As part of an apprentice's training, they must earn enough money via their smithing practice to buy enough bailaohu to make their tongs in the first place. Once they have bought the bailaohu, they are allowed to use a master's forge to make the tongs.
The anvil must be made from cast or wrought iron, like any common anvil, but inscribed with special characters (白老虎, "white tiger"). The inscribing must be done by the metallowright who owns the anvil; others may use the anvil, but the ownership may not pass to another without a special ceremony and re-inscription.
The fire-source for a metallowright's work must be able to reach incredibly high temperatures, more so than a mundane forge. In order to do this, they must acquire special fuel, notably méitàn, a form of coal with high elemental energy in it.
The apron and gloves of a metallowright are usually made of cow-leather inscribed with 白老虎. The same rules apply to ownership of these tools as to the anvil. Sometimes they are made from stegosaurus scales, dragonscale, or the hide of a creature with high levels of unaligned energies (which are less likely to interact with elemental magic).
Water often has a natural amount of elemental magic in it, which can sometimes interfere with the forging of elemental weapons. Therefore, the water used in metallowright forges for cooling is de-elementalized first by running it through a special mesh made of zinc, which is capable of absorbing supernatural energies.
Other tools used by a metallowright must follow the same basic principles: either be inscribed with the white tiger markings, neutral of energy, or able to withstand powerful energies and heat.
The chart below shows different kinds of elemental metals, what effects they have, what they are best used for, and how to find them. The dagger score is how much a dagger’s damage rating would be if somehow made from the metal - not all of these metals can actually be effectively turned into a dagger. It’s just for reference. Forging time is based on time to forge a small tool, dagger, or piece.
| Metal |
Type |
Form |
Dagger score |
Best use |
Effect |
Found |
Description |
Time to forge |
| Qingtong |
Iron/Other |
Alloy |
10 |
Anything |
Exudes elemental energy |
Mixing ferrum with other elemental metals |
An iron alloy that is the first alloy |
9 days |
| Recorium |
Steel |
Alloy |
16 |
Anything |
Just a very, very, very good metal to work with |
Only made by Divine power |
Steel made by the Divine Smith |
9 minutes |
| Hejin |
Unique |
Alloy |
5 |
Anything |
Exudes elemental energy |
From the blood of dongxue |
Alloy made with dongxue blood |
9 days |
| Tierinium |
Unique |
Alloy |
20 |
Anything |
Various |
Mixing dalim, ferrum, isern, qingtong, quickvanadium, recorium, bailaohu, and hejin |
Alloy of the eight other great metals |
9 days |
| Birinj |
Bronze |
Alloy |
4 |
Batteries |
Electrical discharge |
Mixing copper and tin with elemental electricity |
Bronze that produces electricity |
12 days |
| Middle Steel |
Steel |
Alloy |
3 |
Structures or tools |
Just a very, very, very good metal to work with |
Mixing ferrum, carbon, and elemental energy |
Steel best for building with |
6 days |
| Nuhas |
Brass |
Alloy |
0 |
Rasps and rough materials |
Scouring |
Deep deserts |
Brass sand |
10 days |
| Vulcanium |
Bronze |
Alloy |
11 |
High-heat devices |
Heat damage |
Volcanic islands |
Bronze that is as hot as magma when solid |
20 days |
| Firebronze |
Bronze |
Alloy |
9 |
High-heat devices |
Heat damage |
From khalkotauroi bulls |
Bronze made from the bodies of khalkotauroi |
16 days |
| Wheat Bronze |
Bronze |
Alloy |
0 |
Farming equipment |
Imbues nourishment |
Mixing ferrum, tin, and harvest magic |
Bronze that is full of nutrients |
10 hours |
| Alumen |
Aluminum |
Gaseous |
-10 |
Aeronautical equipment |
Floating or flying |
High atmosphere |
Aluminum gas lighter than air |
10 days |
| Mictlanium |
Uranium |
Gaseous |
-3 |
Killing |
Instant death, can be empowered up to +3 |
Near the Spirit Gate |
Gaseous uranium that can cause instant death |
20 days |
| Kawil Ch'iich' |
Cobalt |
Gaseous |
-6 |
Glass blowing equipment |
Empowers glass, can be empowered up to 0 |
Middle atmosphere |
Gaseous cobalt that empowers glass |
10 days |
| Awilixum |
Lead |
Gaseous |
-3 |
Darkening agent |
Darkening |
Shadowdeep |
Lead gas that blocks all light |
10 days |
| Amyuz |
Tin |
Gaseous |
-6 |
Research equipment |
Attracts microbes, can be empowered up to 0 |
Strange caves |
Tin gas that attracts microbes |
10 days |
| Ulokam |
Unique |
Liquid |
-1 |
Generative devices |
Generates mundane metals |
Unknown |
Liquid metal embodying natural chaos |
Varies |
| Quickvanadium |
Mercury |
Liquid |
0 |
Anything |
Exudes elemental energy, can be empowered up to +6 |
Found in lands untouched by industry or imperialism |
Aetherial mercury |
9 days |
| Asamba |
Beryllium |
Liquid |
-5 |
Fabric |
Spreads and clings |
Deep forests |
Liquid beryllium that imitates moss |
6 days |
| Revmanium |
Silver |
Liquid |
-5 |
Flexibles |
Water control, can be empowered up to +1 |
Flowing waters |
Liquid silver that is empowered by water |
9 days |
| Sh'cthar |
Iron |
Liquid |
-4 |
Farming equipment |
Grows fungi |
Deep underground |
Liquid iron that makes fungi grow |
12 days |
| Feem |
Platinum |
Liquid |
-3 |
Wearables |
Refreshes |
Flowering fields |
Liquid platinum that smells of flowers |
9 days |
| Pramath |
Lanthanum |
Liquid |
7 |
High-heat devices |
Heat damage |
Unknown |
Liquid lanthanum that is extremely hot |
20 days |
| Quickaluminum |
Mercury |
Liquid |
-4 |
Swamp boats |
Improves communion with the wetlands, can be empowered up to +2 |
Deep wetlands |
Mercury found in swamps |
10 days |
| Quickbismuth |
Mercury |
Liquid |
-4 |
Musical instruments |
Resonates with sound, can be empowered up to +2 |
Canyon stream |
Mercury that responds to sound |
10 days |
| Heusos |
Gold |
Plasma |
9 |
Solar power |
Photosynthesis, heat damage |
The sun |
Golden plasma |
100 days |
| Hiriwa |
Silver |
Solid |
8 |
Medical devices |
Healing energy |
Places of high elemental lifeforce |
Silver full of life energy |
9 days |
| Dalim |
Iron |
Solid |
14 |
Anything |
Exudes elemental energy |
Found in lands untouched by industry or imperialism |
Metal made from metallic viridianiates or greater elementals |
9 days |
| Ferrum |
Iron |
Solid |
-5 |
Crude objects |
None |
Found in lands untouched by industry or imperialism |
The least form of iron |
1 hour |
| Isern |
Iron |
Solid |
16 |
Anything |
Just a very, very, very good metal to work with |
Found in lands untouched by industry or imperialism |
True iron |
9 hours |
| Bailaohu |
Unique |
Solid |
12 |
Anything |
Exudes elemental energy |
Found in lands untouched by industry or imperialism |
Metal that appears to be white with black stripes |
9 days |
| Paruvipen |
Varies |
Solid |
varies |
Varies |
Various |
Found in lands untouched by industry or imperialism |
Metal that varies by season, changing from feem (spring), fajari (summer), apelzhelezo (autumn), suuri (winter), nuhas (harmattan), revmanium (monsoon) |
Varies |
| Orichalcum |
Gold |
Solid |
5 |
Anything |
Water control |
Bottom of the ocean |
Gold found at the bottom of the ocean |
9 days |
| Suuri |
Silver |
Solid |
5 |
Low-temp devices |
Cold damage |
Under glaciers |
Silver that is super cold |
9 days |
| Cofgodas |
Cobalt |
Solid |
8 |
Geological equipment |
Earth control |
Found in lands untouched by industry or imperialism |
Cobalt ore that is imbued with the power of earth |
12 days |
| Salsalun |
Plutonium |
Solid |
6 |
Magnetics |
Attracting nearby objects |
Unknown |
Plutonium that has its own gravity |
20 days |
| Horse Metal |
Iron |
Solid |
2 |
Horseshoes |
Gives +3 speed and endurance to horses |
Open plains |
Iron that makes the best horseshoes |
8 hours |
| Sinawery |
Silver |
Solid |
1 |
Reflective materials |
Reflects esoteric energies |
The moons |
Silver from the moons |
3 days |
| Zhenyin |
Silver |
Solid |
13 |
Reflective materials |
Reflects esoteric energies |
Places that get a lot of moonlight or on the moons |
Silver thet reflects other powers |
3 hours |
| Fajari |
Gold |
Solid |
8 |
Things left in the sun |
Heat damage, can be empowered up to +14 |
Places that get a lot of sunlight |
Gold that absorbs power from the sun |
10 days |
| Dog-Iron |
Iron |
Solid |
-4 |
Not much |
None |
Found in lands untouched by industry or imperialism |
Iron with bestial energy with in it |
10 hours |
| Savirajak |
Wolfram |
Solid |
2 |
Animal trapping or farming |
Attracts animals |
Found in lands untouched by industry or imperialism |
Wolfram that attracts animals |
5 days |
| Veluriya |
Beryllium |
Solid |
1 |
Gardening tools |
Influence plants |
Deep forests |
Beryllium that forms in the leaves of plants |
3 days |
| Bia |
Uranium |
Solid |
6 |
Space equipment |
Astral radiation damage |
Meteorites |
Metal from the stars that radiates astral magic |
20 days |
| Pushpanjan |
Zinc |
Solid |
2 |
Space equipment |
Just a very, very, very good metal to work with |
Meteorites |
Zinc made in stars |
10 days |
| Saturnium |
Copper |
Solid |
12 |
Time machines |
Unknown |
Rare mines in the far north |
Copper that flows differently through time |
24 days |
| Bjarthurnam |
Chromium |
Solid |
2 |
Lanterns and lamps |
Illumination |
Sky islands |
Chromium that glows brightly |
10 days |
| Apelzhelezo |
Copper |
Solid |
-2 |
Forestry equipment |
Conifer influence |
The taiga |
Copper formed inside conifers |
6 days |
| Viridium |
Wolfram |
Solid |
2 |
Druidic tools |
Bonus +3 to druidic powers |
Found in lands untouched by industry or imperialism |
Wolfram imbued with aetherial power |
12 hours |
PRO +2 ATH +1 STR +4 AWA +2 WIL +2 PRS -1 STH -2
Mistweaver
Type: Weaver
Elemental mist is among the most potent forms of elemental magic. To weave the mists is to weave the powers of concealment, dreams, and ancient magic. Mistweavers commune with the world to gain their magic, and they must remain more pure and resistant to industrial powers to have it.
Mistweaving is one of the most ancient elemental crafts, originating before mortals even had permanent settlements. It is a craft passed on in elemental communities only to the most devoted to nature, the most devoted to Mother Shem. It is an art and craft designed to protect the whole community, and thus it is vital that those who wield it are true and loyal.
To weave elemental mist, one must study both weaving and the magic of the elements for many years. They must attune to the mists by meditating and communing with them when they arrive, and they must soak themselves in them, naked and alone, many times. Eventually, the mists appear in their dreams, and powerful elementals come to them and test them repeatedly. After dozens of cryptic tests, they are taken to the misty downs and left alone for a year and a day. When they return, the secrets of the mists are with them if they were deemed worthy. If they were unworthy, they never return.
Those who return have the following abilities:
- Mistweaving: weaving actual mist into cloth which can be used for concealment (STH bonus), mistwalking (teleportation), or elemental defense.
- Dreamweaving: weaving actual mist into elemental dream cloths, allowing it to be used for better sleep, dreamwalking (physically entering dreams), or illusory mists.
- Whisperweaving: weaving actual mist into cloth made to dampen sound, allowing for STH bonuses, long whispers (long-distance communication), or resist sonic attacks.
- Coldweaving: weaving actual mist into its coldest form, allowing for cold resistance, heat resistance, or soul protections.
- Condensating threads: turning unseen water vapor into threads of mist of any of the four above types.
Mistweavers create the mist cloths used by others in their community to make clothing, blankets, and other things out of, but they themselves also have the ability to make those things. Their primary focus is weaving, however.
PRO +1 ATH +1 STR -1 AWA +2 WIL +1 PRS / STH +2
Mudsmaester
Type: Ceramicist
Mudsmaesters spin elemental mud into ceramic artworks and crafts.
Like other wielders of elemental earth magic, they commune with mud by burying themselves in it. When they are buried, they will have only a narrow tube to breathe through. They remain buried until their mentor, an elder, or a trainer among their peers releases them (usually four hours). While naked and caked in mud, they must also seek out a piece of pure earth or stone. A good mentor will have hidden some nearby or performed the ceremony where one may be found; a cruel one will not. Once the mudsmaester finds the stone, the mud covering them is absorbed into their bodies, and they begin training on how to wield their elemental magic. After months of training, they are usually able to adequately shape mud with their magic, and they are tasked with making their first ceramic work. They gain the following abilities:
- Mudshaping: they can touch and shape mud into any shape they wish.
- Hardening touch: they can touch and harden the mud, even if it would otherwise not solidify.
- Solid seep: they can make seeping mud form into a semisolid form that remains in shape even though it is not fully solid.
- Earthbreath: they can breathe while submerged in mud.
- Mudform: they can turn their bodies into mud and move through narrow spaces, resist physical attacks, and sense things in the earth.
Mudsmaesters are common in elemental communities where clay or ceramic muds are present. They are usually focused on making pots and useful crafts, but they always take time to make artworks as well. They are loyal to nature, and they never use their magic for industrial powers, but they will sell to anyone except those industrially aligned.
PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS -1 STH /
Naufragium
Type: Shipwright
Naufragia shape ships that are attuned to the oceans. They are the greatest shipwrights in the world, and they commune with the ocean to wield their power.
Like other wielders of elemental water magic, they drown themselves to commune. If they are not an aquatic species, they must weigh themselves down with something, preferably something elemental or mundane, but never industrial, imperial, or infernal. Most use a big rock tied to their bodies. Other members of the community, usually their mentor, are there to pull them out. They continue doing this, communing as they do, while they learn the craft of making boats and ships. They work with elemental materials and prefer to shape rather than cut, melt, burn, or break, but they do what they must.
After years of training, they are taken miles out to sea, past the continental shelf, to where it is very deep, and they are sent below. They are given no protections from the lack of air, the cold, the pressure, or the creatures of the deeps. They are given no light. They are dropped in with something heavy, usually a stone, and no rope to pull them out. They sink, and the elementals of the ocean seek them out, for they have met many times at this point. If they are worthy, a friend to nature and the ocean, and knowledgeable, they will be brought back to the surface by the ocean itself and given magic. If they are unworthy, they either drown or are rescued by a diver, but they do not become a naufragium.
The abilities they gain are to imbue the boats and ships they make with certain properties. These properties are as follows:
- Current-riding: an enchantment that lets the ship draw currents to it to move instead of relying upon wind.
- Dolphin calling: an enchantment that calls dolphins or other sea life to the ship to rescue fallen sailors.
- Wavefriend: an enchantment that makes big, dangerous waves avoid the ship.
- Smooth keel: a keel or other feature that allows for moving through rough waters smoothly.
- Navigational mast: a masthead or fore feature that lets a sailor who touches it know which direction they are heading.
- Freshening barrel: a barrel or other feature that turns seawater into drinkable water magically, while also providing a neat pile of salt and other materials.
- Sounding board: a board or other feature that, when touched, tells the sailor how deep the sea is.
And there are many more than that for more experienced naufragia.
Because they are shapers of ships and users of elemental materials, their ships are never very large. The seaside communities in the region make these ships with the intention of making short journeys, and they refuse to work for imperials. Thus, they do not usually make larger ships for long journeys, though they are capable of it. Most just make fishing boats.
PRO +1 ATH +2 STR +1 AWA +1 WIL +1 PRS / STH /
Orocont
Type: Horologist
Oroconti are makers of clocks and watchers who use the power of elemental time to make perfect timepieces. There is only one obscure community in the region who practice this, and they keep their work hidden, acting as if they are mundane horologists. They are an obscure offshoot of the ancient cosmic religion and culture in the region.
To become an orocont, one must study time. One must study the cosmos. One must understand the relationship between time and space, at least in mystic terms, and know that the measure of time is the measure of life and the universe. One must understand it philsophically. And one must study how to make clocks and watches of all sorts - anything from hourglasses to sundials to flower clocks to mechanical clocks, oroconti study and learn to make. And then they must swear an oath to never abuse their magic.
Sometime in the history of the oroconti, they became aware of the watchers, a mystic species who preserve the flow of time, and came to know that these powerful elemental mystics would not only kill them, but erase them from history if their work endanged the flow of time in any way. Their oath is as much a matter of self-preservation as it is out of respect for time and nature. Though respect for and loyalty to nature is required to use their magic, their oath is entirely about preserving themselves and their order. They also self-police to keep from coming under the wrath of the watchers.
The magic of oroconti comes from counting. They count seconds, constantly, eternally, from the moment they are initiated to the moment they die, and in counting, they know the measure of their life. As they count, they become attuned to time. If they mess up in counting, their magic weakens and they must use their journals, records, and the memories of their fellow oroconti to guess at where they left off. They learn to count in their sleep, waking up at the correct number, though part of their training is to go without sleep for long periods while they adjust. Eventually, after they have made a timepiece good enough to measure time in a near perfect manner, they are sent with that timepiece into a part of the flowing light of the timestream. Therein they experience their entire life from beginning to now, and they must count every second of it to get a perfect count.
If they achieve this, a temporal elemental challenges them, testing to see if they would change a part of their own history. If they pass by not changing it, they are given magical abilities. If they fail, their history is changed and they never find the oroconti.
The abilities they gain are captured in their timepiece:
- Three second reverse: they can go back in time three seconds; every time they do this, they must roll to see if it damages the timestream.
- Slowed perception: everything within 24' of them slows, but their perception (not their bodies, just their perception) does not, allowing them to notice things.
- Timeskip: they may skip forward in time three seconds; every time they do this, they must roll to see if it damages the timestream.
- Temporal quickening: they can speed up their timepiece and thus their own life, fast fowarding, but not interacting or moving. The entire universe moves around them as they do this, making it extremely dangerous. It effectively teleports them.
- Time stop: they can stop time temporarily, but this destroys their timepiece and endangers the timestream.
Oroconti never sell their magical timepieces to anyone they do not trust with the existence of the universe. They mostly sell mundane ones, which are very good and expensive.
PRO +2 ATH -1 STR -1 AWA +2 WIL +1 PRS -1 STH -1
Piumafare
Type: Fletcher
Piumafari are friends to birds, whom they get feathers from to make magical arrows.
Like other wielders of elemental animal magic, they must prove themselves friends to nature and to their bonded animals. It takes years of training and study, connecting, even living among the flocks of birds near them. In ancient times, they were a vital part of making arrows for hunters and creating a communal connection between their people and wild birds. In current times, they are fletchers with a strong sense of whom they should trade with - they will never trade or sell to someone who would harm a bird, and if they find out someone is harming a bird with their arrows, the arrows will break.
While they are skilled fletchers without their magic, the arrows they make with freely given feathers have special properties. This varies by the kind of bird's feather:
| Bird |
Alignment |
Type |
Description |
Effect |
| Acanthis |
Celestial |
Finch |
thistle finch |
Protects the grieving |
| Aethon |
Infernal |
Raptor |
giant eagle eats livers |
Adds 3 to hit liver |
| Aetos Dios |
Elemental |
Raptor |
giant golden eagle of the storms |
Lightning damage |
| Alectryon |
Celestial |
Galliform |
vigilant rooster |
Adds 3 to hit |
| Alpine Swift |
Mundane |
Swift |
|
Fast draw |
| Aquatic Warbler |
Mundane |
Passerine |
|
Can fire wet |
| Arctic Loon |
Mundane |
Water bird |
|
Cold damage |
| Ascalaphus owl |
Celestial |
Owl |
messenger of grief eagle owl |
Killing blow on exceptional wound |
| Autonus |
Elemental |
Thick-knee |
stone curlew |
Hits last round |
| Barred Warbler |
Mundane |
Passerine |
|
Flies further |
| Bearded Reedling |
Mundane |
Passerine |
|
Bonus based on archer |
| Black Stork |
Mundane |
Water bird |
|
Higher stun |
| Black-Browed Albatross |
Mundane |
Water bird |
|
No penalty to called shot |
| Brown-Necked Raven |
Mundane |
Corvid |
|
Breaks through magic barriers |
| Caladrius |
Celestial |
Peafowl |
white bird of the house |
Reduces wound level of damage |
| Carrion Crow |
Mundane |
Corvid |
|
Extra pain |
| Celadon ern |
Elemental |
Raptor |
druidic sea eagle |
Elemental damage |
| Cetan |
Elemental |
Raptor |
hawk of the sky |
High flying |
| Ciceran bird |
Elemental |
Raptor |
metallic bird |
Sharper |
| Corone |
Celestial |
Corvid |
crow that avenges women |
Bonus against abusers |
| [Common] Crane |
Mundane |
Water bird |
|
Can fire wet |
| Cream-Colored Courser |
Mundane |
Courser |
|
Flies further |
| [Common] Cuckoo |
Mundane |
Cuckoo |
|
Kills children |
| Cygnus aurus |
Elemental |
Water bird |
draw chariot of sun |
Sunfire |
| Cygnus stellaris |
Elemental |
Water bird |
star swan |
Starfire |
| Cynnamolgus |
Elemental |
Passerine |
|
Smells of cinnamon |
| Diomedean bird |
Fey |
Water bird |
|
Damages souls |
| Ferruginous Duck |
Mundane |
Water bird |
|
Can fire wet |
| Firebird |
Elemental |
Firebird |
|
Fire damage |
| Gerana |
Infernal |
Water bird |
Crane |
Beautiful arrow |
| [Eurasian] Goshawk |
Mundane |
Raptor |
|
Dragonfire |
| Great Bustard |
Mundane |
Bustard |
|
Flies faster |
| Great Grey Shrike |
Mundane |
Passerine |
|
Hunting bonus |
| Griffon Vulture |
Mundane |
Raptor |
|
Thunderclap stun |
| Gyran falcon |
Elemental |
Raptor |
|
Windshot |
| Halcyon bird |
Elemental |
Passerine |
kingfishers |
Can fire wet |
| Hippodamia |
Celestial |
Passerine |
crested lark |
Bonus to defend family |
| [Eurasian] Hobby |
Mundane |
Raptor |
|
Hunting bonus |
| [Eurasian] Hoopoe |
Mundane |
Passerine |
|
Wound bonus |
| Horned Grebe |
Mundane |
Water bird |
|
Fills with despair |
| [Eastern] Imperial Eagle |
Mundane |
Raptor |
|
Stun bonus |
| [Eurasian] Jackdaw |
Mundane |
Corvid |
|
Instant kill on mortal wound |
| [Eurasian] Jay |
Mundane |
Corvid |
|
High die |
| [Common] Kingfisher |
Mundane |
Roller |
|
Can fire wet |
| Kokko |
Elemental |
Firebird |
|
Sharper |
| Little Auk |
Mundane |
Water bird |
|
Can fire wet |
| Little Owl |
Mundane |
Owl |
|
Psionic control |
| [Eurasian] Magpie |
Mundane |
Corvid |
|
Trick shot |
| Mourninggale |
Infernal |
Passerine |
fillicidal nightingale |
Kills children |
| [Eurasian] Nightjar |
Mundane |
Nightjar |
|
No dark penalty |
| Nyctimene owl |
Celestial |
Owl |
owl that avenges women |
Bonus against abusers |
| Ochre-breasted warbler |
Elemental |
Passerine |
|
Flies faster |
| Ornithes Areo |
Unaligned |
Raptor |
|
Damage bonus |
| Osprey |
Mundane |
Raptor |
|
Hunting bonus |
| Pallas owl |
Celestial |
Owl |
|
No penalties to called shot |
| Pallid Harrier |
Mundane |
Raptor |
|
Stun bonus |
| [Dalmatian] Pelican |
Mundane |
Water bird |
|
Returns |
| Phoenix |
Elemental |
Firebird |
|
Revives |
| Procneean nightingale |
Celestial |
Passerine |
nightingale that avenges women |
Bonus against abusers |
| Purple Heron |
Mundane |
Water bird |
|
Sleep |
| Red buzzard |
Elemental |
Raptor |
|
Fire damage |
| Red-Billed Chough |
Mundane |
Corvid |
|
Starvation |
| [European] Robin |
Mundane |
Passerine |
|
Protects lover |
| Rook |
Mundane |
Corvid |
|
Can't be seen |
| Ruff |
Mundane |
Sandpiper |
|
Bonus if you don't aim |
| Rukh |
Elemental |
Raptor |
|
Flies further and higher |
| Snow Goose |
Mundane |
Water bird |
|
Cold damage |
| Song Thrush |
Mundane |
Passerine |
|
Sings as it flies |
| [Italian] Sparrow |
Mundane |
Passerine |
|
Flies further |
| [Eurasian] Sparrowhawk |
Mundane |
Raptor |
|
Justice bonus |
| [European] Starling |
Mundane |
Starling |
|
Poisonous |
| Storm crow |
Elemental |
Corvid |
|
Shock damage |
| Strixa |
Infernal |
Owl |
|
Target takes low die |
| Terena bird |
Infernal |
Passerine |
hoopoe |
Bonus for vengeance |
| Thirsting raven |
Infernal |
Corvid |
|
Causes thirst |
| Tundra Swan |
Mundane |
Water bird |
|
Cold damage |
| [European] Turtle-Dove |
Mundane |
Pigeon |
|
Ignores armor |
| Western Capercaillie |
Mundane |
Galliform |
|
Ignores faith defenses |
| White raven |
Celestial |
Corvid |
watchman for the gods |
No surprise attack |
| [Eurasian] Wren |
Mundane |
Passerine |
|
Gets stronger as it ages |
| [Eurasian] Wryneck |
Mundane |
Woodpecker |
|
Breaks wood |
| Yellowhammer |
Mundane |
Passerine |
|
Stun bonus |
They cannot use infernal feathers, and it is harder for them to use celestial or fey feathers. Those are included to let you know what is in the region. Some of the above are unique or rare.
PRO +2 ATH +1 STR +1 AWA +2 WIL / PRS / STH /
Vetraio
Type: Glazier
A glazier who uses elemental glass.
Elemental glass is very rare, either formed naturally or shaped by vetraii themselves. To learn to shape it, one must find someone who knows how to teach them or to interact with elemental beings made of elemental glass. They must be a friend to nature and swear upon their own blood that they will never use it for industrial or polluting uses; they are often targeted and exploited, and thus, lose their powers if they cannot resist. If this happens, they must make sacrifices to nature to regain their powers. If it happens twice, they can never regain them. Thus, most vetraii hide from society.
Elemental glass can be shaped into different forms to have different effects. Windows protect from infernal energies. Statues may become animate in a limited way. Picture windows might also. Mirrors will show esoteric energies.
| Glass |
Description |
Effect |
Shaping difficulty |
Hardness |
| Bolnwal |
Sonic resonant glass |
Contains sound |
14 |
1.8 |
| Bubble glass |
Glass that is lighter than air |
Floats in the air |
11 |
.25 |
| Darqshan glass |
Living elemental glass |
Comes alive |
14 |
5.5 |
| Ehilpakku |
Primordial glass |
Generates mundane glass |
8 |
2.125 |
| Flowing glass |
Water glass |
Holds water but takes no shape |
4 |
.55 |
| Incendial glass |
Fire-resistant glass |
Holds flame |
17 |
4.75 |
| Kececa |
Elemental glass |
Easy to shape, exudes elemental energy |
4 |
4.1 |
| Lazuli glass |
Glass of genesis |
Easy to shape |
4 |
3.25 |
| Lesedian glass |
Reflective glass of elemental light |
Shines brightly |
17 |
5.8 |
| Nether glass |
Glass that shows beyond |
Reveals the afterlife |
20 |
4.4 |
| Polar glass |
Icy glass |
Freezes air |
17 |
5.25 |
| Solar glass |
Glass forged by the sun |
Absorbs heat |
17 |
3.75 |
| Storm glass |
Glass hardened by lightning |
Hard to break, repels electricity |
17 |
7.75 |
| Teal glass |
Glass from the moons |
Reflects esoteric energies |
14 |
3.35 |
| Temporal glass |
Glass that controls time |
Slows time |
20 |
2.15 |
| Umber glass |
Glass that contains shadow |
Refracts shadow |
17 |
.25 |
| Wadee |
Glass made from elemental sand |
Exudes elemental energy |
14 |
4.05 |
Vetraii mostly work with kececa.
PRO +1 ATH / STR +1 AWA +3 WIL +1 PRS +1 STH /
Xylourgos
Type: Carpenter
A carpenter of elemental wood.
To be a xylourgos, one must commune with the greenery around them. There must be a sufficient amount of living elemental wood nearby, a certain density of plantlife, for there to be enough to be communed with. A forest, grassland, or wetlands will work. Greenhouses, gardens, orchards, and farms will likely also work. Green hills and mountains, underground forests, and the plant life of other worlds also works. But a few houseplants or the nearby potted sapling don't generate enough to work. A rare collection of trees within a desert or an oasis may be enough, but it will vary by location.
Communion requires mindfulness of all plantlife around the xylourgos and a deep meditation. The aromas of plants, the feel of grass beneath them, the way the canopy alters the light, the sound of leaves crunched underfoot or the swish of branches in the breeze, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, the xylourgos must be accepted by the plants. This requires they not be involved in, for instance, industrial pollution, logging, or serial littering. In other words, you must be a friend to the plants. Once this is done (a series of AWA and WIL rolls), the xylourgos will be able to sense the energies around them when they are near enough greenery. To draw these energies to oneself to use, one must have living elemental wood near enough to touch and, using the power to sense these elemental energies gained from green communion, focus on the breath of the plants and sync with it, focus on it, and will it inward.
Once a xylourgos has done this, the trees will give them fruit, leaf, or flower to consume. Consuming them will give the xylourgos the power to shape living elemental or mundane wood at will. The following are some kinds of elemental wood available to them.
| Tree |
Description |
Type |
Effect |
Difficulty to shape |
| Aldo's Orange |
A tree with silver and orange fruits that give life and energy |
Orange |
Energizes |
11 |
| Amber Peach Tree |
Nourishing peaches |
Peach |
Nourishes |
14 |
| Ancient aldar |
The oldest aldar trees in the region |
Aldar |
Allows for minute perception of time |
17 |
| Ancient Poplar |
Poplars that move through time oddly |
Poplar |
Slows time |
17 |
| Arbre |
Cypress of the wetlands |
Cypress |
Water resistant |
8 |
| Blackfrost pine |
Black pines frozen solid |
Pine |
Cold resistance |
8 |
| Bryonic Redbud |
moss-covered tree |
Redbud |
Moss covered |
14 |
| Celadon Catalpa |
trees that survive in any season |
Catalpa |
Seasonal empowerment |
14 |
| Crescent carob |
Carobs with crescent-shaped leaves |
Carob |
Repel magic |
14 |
| Deeproot Sweetbay |
Sweetbay trees with roots that delve deep |
Sweetbay |
Powerful elemental magic |
11 |
| Druid's Oak |
Protector of nature |
Oak |
Powerful elemental magic |
8 |
| Ficus imperialis |
legendary tree that helped found the old empire; unique |
Fig |
Wolfspeech |
12 |
| Ficus sepulcrus |
Fig trees in graveyards |
Fig |
Soulsight |
17 |
| Freshfallen Bayberry |
tree that blossoms after a rain |
Bayberry |
Refreshes |
11 |
| Gale spruce |
Spruce trees blown over in windstorms |
Spruce |
Wind whispers |
8 |
| Generative Willow |
Tree that encourages aetherial mircobes |
Willow |
Attracts microbes |
14 |
| Genesis Whitebeam |
very tall whitebeam trees of the forest of Genesis |
Pine |
Easy to work with |
4 |
| Gentle balsa |
central Palhuric trees known for being very flexible |
Balsa |
Easy to work with |
4 |
| Golden lemon |
Lemons that glow with golden light |
Lemon |
Photosynthesis |
8 |
| Golden olive |
Especially nourishing olive trees |
Olive |
Nourishing |
8 |
| Green oak |
Elemental deciduous tree |
Oak |
Powerful elemental magic |
8 |
| Green sycamore |
Jesenyan trees that are especially green |
Sycamore |
Powerful elemental magic |
8 |
| Guardian Cedar |
Cedars that protect other trees |
Cedar |
Powerful elemental magic |
11 |
| Hoary Beech |
Conifers in polar islands |
Beech |
Cold resistance |
14 |
| Huldran Tree |
Trees that create a communal organism of a forest |
Unique |
Powerful elemental magic |
8 |
| Illatos orgona |
fragrant lilac trees that have double flowers |
Lilac |
Fragrant |
8 |
| Ironwood |
grows underground |
Ironwood |
High defense |
17 |
| Lesedian Aspen |
Shining aspens |
Aspen |
Shines |
17 |
| Limnic Spruce |
Spruces growing from the bottom of lakes |
Spruce |
Water resistant |
14 |
| Littoral pine |
Pine trees growing in the coastal waters |
Pine |
Waterwalking |
8 |
| Live Oak |
massive, expansive oaks of western Palhur |
Oak |
Easy to work with |
4 |
| Megalivelanidia |
Tree that grows lightning storms, axis mundi |
Oak |
Generates electricity |
20 |
| Metallic oak |
Oak trees with metal bark |
Oak |
Metalskin |
14 |
| Midnight poplar |
Black poplar trees that grow in pitch darkness |
Poplar |
Darkvision |
14 |
| Mirtusz |
crapemyrtle tree that glows in the dark |
Myrtle |
Glow in dark |
11 |
| Mist elm |
Elm trees whose leaves produce magical mist |
Elm |
Mistwalking |
14 |
| Montane Chestnut |
Montane trees |
Chestnut |
Good for mountain air |
14 |
| Moonpalm |
Trees that have a lunar cycle |
Palm |
Lunar empowerment |
14 |
| Multiseed strawberry |
Strawberry trees whose seeds grow other kinds of trees |
Strawberry |
Plantspeech |
8 |
| Nest-and-burrow tree |
A tree that attracts animals |
Chestnut |
Animalspeech |
14 |
| Nesting Mangrove |
massive-boled mangroves full of animal nests |
Mangrove |
Attract animals |
11 |
| Nightshine Apple |
Trees that grow in the night |
Apple |
Stronger at night |
14 |
| Obsidian fir |
Fir trees growing on active volcanoes |
Fir |
Heat resistance |
11 |
| Orange Maple |
trees of autumn |
Maple |
Autumnal empowerment |
14 |
| Petrified pine |
Petrified pine trees |
Pine |
Petrify |
14 |
| Pleasant Poppy Tree |
tree that soaks up clement weather bijalee |
Tree Poppy |
Clement climate |
11 |
| Primordial manna ash |
Manna ash with bark like the starry cosmos |
Ash |
Random |
14 |
| Purifying Fir |
Firs that purify the land and air |
Fir |
Purify air and land |
8 |
| Reaching Pine |
Pines that grow taller near other pines |
Pine |
Powerful elemental magic |
8 |
| Rolling Poplar |
Trees of the hill lands |
Poplar |
Stronger in hills |
14 |
| Sarga torony |
very tall forsythia trees with bright yellow flowers |
Forsythia |
Refreshes |
11 |
| Senmozi |
the tree of autumn in southwestern Palhur (abenaki) |
Maple |
Autumnal empowerment |
11 |
| Severnygrab |
blue hornbeam trees in the taiga |
Hornbeam |
Powerful elemental magic |
11 |
| Southernmost Beech |
Trees of the tundra resistant to cold |
Beech |
Cold resistance |
11 |
| Starayayel' |
ancient spruce trees that glow gold when autumn arrives in the taiga |
Spruce |
Glow gold in autumn |
11 |
| Summer Oak |
the oak of summer |
Oak |
Warming |
11 |
| Svetlaya sosna |
eternal green pine in the taiga |
Pine |
Powerful elemental magic |
11 |
| Sweetcherry |
Tree that signals the coming of spring |
Cherry |
Vernal empowerment |
11 |
| Sylvanwood |
Elemental trees that protect forest creatures |
Sylvanwood |
Powerful elemental magic |
8 |
| Talking Tree |
Trees that makes sounds that sound like speech |
Unique |
Echoing |
14 |
| Tree of Life |
The Tree of Life |
Tree of Life |
Invigoration |
8 |
| Tse'elim |
shady trees |
Willow |
Shades |
17 |
| Van's Oak |
Oak tree with the power of thunder |
Oak |
Absorbs lightning |
17 |
| Van's Tulip Tree |
tree that can affect the weather |
Tulip Tree |
Alters the weather |
17 |
| Verdane |
Tree elementals |
Elemental |
Powerful elemental magic |
4 |
| Vibrant Maple |
Maples that are greener and healthier |
Maple |
Powerful elemental magic |
8 |
| White Ash |
Trees that protect the gates to the Spirit Realm |
Ash |
Protect from death |
20 |
| Winter Holly |
the winter holly |
Holly |
Winter empowerment |
11 |
| World Tree |
The tree that connects Shem to other worlds |
Unique |
Various |
4 |
| Wruskuual Tree |
Trees who feed fungal networks |
Unique |
Attracts fungi |
20 |
Xylourgoses are often exploited for their powers.
PRO -1 ATH -1 STR +1 AWA +1 WIL +2 PRS / STH /