Elemental Wranglers

Those who use magical elemental animals.

Assorbirere

Type: Novotherianist

In seaside elemental commununities in the region, there are those who gather sponges for trade as part of their culture. These have developed over the many years to bond with and take on certain aspects of the sponge's bodies and abilities. These are the assorbirieri, divers whose role in the elemental communities is very important.

To become an assorbirere, one must train to be a diver first. One must be a friend to the sea and to nature. And one must understand sponges as living animals. This takes years of training, culminating in their test with an elemental sponge spirit. If they survive the ordeal - and some do not - they gain strange abilities and have visions and dreams related to life as a sponge. In short, it gets outright weird. Some abilities they gain are as follows:
  • Waterbreathing: all assorbiriere can breathe underwater.
  • Long diving: all assorbiriere can dive deep and remain for long periods of time safely.
  • Absorb energies: all assorbiriere can absorb esoteric energies cast at them.
  • Organless survival: if an assorbiriere loses a vital organ other than their brain, they will survive without it.
  • Mesohyl frame: an assorbiriere may be able to turn their skeleton into a gelatinous substance that allows them to move through narrow spaces.
  • Spongin armor: an assorbiriere may be able to turn their outer body into a chalky substance that makes them tougher temporarily.
  • Cell shifting: an assorbiriere may be able to alter the function of the cells on the surface of their bodies, shifting them from basic skin cells to spines, disease resistance, absorbing cells, stronger musculature, or simply changing colors.
  • Water chimney: an assorbiriere may be able to channel water up from every part of their body and out their mouth in a bizarre eruption.
  • Rash touch: some assorbieri may be able to touch someone and cause a painful, itchy rash.
  • Healing touch: some assorbieri may be able to touch someone and cure disease in them.
Assorbirieri are rare in their communities. They have strange dreams of what it is like to be a sponge, which often slowly drives them to believe they truly are one. Most end up in their late middle age just going comatose underwater and living for a few years there.

PRO / ATH +2 Swimming +3 STR +1 AWA +1 WIL / PRS -2 STH /

Horsefriend

Type: Horsemonger

Horsefriends are exactly what they sound like. They bond to horses via elemental magic and become part of the herd. 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 herd. In ancient times, they were a vital part of the domestication of horses and creating a communal connection between their people and wild horses. In current times, they are horse traders with a strong sense of whom they should trade with - they will never trade or sell to someone who would harm a horse, and if they find out someone is harming a horse they sold or traded, the horse will be called back.

Horsefriends consult with the horses before trading or selling them. They will buy horses with less examination, however; any horse is welcome in their stable. They tend to work with horses in ways that use less restriction. They are skilled horse healers as well, saving horses that others would put down. They do not subject them to racing, showcasing, or other performative and sometimes cruel uses. They work with them. They use no bridle or saddle, and they only shoe for protection.

After they train and are tested by elemental horses, they spend time living as a horse in the herd, culminating in gaining special abilities:
  • Horsespeech: horsefriends can talk to any equine.
  • Herdmind: horsefriends bond to the entire herd and share a mind with them while in proximity.
  • Equine endurance: a horsefriend may carry a great weight instead of having a horse do it and bear it as if they are as strong and durant as the horse.
  • Free running: a horsefriend may run alongside a horse in full gallop and both maintain their speed.
  • Oat feast: a horsefriend may share oats with a horse, both eating together, and share strength with each other.
  • Stormmane: a horsefriend may hold the mane of a horse they ride and ride through inclement weather without harm.
  • Hooves of light: a horsefriend may ride a horse and empower their hooves to walk on light.
  • Hooves of iron: a horsefriend may place a horseshoe on their person and walk as if their soles are made of hard iron.
  • Blood restoration: the blood of a horsefriend can heal a horse.
Some horses give horsefriends special abilities or bonuses. They can only work with elemental or unaligned horses, so infernal horses like helhests and cheval mallet, celestial horses like white horses and pax equus, or fey horses like faeriesteeds and feresis cannot bond with them.
Equine Alignment Type Description Effect
Aisoyimstan Elemental Aloga Horse spirit from the western continent connected to winter and snow Cold resistance
Astral Horse Elemental Aloga Constellation horse spirit Space-breathing
Kintrinalogo Elemental Aloga Legendary harvest spirit horse Expand meals
Kopytnyy Elemental Aloga Equus lenensis, horses of the taiga Bonuses in coniferous forest
Puuku Elemental Aloga Horse-spirit horse Bonuses to all horsefriend abilities
Shabrang Elemental Aloga Legendary horse of an ancient hero Lunar empowerment
True Herd Elemental Aloga True elemental horses Bonuses to all horsefriend abilities
Wind Horse, Buraq Elemental Aloga Legendary wind-riding horse Flight
Mountain Ass Elemental Donkey Hardy donkeys of the mountains Mountain climbing
Domestic Ass None Donkey Stubborn common donkeys Willpower bonus
Gulldras Elemental Drasillr Legendary storm spirit horse Immunity to electricity
Hvítrdras Elemental Drasillr Bright horse of light Longsight
Marrdras Elemental Drasillr Sea treading messenger horse Waterspeech
Rǫðulldras Elemental Drasillr Horses that draw the sun across the sky Solar aura
Snærdras Elemental Drasillr Black horse of darkness Shadowstep
Æsdras Unaligned Drasillr Horses powerful enough to bear deities Bonuses to faith
Mýkjaskskór Unaligned Drasillr Eight-legged spirit horse Aura of authority
Hestr Unaligned Giant Horse Legendary horse of an ancient hero Strength bonus
Shabdiz Unaligned Giant Horse Fast horse of an ancient king Neutralizing aura
Ladryan Herd Unaligned Giant Horse Massive war horses Prowess bonus
Nillekma Elemental Horned Horse Horned horse of the southern continent Healing horn
Arase Unaligned Horned Horse Horned horses of the southern continents Strength bonus
Taltos Steed Unaligned Horned Horse Horned horses bonded to certain shamans Hunting bonus
Domestic Horse Elemental Horse Common horses Bonuse on open grassland
Forest Horse Elemental Horse Long-legged horses, Kalobatippus Bonuses in forests
Wild Horse Elemental Horse Common wild horses Untamed resistance
Eohippus Unaligned Horse Ancestral horses Ancestral connection
Sthira Khutta Unaligned Khiang Khiangs with hooves of menab'e Resource sensing
Eşek Unaligned Khulan Extremely strong khulans Strength bonus
Ongon Unaligned Khulan Khulans of the wild steppes Neutralizing aura
Mule None Mule Common mules Easy sleeping
Achdari Unaligned Onager Wild onagers of the southern continents  
Alagh Unaligned Onager Onagers of the southern continent with tough skin Toughness bonus
Gadha Unaligned Onager Onagers known for quick learning Fast learning edge
Sabit Ayak Unaligned Onager Local onagers used in smuggling Stealth bonus
Idube Unaligned Quagga Quaggas known for being easily trained Fast learning edge
Chollima, Storm Herd Elemental Tarpan Legendary storm horse of the east Ride with the storm front
Tiěmǎ Elemental Tarpan Metal-skinned tarpans Metalskin
Arion Unaligned Tarpan Legendary fastest horse Speed bonus
Kavaju Unaligned Tarpan Equus lambei, horses of the northwestern mountains Mountain riding
Khiimori Unaligned Tarpan Swift horse of the winds on the steppes Soul protection
Capall Uisce Elemental Water Horse Basic water horse Swimming bonus
Ceffyl Dwr Elemental Water Horse Trickster water horse who protects nature Elemental form
Hippocampus Elemental Water Horse Water horse of the seas Waterbreathing
Turaga Elemental White Horse Horses of the sun Solar empowerment
Pegasus Unaligned Winged Horse Winged horse of the stars Flight
Mukhatat Elemental Zebra Desert zebras Dry survival
Pitse e Tilodi Elemental Zebra Plains zebras Zebrafriend
Enemithende Unaligned Zebra Zebras of the cape mountains Mild empathy
Giant Zebra Unaligned Zebra Aptly named Speed bonus
Pundamilia Unaligned Zebra Maneless zebras Resistance to faith
Obviously many of the above are not common or native to the region. Some are unique or legendary. Consult the GM before choosing one as a member of the herd for the start of the game. Sme must be justified with backstory. Common domestic horses are assumed to be the bulk of the herd.

PRO +1 ATH +2 STR +2 AWA +1 WIL +1 PRS +1 STH -2

Pellician

Type: Zoanthrope

Pellicians are mammalian mortals who train with elemental animal magic to learn how to turn into certain kinds of mammals. They are part of the ancient nature religion in the area, members who, in the long past, were exceptional protectors and hunters whose ability to transform served the community by helping them with the local fauna. In current times, they are greatly oppressed by imperial powers, demonized as monsters, and they hide what they are and what they can do. But they still serve a purpose to their elemental communities, usually as protectors.

To become a pellician, they spend years training under another pellician. They spend time with the animal they will be taking the form of, bonding with them, living as them, learning of them. They are tested time and again to see if they are devoted to their animal (they must never harm the kind of animal they will be bonding with, no matter what). And they are tested for their devotion to nature. After years of this, they eventually meet an elemental animal that performs a final test, and they wake up in their new form. They then spend a year and a day in that form before turning back into their metahuman form.

All pellicians gain the ability to speak to their bonded animal, to sense through their senses, and to sense when they are near. Other abilities vary by animal:
Mammal Bonus Ability
Alpine Ibex, Chamois +1 endurance Snow step
Alpine Marmot +1 cold resistance Pain relief
Alpine Shrew, Bicolored Shrew, [Common] Shrew, [Etruscan] Shrew, [Eurasian] Water Shrew +1 STH Tail climbing
Arno River Dog +1 PRO River run
[European] Badger +1 stubbornness Digger claw
Beech Marten, [Common] Genet, [European] Polecat, Stoat +1 PRO Bounding
Black Squirrel, Red Squirrel +1 speed Gathering
[Common] Bottlenose Dolphin +1 swimming Intimidation
Brown Bear, Cave Bear +1 STR Hibernation
Brown Rat +1 disease resistance Plague aura
Cape Hare, Mountain Hare, [Sardinian] Pika, [European] Rabbit +1 reaction Danger sense
Cave Lion +1 PRO Roar
Crested Porcupine +1 toughness Spine blade
Cryptic Myotis, Greater Horseshoe Bat, Grey Long-Eared Bat, [Common] Noctule, [Common] Pipistrelle, Western Barbastelle, Whiskered Bat +1 hearing Echolocation
[Sardinian] Dhole +1 PRO Island run
Field Vole, Snow Vole, [Common] Vole, Water Vole +1 STH Secret sniff
Fin Whale, Humpback Whale, [North Atlantic] Right Whale, Sperm Whale +1 STR Tidal wave
Forest Dormouse, Hazel Dormouse, House Mouse, Wood Mouse +1 STH Size changing
Gray Wolf +1 PRO Hunter's howl
[West European] Hedgehog +1 toughness Rolling
[European] Hippopotamus +1 STR River maw
[Eurasian] Lynx +1 STH Vanishing
[Southern] Mammoth +1 STR Trumpet
[Roman] Mole +1 smelling Tunneling
[Mediterranean] Monk Seal +1 swimming Seaspray insight
Orca +1 PRO Targeting
[European] Otter +1 ATH Water dance
Red Deer, Roe Deer +1 endurance Stagsdance
Red Fox +1 AWA Cunning scheme
Wild Boar +1 PRO Rage
[African] Wildcat, [European] Wildcat +1 ATH Nine lives
Woolly Rhinoceros +1 STR Charge
Pellicians only serve imperials if they are hiding what they are. Most pose as hunters or gamesmasters, people who work with animals of some kind.

PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS -1 STH +1

Scalesmith

Type: Reptilist

Scalesmiths bond with various reptiles and use their skins, scales, or body parts to make various objects. Scalesmiths are friends to reptiles and never kill them for their work, but use their cast off scales or skins or gather them after a natural death. They do this to honor the spirit of the reptiles.

Scalesmiths are part of the ancient elemental communities. They learned to use the parts of various reptiles to provide for the community much needed clothing, armor, or tools. They do this via a similar process to other elemental animal magic users, spending long periods of time living with and bonding with reptiles. Many have a bonded animal companion that lives as long as they do. This animal companion is often their assistant in crafting as well.

After they prove themselves a reptile friend and protector of nature, they are tested by an elemental reptile spirit. When they pass, they gain insights into all the uses of reptile parts. They are trained in their communities to craft. The abilities they gain are as follows:
  • Reptilespeech: they can speak to any reptile.
  • Enduring treatment: they can use their own spit and blood to make reptile parts longer lasting.
  • Molting: they can molt their own skin like a snake and alter their own appearance.
  • Scale sense: they can take any reptile part (not just scales) and sense different ways to make them into useful crafts.
Other abilities vary by their reptile companion. The following are common or unique to the area:
Reptile Type Alignment Description Effect
Aspidochelone Chelonian Elemental Massive island whale-turtle with a volcanic form Heat resistance, swimming bonus
Dragon Turtle Chelonian Unaligned Large turtles that breathe fire Firebreath
Fastitocalan Chelonian Elemental Massive island whale-turtle with a watery form Waterbreathing, swimming bonus
Green Sea Turtle, Leatherback Sea Turtle, Loggerhead Sea Turtle Chelonian None Sea turtles common to the area Swimming bonus, toughness bonus
Marginated Tortoise Chelonian None Large land tortoises Toughness bonus, endurance bonus
[European] Pond Turtle, [Sicilian] Pond Turtle Chelonian None Common pond turtles Toughness bonus, swimming bonus
Blue Crocodile Crocodile Elemental Magical waterbreathing crocodiles from the southern continent Waterbreathing, prowess bonus
Dawn Crocodile Crocodile Elemental Magical crocodiles that glow in the dawn, from the southern continent Sun empowerment, prowess bonus
Saltriovenator, Scipionyx Dinosaur None T-rex-like dinosaurs Hunting bonus, prowess bonus
Tethyshadros Dinosaur None A kind of hadrosaur Calm presence
[Mediterranean] Chameleon Lizard None Color-changing lizard Stealth bonus, color changing
Miqyas al'Raml Lizard Elemental Lacertas lizards found in the vast deserts of the southern continent  
Sand Lizard Lizard None Common lacertas lizard Desert survival
[Italian] Slowworm Lizard None Legless lizards Athleticism penalty, willpower bonus
[Italian] Three-Toed Skink, [Mediterranean] House Gecko, [Western] Green Lizard, Ocellated Lizard Lizard None Common lizards to the area Athleticism bonus
Tree Gecko Lizard None Geckos found in wooded areas Bonuses in forests
[Sicilian] Wall Lizard Lizard None Common lizard on the islands Wall climbing, athleticism bonus
Wolfram Gecko Lizard Unaligned Geckos with metal skin who are skilled hunters Hunting bonus
Ceresiosaurus Nothosaur None Huge aquatic reptile Swimming bonus, strength bonus
Eudimorphodon Pterosaur None Large flying reptile Flight, athleticism bonus
[European] Adder, Horned Viper Snake None Dangerous venomous snake Venomous bite
Amphisbaena Snake Elemental Legendary two-headed flying serpent Flight, athleticism bonus, earthblood
[European] Cat Snake Snake None Fast, venomou snake with grey and black scales Athleticism bonus, venomous bite
Basilisk Snake Elemental Massive, legendary serpents with a petrifying gaze Petrifying gaze
Falak Snake Elemental Fiery legendary serpents Fire resistance, fire skin
Garafena Snake Elemental Legendary serpent which guards the Alatyr on a legendary island Earthblood
Grass Snake Snake None A common green snake, nonvenomous, living near water in grasslands Bonuses in grasslands
Green Whip Snake Snake None Stubborn forest snake Bonuses in forests
Javelin Sand Boa Snake None Smaller boa common to the arid regions Strength bonus
[European] Ratsnake Snake None Nonvenomous snake that eats rodents Bonuses against rodents
Wyvern Wyvern Elemental Powerful apex predator reptiles with draconic bodies, rear legs, wings, and no forelegs Stinging venom, flight
Scalesmiths craft things from scales, skins, bones, horns, fangs, wings, tails, stingers, venoms, blood, spit, shells, any part of the reptile. Commonly, they make clothing, footwear, or armor, but tinctures, ointments, weapons, and other things are not unheard of. It is up to the player to come up with ideas with the GM's input.

PRO +1 ATH +2 STR +1 AWA +1 WIL / PRS -2 STH /

Scuoterverm

Type: Wormer

Scuotervermi are those who farm annelids as a form of wielding earth magic, specifically to disrupt faults and cause earthquakes. They are very powerful and dangerous wielders of elemental power whose role in their elemental communities is resistance to imperial tyranny and industrial poisons.

To become a scuoterverm, one must be trained (usually in secret) by other scuotervermi. They are not animal friends, but rather, wielders of earth magic, and thus, they gain their magic in a similar fashion - burying themselves, sensory deprivation and meditation, and learning geology and seismology via a mystic lens. They study and train for years, bonding to the earth, focusing on earthquakes to commune with them, and eventually being tested by an elemental attuned to tectonics. If they pass, they gain the ability to sense and affect faults, tectonics, and earthquakes via the medium of annelid worms.
  • Annelidspeech: they can speak to any kind of segmented worm.
  • Worm sounding: they can sense worms underground by tapping their feet.
  • Fault sensing: they can sense faultlines by placing their ears to the ground.
  • Gap finding: they can sense gaps and caves underground by sense of smell.
  • Worm rumble: any annelid they have spoken to in the last week, they can send a message to subsonically to encourage them to rumble, and if there are enough nearby, they all begin to shake, causing minor shakes and trembles in the earth.
The more powerful they are, the greater the shake they can cause. They operate as secret, terroristic agents of elemental communities seeking to fight imperial and industrial powers. They are very careful with their abilities, seeking not to harm elemental communities, cause cave-ins or avalanches, or cause industrial spills.

PRO +2 ATH +1 STR +2 AWA +2 WIL +1 PRS -2 STH +1

Wildsmaster

Type: Wrangler

Wranglers who bond with animals by imitating them, going partially feral to do so, and thus gaining the ability to communicate with them, influence them, call upon their aid, or mimic their abilities. Wildsmasters are wielders of animal magic who commune with animals by imitating them and traveling or living with them, taking on their habits and gaining their powers. They wear headgear that symbolize their animal friends after they leave them.

Wilding is the art of bonding with animals and taking on their qualities. The primary method of bonding with animals used by wildsmasters is to imitate them in their presence. They must find a wild animal and gain its trust enough to get close to it to begin imitating it. They do not merely need to copy movements, but to copy the general behavior of the animal, and for that, they must know about the animals and why they behave the way they do. They do this through intense observation and training from their mentors.

Some animals will not allow a wildsmaster close very easily at first, so they must take more extreme measures: living with them. This can be very difficult in animals who are not trustful of mortals, and so it takes a long time. No animal takes more than a year and a day to bond with after the wildsmaster has begun imitating them successfully.

To bond with an animal, the wildsmaster must so perfectly imitate them that the animal believes them to be one of them. Then they must perform a ritual dance with the animal. If they are truly attuned, they animal will follow their movements. At the end of the dance, they will have bonded. The wildsmaster will then be able to take on characteristics of the animal, use its senses, communicate with it, and more. The exact movements of the dance vary by culture.

The more a wildsmaster imitates it, the more they become acclimated to how the animal lives. They then become less threatening to animals. Sometimes, they acclimate too far and lose their ability to act like their own species. Most wildsmasters are a little weird to other mortals' standards. Some wildsmasters acclimate so far they completely forget how to be their own species. They go feral and believe they are their primary bonded animal. If this happens and they do not break out of it within a few years, they usually end up taking on the animal form permanently.

There are several broad categories of animal. Depending on the species of the wildsmaster, these can be more or less difficult to bond with. Most mortals are mammals and thus bond better with mammals. Merfolk, fish folk, and undines bond better with fish, etc. Consult the GM for details. Plant folk, fungus folk, and non-animal mortals find it more difficult to be wildsmasters.

A wildsmaster typically bonds to an individual animal, but in doing so, they become more readily able to bond with other animals of that species. If they bond with multiple species within a genus, the whole genus becomes easier to bond with. And so on, up to phyla. An experienced wildsmaster with hundreds of reptile bonds will be able to more easily bond with any kind of reptile, for example. They become very sympathetic to their chosen taxon, if they choose a specialty. Some choose a single species. Some form major bonds with a small group of diverse animals. Some choose an entire class or family.

A caged or domesticated animal loses its wildness and thus some of its elemental animal magic, making them nearly impossible to bond with. Feral animals (those who have un-domesticated themselves) can be bonded with, though it is a little more difficult.

Some powers of a wildsmaster include the following:
  • Animal features: transforming their own bodies to take on features of the animal. If those physical features are paired with abilities, they will gain those abilities.
  • Animal forms: the ultimate use of a wildsmaster's powers is to take the form of an animal. Because of issues of mass, they cannot usually take the form of animals much smaller than they are or much larger, but they can take forms close to their size of animals that aren't usually that size. For example, they could become a six foot tall ant or six foot long whale. However, these distorted forms cannot last long as they use up too much energy to maintain. Very powerful wildsmasters can merge their consciousness with an animal, thus allowing them to experience animals of different sizes. The form a wildsmaster takes will always match their own relative age as well - an elderly wildsmaster will become an elderly animal and so on. It is rare for children to learn wildsmaster skills, especially not so well as to be able to take an animal form, but if they did, they would take on a juvenile form.
  • Animal abilities: animals abilities can be mimicked by a wildsmaster if they have bonded with that animal, or they can be taken on if they are powerful enough.
  • Animal senses: wildsmasters can take on the keenness of eye of an eagle or the sharp nose of a dog the same way they would any any other ability, but they can also move their consciousness into the animal and experience what the animal is sensing, temporarily. They can see through the eyes of their bonded animal, for instance. They cannot think the animal's thoughts, though. Their thoughts remain their own, so they can smell what a dog can smell, but they do not necessarily process the smells the way a dog would.
  • Animal vocalizations: communication between wildsmaster and animals is vital. Before they bond with any animal, they must learn to communicate via what mortal means they have. Once they have bonded, they can share thoughts and instantly communicate with their bonded animal. But they can also more skillfully communicate with other animals of that species, and often within the same genus. The more they bond with, the better their communication skills become, though animal type matters greatly.
Other abilities are possible based on the animals being bonded with. Consult the GM.

PRO +2 ATH +3 STR +1 AWA +2 WIL +1 PRS -1 STH +2
Topic revision: r6 - 11 Apr 2026, SallyJaneBlack
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