Elemental Wrights

Those who use elemental magic in crafting.

Aedificarian

Aedificarium is the ability to craft, weave, shape, or otherwise manipulate the fabric of reality derived from the energy of creation. In order to access the power of creation, one must use tools that are exclusively for creating. While there is a certain amount of destruction in creation (i.e., milling grain into flour), the end result must always be something new, useful, and not used for significant destruction - i.e., not a bomb.

The primary style of aedificarium is aedificarium malleus, the way of the hammer. Aedificarium malleus is the way of the hammer, manipulating the magic of creation with a hammer.

Using a hammer of elemental materials, one may invoke the magic of creation. The first step is acquiring the hammer. The second is acquiring the materials. The third step is always the checking of the materials. A good craftsman always checks his tools and materials before beginning work. The fourth step is getting organized, as one would normally do for a project, and the fifth step is to imagine what one wishes to craft.

Then, one must begin work immediately. If the project is big, then resting is allowed, but other than stopping for natural breaks, any distraction will only flaw the process. One must work single-mindedly upon the project until completion, and then, if one has been true and used strong materials, the power of magic of creation will resonate with the results.

A hammer used in such a process will gain certain properties, giving bonuses to similar work in the future. A hammer used in carpentry will have +1 carpentry from then on, in smithing +1 to smithing, etc. All such tools will, if used against morags or hexars, have a further +3/+3 vs. those creatures (though without considerable strength beyond that it is rarely enough). The bonuses to crafting continue the more the hammer is used, maxing out at +9. The bonus against destroyers will never go above +3/+3.

The more things made with the hammer after that, especially of genesian materials, the stronger the hammer will become. In game terms, every project will add points to the hammer. A complicated project seen through will max out at +6 on its own. If it is done entirely with genesian materials, a further +3 will be added. These are simply a way of keeping score, and not a reflection of the hammer's bonuses (which max out at +9). At 100 points, the hammer transforms.

However, because of the intensity of the practice, if one keeps working with the hammer over and over again, they risk burning out the hammer or themselves. Rest periods between projects depend upon the complexity of the previous project and the nature of the user, anywhere between a week to a century. Because of the power of the Foundation, those more attuned to it (shemir) must rest longer between projects, because it affects them more strongly. Those more opposed to it (trolls) must also rest longer between projects, because it harms them. Those with a moderate distance from it (chthonians, for instance) are best suited to recovery.

A transformed hammer, called Aedificarium Malleus, becomes made of raw magic of creation aether. It will be useful for one more project, for which it will, in game terms, simply be narrated by the user (within reason). After this final project, the Aedificarium Malleus will be merge with the user, giving them a permanent skill boost.

These other styles exist. Simply replace "hammer" above with the relevant tool:
  • Aedificarium Extorqueo, the way of the machine, manipulating magic of creation with a machine and wrenches and screws, with metal tools
  • Aedificarium Tornus, the way of the lathe, manipulating magic of creation with a lathe and carving tools
  • Aedificarium Lateres, the way of the mason, manipulating magic of creation with masonry tools
  • Aedificarium Texo, the way of the weaver, manipulating magic of creation with a loom and thread or other textile tools
And so on. Styles must be work of crafting, artisanry, rather than artistry. Some things have much overlap, such as cooking, paper-making, and architecture, but ultimately the idea is that an aedificarian creates products for practical, often common, use while a visionary is more focused on works of art, inspiring, emotionally resonant, and unifying, but not common household usage. These are determined with discussion between GM and player.

Many times when someone works on something - anything from a toy to a house, from a hobbyist train to a real one - if there are not too many interfering energies, Genesis energy will be generated naturally by the act of creation. If one is aware of it, one may find a way to tap into it, though without the intention desribed above, it is much more difficult.

Most artisans begin learning from a young age. In the colonies, there is usually a system of patronage, apprenticeship, or family tradition, and sometimes guilds and apprenticeships are available. Regardless of the circumstance, the crafts of an artisan usually required intensive training or yearslong practice. To become an aedificarian in any craft, one must take on special forms of practice.

Practicing to become an aedificarian requires training not just as a skilled artisan, but one with special endurance and focus. It requires an understanding of esoterica to be able to recognize appropriate materials. It requires training in knowing what forms of rest, refreshment, and what projects work best to develop the magic of creation energy needed. Usually, an aedificarian-in-training will practice for years before making their first fully aedificarian work. Once they begin the process, however, they can usually ride the momentum of it to completing a masterpiece within five years. And once a masterpiece is completed, getting back to having a genesian tool is easier.

The masterpiece is the first piece made with a tool made of raw magic of creation. It is often something made for the newly forged aedificarian's family heirloom or symbol, or something to repay a master or patron. It will be something intended for long-term use.

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


Brightswicker

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: brightwave is taking 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


Clariter

A glazier who uses elemental glass.

Elemental glass is very rare, either formed naturally or shaped by clariters 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 clariters 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. Consult the GM for other forms.

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

Clariters mostly work with kececa.

PRO +1 ATH / STR +1 AWA +3 WIL +1 PRS +1 STH /


Glyptographer

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 /


Metallowright

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 useSorted ascending Effect Found Description Time to forge
Alumen Aluminum Gaseous -10 Aeronautical equipment Floating or flying High atmosphere Aluminum gas lighter than air 10 days
Savirajak Wolfram Solid 2 Animal trapping or farming Attracts animals Found in lands untouched by industry or imperialism Wolfram that attracts animals 5 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
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
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
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
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
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
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
Orichalcum Gold Solid 5 Anything Water control Bottom of the ocean Gold found at the bottom of the ocean 9 days
Birinj Bronze Alloy 4 Batteries Electrical discharge Mixing copper and tin with elemental electricity Bronze that produces electricity 12 days
Ferrum Iron Solid -5 Crude objects None Found in lands untouched by industry or imperialism The least form of iron 1 hour
Awilixum Lead Gaseous -3 Darkening agent Darkening Shadowdeep Lead gas that blocks all light 10 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
Asamba Beryllium Liquid -5 Fabric Spreads and clings Deep forests Liquid beryllium that imitates moss 6 days
Sh'cthar Iron Liquid -4 Farming equipment Grows fungi Deep underground Liquid iron that makes fungi grow 12 days
Wheat Bronze Bronze Alloy 0 Farming equipment Imbues nourishment Mixing ferrum, tin, and harvest magic Bronze that is full of nutrients 10 hours
Revmanium Silver Liquid -5 Flexibles Water control, can be empowered up to +1 Flowing waters Liquid silver that is empowered by water 9 days
Apelzhelezo Copper Solid -2 Forestry equipment Conifer influence The taiga Copper formed inside conifers 6 days
Veluriya Beryllium Solid 1 Gardening tools Influence plants Deep forests Beryllium that forms in the leaves of plants 3 days
Ulokam Unique Liquid -1 Generative devices Generates mundane metals Unknown Liquid metal embodying natural chaos Varies
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
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
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
Pramath Lanthanum Liquid 7 High-heat devices Heat damage Unknown Liquid lanthanum that is extremely hot 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
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
Bjarthurnam Chromium Solid 2 Lanterns and lamps Illumination Sky islands Chromium that glows brightly 10 days
Suuri Silver Solid 5 Low-temp devices Cold damage Under glaciers Silver that is super cold 9 days
Salsalun Plutonium Solid 6 Magnetics Attracting nearby objects Unknown Plutonium that has its own gravity 20 days
Hiriwa Silver Solid 8 Medical devices Healing energy Places of high elemental lifeforce Silver full of life energy 9 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
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
Nuhas Brass Alloy 0 Rasps and rough materials Scouring Deep deserts Brass sand 10 days
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
Amyuz Tin Gaseous -6 Research equipment Attracts microbes, can be empowered up to 0 Strange caves Tin gas that attracts microbes 10 days
Heusos Gold Plasma 9 Solar power Photosynthesis, heat damage The sun Golden plasma 100 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
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
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
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
Saturnium Copper Solid 12 Time machines Unknown Rare mines in the far north Copper that flows differently through time 24 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
Feem Platinum Liquid -3 Wearables Refreshes Flowering fields Liquid platinum that smells of flowers 9 days
PRO +2 ATH +1 STR +4 AWA +2 WIL +2 PRS -1 STH -2

Shadowweaver

Weavers of the energy of true shadow who can 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 weave 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 weaver 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. Consult the GM for materials. Needles are attached to spindles and looms, machines made from night wood and silver in order to work the shadowweave.
  • 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.
PRO -1 ATH -1 STR -1 AWA +3 WIL +1 PRS -1 STH +5


Xylourgos

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 Poplar Poplars that move through time oddly Poplar Slows time 17
Apelishakw southwestern Palhur apple trees that ripen on the first day of fall (lenape) Apple Autumnal empowerment 11
Arbre Cypress of the wetlands Cypress Water resistant 8
Bryonic Redbud moss-covered tree Redbud Moss covered 14
Celadon Catalpa trees that survive in any season Catalpa Seasonal empowerment 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
Freshfallen Bayberry tree that blossoms after a rain Bayberry Refreshes 11
Gaitokaidi seneca; golden cedar Cedar Powerful elemental magic 14
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
Granite Spruce subterranean trees Unique Grow underground 20
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
Hanonodzok seneca; orange cranberries Cranberry Powerful elemental magic 11
Hoary Beech Conifers in polar islands Beech Cold resistance 14
Homeno'e cheyenne; white elm of the great plains Elm Plains empowerment 11
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
Iti heshi halusbi chickasaw language; southern magnolias that can rejuvenate with their aroma Magnolia Refreshes 8
Kalutote atunhetsla oneida Tree of Life in the skyworld, aback a turtle Unique Sky control 20
Kowse Cassaran spruce trees Spruce Cold resistance 14
Lesedian Aspen Shining aspens Aspen Shines 17
Limnic Spruce Spruces growing from the bottom of lakes Spruce Water resistant 14
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
Mirtusz crapemyrtle tree that glows in the dark Myrtle Glow in dark 11
Montane Chestnut Montane trees Chestnut Good for mountain air 14
Moonpalm Trees that have a lunar cycle Palm Lunar empowerment 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
Orange Maple trees of autumn Maple Autumnal empowerment 14
Osprey Tree Mangrove trees that control waters Mangrove Control waters 11
Pleasant Poppy Tree tree that soaks up clement weather bijalee Tree Poppy Clement climate 11
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
Wizwimni smaller versions of the tree of autumn in western Palhur Maple Powerful elemental magic 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
Xinkokw Axis mundi of the region Unique Powerful elemental magic 8
Yeodogwasos seneca; ash tree with long branches Ash Powerful elemental magic 11
Xylourgoses are often exploited for their powers.

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

Topic revision: r3 - 13 Jul 2025, SallyJaneBlack
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