Alignment: Elemental
Lifespan: 500 years
Diet: Energy
Habitat: Crystal fields and light forests in the sky
Socioeconomic Status: Oppressed
Crystal folk never stop growing unless they trim themselves regularly. As adults, they can reach up to 30’ in height if they are untended, but most keep themselves to 10’ or so for practical reasons. If they dwell in non-giant societies, they shave themselves down to the height of those they dwell with. They are made entirely of jagged crystals filled with different colored lights. Crystals are all translucent, but they also vary in colors. They are anthropomorphic to a vague degree - they have arms, legs, and long, jagged fingers - but their faces are blank unless they sculpt them intentionally - something they do only to appease other mortals. They do have mouths, but only to speak with. Their voices come from the energies within them vibrating the crystals in their throats. They have natural indentations in their heads that are sometimes confused with eyes, but these are simply a consequence of how they grow.
Crystal folk have excellent vision. They can absorb esoteric energies and convert them into elemental light within their bodies (this is how they “eat”). They are made of crystal and therefore do not feel the cold, and heat is often absorbed unless it is extreme.
When any form of light touches their bodies, it is refracted. Part of it becomes elemental light, part of it becomes mundane light, and the rest remains the kind of esoteric light it was to begin with (if it was esoteric).
The energy within a crystal person can be directed by them from within their core (torso) and out of their hands in beams. These beams are pure elemental light or mundane light, usually, though they can redirect other forms of esoteric light if they have stored enough of it. If they use their inner light, however, they must recharge.
Most crystal folk come from the sky continent Gyrah, where they dwell in a country called Lesedi and tend a massive magical mirror called the Lesedian Mirror. They live in a classless, stateless, egalitarian society and commune with the light of the world and all magical energies. They are deeply spiritual and worship Sedeia, the Mother of Light. They have no concept of gender.
In the colonies, they are extremely oppressed. If they are in the colonies, there is some strange reason they left their original culture. They are considered too strange to keep as slaves, though the lack of needing to feed them sometimes means people attempt it. They are very much pariahs and outcasts.
PRO 8 ATH 8 STR 10 Toughness 12 AWA 11 WIL 9 PRS 9 STH 6
Motes of light that embody the wetlands.
Alignment: Elemental
Lifespan: 200 years
Diet: Moisture
Habitat: Wetlands
Socioeconomic Status: Oppressed
Hinkypunks are also called by many other names, including the following: will-o'-the-wisp, will-o'-wisp, ignis fatuus / ignes fatui, foolish flame, jack-o'-lantern, friar's lantern, hinkypunk, feu follet, irrlicht, irriwsch, naga fireball, paulding light, spooklight, abu fanous, Sainte Glorie light, hob lantern, corpse candle (erroneously), luces del dinero, luces del tesoro, fifollet, boi-tatá, luz mala, la bolefuego or candileja, aleya, spunkie, or min min lights depending on the area they are from.
They appear to be floating lights, usually a soft greenish white, though some vary in color depending on location. Some may take more solid forms for specific purposes.
All hinkypunks have the ability to sense when someone has entered their territory, usually within 500’ of their homes. More powerful hinkypunks can sense anyone within their entire wetland. They have some control over the wetlands they dwell in, being able to open paths through them for others or influence animals and vegetation around them. They also have excellent memories and know their territories in great detail.
A hinkypunk can blind someone by “taking the light from their eyes” if they are able to touch them. They can fade away at will, becoming invisible for up to five minutes while in their swamps, and for 30 seconds outside of them. They can see further at night.
If someone is a threat to the wetlands, they will lure them into dangerous areas to kill them or scare them. Anyone they kill, they will leave to the wetlands to decay, unless the body is toxic for some reason. Then they will expend some power to turn the body into a simple copper coin.
They float about 3’ off the ground. Because they are made of light, they can enter structures through the smallest cracks. Though they are made of light, they do not give off heat unless they choose to. If they choose to, it is a soft warmth that cannot cause harm.
If they leave the wetlands, they must find sources of water or moisture or they will die within a day. When they leave, they sometimes take on a human-like form that is surrounded by smaller lights; they cannot hold this form for long without returning to the waters of their home unless they have been given power from their entire community to go on some sort of quest for some purpose.
If the wetlands are in danger, they grow in number.
Hinkypunks live in small communities in deep wetlands. They consider themselves the souls of their territories, and they take protecting it very seriously. They do have a mischievous streak in their culture, but they are rarely malicious toward anyone who is not a threat to their homes. Some who see them catch them as they dance with one another or mistake them as they move about as offering guidance, and thus get led into danger, but if they are aware someone is nearby, they will usually do their best to help them through their territory unless they pose a threat. Their dances sometimes include long lines of hinkypunks that others believe to be a fiery serpent.
They view graveyards and burial grounds as sacred and will often shine more brightly within them.
Ancient tales claim they originated from people who were cursed or doomed to haunt the wetlands, but in truth, they were formed as elemental, protective powers. Because they sometimes lure rich and powerful polluters to their deaths, they end up having troves of treasure in their territories.
PRO 8 ATH 8 STR 8 AWA 10 WIL 8 PRS 9 STH 9
Elementals made of freezing air.
Alignment: Elemental
Lifespan: 50 years
Diet: Heat
Habitat: Polar regions
Socioeconomic Status: Oppressed
Jiknjons appear to be hominid figures made of blue or white air. They are made of freezing vapor.
Every jiknjon has the power to draw heat from anything they touch, leaving it frozen and nourishing themselves. If they do not do this every day - always from some physical, solid object - they will themselves become solid and frozen, dying.
They can float, but they do not have defenses against the high-strength winds and currents of the atmosphere, so most remain close to the ground.
If they are breathed into someone even partly, they can freeze that person and take over their body temporarily (for about an hour before they must leave).
Physical weapons cannot harm them if they are in vapor form, unless they are dispersed by them.
The average temperature inside a jiknjon is -400 degrees.
Jiknjons live in small family groups, surviving off the literal land, keeping it frozen solid for miles around as they nourish themselves. If the group gets too large for their territory, the most able will separate and either find a new group or form one. They have an egalitarian culture, not needing shelter and having no fear of food scarcity, but they are under constant threat from other living beings who blame them for the cold weather or area.
PRO 8 ATH 10 STR 8 AWA 8 WIL 8 PRS 7 STH 9
Alignment : Elemental
Lifespan: 40 years
Diet: Water
Habitat: Wide plains
Socioeconomic Status: Native
Maĥpíyatuwáwa are living storms, massive, towering walls of dark, thunderous clouds that form anthropomorphic or therianomorphic forms within their bodies.
Maĥpíyatuwáwa draw in water in the same manner as mundane clouds, but as they do, they convert any elemental energy within it into usable energy. They are living storms; they can control where their bodies go, though they are susceptible to winds and weather patterns that can push them in certain directions - it takes more energy to go against the air currents. They can control when they unleash lightning, rain, sleet, hail, tornados, gales, and so on, but all of these take energy that they must recharge.
Maĥpíyatuwáwa create and influence weather patterns, usually to cultivate areas and protect and preserve nature, while still respecting weather cycles worldwide. They are able to sense and predict the consequences of any alterations they make to the weather in an area and act accordingly, unless the area is polluted, which disturbs their senses. They create patterns by forming their bodies (with one or more maĥpíyatuwáwa) that draw in weather magic in massive amounts, then unleash it into the atmosphere in order to alter the climate.
Maĥpíyatuwáwa can absorb other forms of weather and mimic it in their form so long as there are clouds involved. Though they expend much energy with the more violent forms of weather, they also find themselves expending energy to diffuse their cloud forms to mimic clement weather as well.
Maĥpíyatuwáwa can absorb other forms of weather and mimic it in their form so long as there are clouds involved. Though they expend much energy with the more violent forms of weather, they also find themselves expending energy to diffuse their cloud forms to mimic clement weather as well.
Maĥpíyatuwáwa can shape their cloud forms into almost anything, and they often take the form of a face or even a mortal body in order to communicate. Because they do this rarely, when they do, they are often misconstrued as Divinities by those who have never heard of them.
Sometimes, individuals enjoy the reverence they receive and make a habit of it, which leads them astray of their cultural prerogative to protect and preserve nature. Instead, they become influenced by the culture that worships them, often becoming warlike or dominant until their arrogance gets them driven away, sealed or bound, or destroyed. Other times, they choose to bind themselves to an anthropomorphic form in order to pursue relationships with other mortals (platonic or otherwise) or for some other purpose.
Maĥpíyatuwáwa belong to a single nation in western Palhur, the Oyate nation, which is a nation of many species. While there are other maĥpíyatuwáwa in the world outside this region, they are individuals with no specific cultural identity.
Among the Oyate, the maĥpíyatuwáwa are respected as protectors, guides, and experts on nature and weather. They warn the people of coming storms and floods, protect the animals and water the plants, and bring their wrath upon the enemies of the nation. The maĥpíyatuwáwa stay separate in their cloud forms for the most part, living in valleys and near river sources or over great lakes.
They raise their young, who grow to maturity within months, collectively, then introduce them to other mortals carefully. By the time a maĥpíyatuwáwa is an adult, they are encouraged to explore the world - as clouds, they can travel rapidly - and many do, spending a few years wandering. Most return home and rejoin their people, coming back with stories they share to the community, trinkets or treasures for the non-maĥpíyatuwáwa in the nation, and usually a gift of water for the other storms.
They play certain common roles in the nation - warrior-protector, water-provider, guide, weather-sage, druid, and - but in their own ways. As protectors, they hover around the borders of their nation’s territory and maintain menacing but not storming forms, unleashing their power only if a major threat approaches. They often flow near patrols and provide them cover if they need to rush back and use their extended senses to communicate with them. Water-providers serve as living irrigation systems. Guides disguise themselves as mundane storm clouds and lead mortals on the ground to good hunting spots or other resources. Weather-sages make weather predictions to the community and dance in the skies to communicate it. Druids - called yuwakape - commune with the weather patterns and bring religious guidance to the people.
The maĥpíyatuwáwa are considered conduits to the god(s) and spirits of weather and storms among the Oyate, and they themselves honor Ošíčeča, the Great Storm, who guides all weather. They honor Ošíčeča by offering him discharges of lightning into the sky, leading the mortals below in dances and festivals, and creating cloud patterns that are aesthetically pleasing.
PRO 9 ATH 15 STR 15 AWA 15 WIL 9 PRS 11 STH 9
Elementals of living smoke.
Alignment: Elemental
Lifespan: 30 years
Diet: Wood
Habitat: Temperate to subpolar regions
Socioeconomic Status: Oppressed
Smokelings appear to be smoke in a vaguely human shape, sometimes with no legs, often with elongated features like ears, fingers, or toes that extend disproportionately. Coloration, composition, and size vary greatly, being any color smoke can be, any composition of smoke (so long as it is elemental smoke produced from elemental fire), and ranging in size from a few inches tall to 20’. They have two burning embers as eyes.
Smokelings have the ability to draw any form of smoke into themselves. They can create heat from their bodies by expending some of the smoke within, using this to burn wood, which they consume as fuel. They have the ability to see heat. They move via flight.
If they are breathed in by someone, in part or in whole, the person breathing them in will be severely burned.
As beings of smoke, most physical attacks do not harm them unless it completely disperses their bodies. The only exception is their eyes, which are solid enough to be damaged and destroyed. If this happens, they are blinded, and may die if they do not replace them within a week.
If they get too cold, they die.
Smokelings form in places with natural sources of smoke, usually wildfires or volcanic areas. After they form, they find others like themselves to band together for survival, seeking fuel together and comfort. They are often captured and enslaved to work in high-heat environments or be used as sources of heat, which they despise and rebel against. Commoners fear them because they are associated with uncontrolled flame.
PRO 8 ATH 9 STR 6 AWA 8 WIL 8 PRS 6 STH 10
Living steam.
Alignment: Elemental
Lifespan: 30 years
Diet: Moisture
Habitat: Springs and geysers
Socioeconomic Status: Oppressed
Ssthessemes are elementals of vapor and steam. They appear to be anthropomorphic silhouettes within clouds of steam. They have two motes of blue light for eyes. Most range between 4’ and 7’ tall.
Ssthessemes have the ability to control water vapor. They can draw moisture out of the air and absorb it for nourishment, or they can alter its temperature or density. They are immune to physical attacks unless it completely disperses them. If they are afflicted with too much cold or too much heat directly, they will be condensed or eradicated. They move via flight.
Ssthessemes exist in places where steam forms naturally, such as natural hot springs, geysers, and similar locations. They form small communities for survival, seeking moisture, living in egalitarian groups. Many are enslaved and used to produce steam, like small batteries that are used up rapidly. Those who live free in the colonies are misunderstood as ghosts.
PRO 8 ATH 10 STR 6 AWA 8 WIL 8 PRS 7 STH 10
Living elemental energy.
Alignment : Elemental
Lifespan: Varies
Diet: Natural energies
Habitat: Unsettled regions
Socioeconomic Status: Oppressed
Viridianites are elemental embodiments of different forms of aether, with a core of viridian aether that binds them together. They take on different appearances depending on the kind of aether that surrounds their core, which is always a green orb of energy. Those that are pure viridian aether usually take the form of a figure that combines features of plants, animals, fungi, and landforms.
Viridianites have near absolute power over nature within their locality. They have influence over other living things near them that are part of their sphere, and they are capable of drawing from their core and channeling viridian aether in its purest form to alter nature around them.
Some viridianites draw other forms of aether around their core, becoming elementals of different kinds. None have multiple forms of aether around their core - it's always one form of aether plus the viridian core. They therefore have forms and powers that reflect the different aethers they wield.
Chaos: these primordial elementals usually have fluid forms that can generate any natural thing.
Lifeforce: these elementals of lifeforce often take on the form of silvery flames or silvery living things.
Metal: these elementals of metal take on the form of metallic humanoids or animals, usually tigers, unless shaped into objects by mortals.
Weather: these elementals of storms take on the form of storms, sometimes with faces within them in order to relate to mortals, or humanoids made of clouds.
Light: these elementals of light take on the form of shining humanoids or flashes of bright light.
Water: these elementals of water take on the form of fluid, watery humanoids or faces within bodies of water.
Creation: these elementals of creation take on the form of stony figures with tools for hands.
Sand: these elementals of deserts take on the form of humanoids made of sand or faces in sand dunes.
Flower: these elementals of spring and flowers take on the form of green beings encrusted with flowers.
Ice: these elementals of ice and snow take on the form of humanoid figures made of snow or faces within snow drifts.
Island or Volcano: these island elementals take on the form of humanoids made of the island landscape (varies by island) or humanoid figures made of lava.
Earth: these elementals of earth and stone take on the form of humanoids made of soil or rock or of faces in rocks or mountains.
Wind: these elementals of the wind take on the form of humanoids made of wind.
Fire: these elementals of fire take on the form of fiery humanoid figures.
Grass: these elementals of the grasslands take on the form of earthen figures covered in grass.
Moons: these elementals of the moons take on the form of lunar stone and ice with soft reflected light flowing from them.
Sun: these elementals of the sun take on the form of golden flames with humanoid figures.
Animal: these elementals of animals take on the form of chimerical animals.
Swamp: these elementals of the wetlands take on the form of watery, vegetal humanoids.
Death: these elementals of death take no form whatsoever.
Wood or Plant: these elementals of plants take on the form of humanoid masses of vegetation, especially trees and moss.
Star or Cosmos: these elementals of stars and the cosmos take on the form of humanoids of starry expanses.
Sound: these elementals of sound take on the form of vibrating air in the shape of a mortal form.
Time: these elementals of time take on the form of ecru light that rapidly ages and de-ages everything within range of them. These are not playable as PCs.
Harvest: these elementals of harvest take on the form of earthen humanoids covered in fruit and vegetable.
Shadow: these elementals of darkness take on the form of mortal shadows.
Conifer: these elementals of the taiga take on the form of earthen figures covered in plants, dry leaves, and conifer needles.
Viridianites have an affinity for other elemental beings, whether elementals or of other species with natural aetherial energies. They can influence them or even control them if they are powerful enough, but they only do so if they feel it necessary to protect their sphere.
Viridianites are embodiments of an element and exist mostly individually, manifesting within areas that are heavy with the energy they reflect - i.e., viridianites within a forest reflect the forest, etc. They exist in communion with the aether around them and therefore fight to protect and preserve it.
Most mortals think of viridianites as nature spirits, which are a separate but similar thing (and invisible), and generally, they are feared because they are willing to kill to preserve their spheres. Many class societies try to either control and harness them or to destroy them in order to exploit the lands they protect. Some, however, try to work with them cooperatively and build around and with them.
PRO 14 ATH 17 STR 19 AWA 19 WIL 19 PRS 14 STH 14
Living sound.
Alignment: Elemental
Lifespan: 200 years
Diet: Echoes
Habitat: Canyons and caverns
Socioeconomic Status: Oppressed
Living sound, vibrations, only visible when interacting with visible matter; voxes take up about the same volume of space as an average human. They can control their shape, insofar as they have one, to some degree if they wish to, often forming anthropomorphic forms by drawing the vibrating air together. Usually, however, they are amorphous, conscious vibrations in the air.
Voxes are living sound. They build size and volume by absorbing other sounds that echo within the areas they dwell - they can only consume echoes, not original sounds. Many sounds echo in ways that others cannot perceive, a bird’s trill echoing off a branch infinitesimally or the click of a bug’s foot against a leaf on the forest floor nearly silently bouncing off the crack in the leaf. Voxes can absorb these if they can perceive them, which they can as living sound. It takes thousands of these to make the vox grow.
Any sound a vox produces will echo as well, and they can consume these echoes. But in order for this to be worth it, the echo must be more substantial than the original sound, which is extremely rare. Therefore, voxes find places that amplify sound to dwell in - usually echo canyons, caves, and special buildings.
If a vox fills solid matter with their vibrations, they may possess and shape it, sometimes using it as a surrogate body if need be. This lasts as long as they wish or until the material is vibrated to pieces.
Voxes can control the sounds generated by other things, as long as the sounds are either unaligned or aetherial (celestial, infernal, and fey sounds are much more difficult to influence). Some sounds that may seem mundane - a person singing a beautiful song, a story being told, a command being given - are actually aligned - beautiful song may be celestial, stories may be fey, commands may be infernal. Context matters, including the purpose and source of the sound.
To a vox, sound is as solid as stone is to a human. Their control of it is “manual” in that they do so by bodily interacting with it, their living sound touching it and moving it by wrapping around it. If they choose to consume it, they surround it entirely and absorb it. If they choose to control it, they handle it and alter it by altering its shape and speed (pitch and rhythm, frequency and volume, amplitude and intensity).
Most voxes in the region dwell in the wilderness in their own small communities or embedded with native nations. Those who are in the actual colonies are usually enslaved and captured in some kind of magical device.
PRO 8 ATH 10 STR 10 AWA 8 Hearing 14 WIL 8 PRS 9 STH 7
Living air.
Alignment: Elemental
Lifespan: 100 years
Diet: Energy
Habitat: Atmosphere
Socioeconomic Status: Oppressed
Whisps are figures of living air, nearly invisible anthropomorphic outlines in the sky. They are made of all the things that exist in air except pollution. Most are very faint in color, but have some sort of visible tinge, usually blue, grey, yellow, or white. They have no discernable facial features.
All whisps have the power to fly. Their bodies expand and contract with atmospheric pressure. They cannot live if they go above the exosphere, and even within the exosphere, they are very weak.
Whisps can sense movement of gases within a mile of themselves so long as there are not too many solid objects to distract them, meaning it mostly works higher up in the atmosphere. If the gases are within 25’ of them, they can sense their movements so long as no solid object surrounds the gases (i.e., they can’t sense gases moving within a boiler or jar, but they can sense air moving around them).
If they choose to create wind, they must sacrifice part of their bodies temporarily to do so.
They absorb radiation and sunlight as nourishment.
Whisps live in nearly invisible communities in the skies, mostly around Gyrah or on clouds, which they sleep on. Their communities are simple and egalitarian, small and tight-knit. Those in the colonies are mostly enslaved, used for air-cleansing or -moving purposes in cruel fashion. Those few free ones in the colonies are often confused for ghosts.
PRO 8 ATH 13 STR 4 AWA 9 WIL 7 PRS 8 STH 12
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