Elementals

Species made of a magical element.

Crystal Folk

Elementals of light, made of crystal.
  • 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


Darqshan

Living elemental glass.
  • Alignment : Elemental
  • Lifespan: 120 years
  • Diet: Sand and glass
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Darqshans are elementals of glass, constructed from existing pieces of glass via aetherial magic. They appear to be living glass figurines in any shape.

To create a darqshan, one must "awaken" mundane or aetherial glass by first purifying it of any other energies (usually washing it in special water), then placing it somewhere in the midst of nature where it can soak up light of moons, sun, or other aetherial source. After sixteen days of this, it can be awakened with mundane or aetherial flame lightly touching it.

Living aetherial glass has the power to influence any kind of glass they touch. Their form determines some of their powers - ceramic dolls, stained glass figures, mirrored figurines, etc. have different abilities. But all of them can awaken other glass temporarily with a touch and permanently if they give up some of their STR. They can control light flowing through them, and they can shape mundane glass if they sing to it for a sustained amount of time.

Darqshans are constructs, but they have formed their own cultures and societies in the lands where they were first made. They were created to serve nature, and they continue that practice in their homelands. In the colonies, they are usually seen as monsters to be destroyed or enslaved, and their original culture is mostly lost as they are assimilated locally and oppressed.

PRO 8 ATH 6 STR 9 Toughness 6 AWA 9 WIL 8 PRS 9 STH 9

Frostling

Ice women.
  • Alignment : Elemental
  • Lifespan: 300 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Arctic boreal forest and tundra
  • Socioeconomic Status: Oppressed / Matriarchal
Frostlings are elemental female-assigned beings with blue and white skin and hair. They tend to be 6' tall, and their eyes are dark, black spheres. Some have insectoid wings made of frozen air between their arms and sides.

Every frostling can see temperature at will. They are immune to cold and weak to heat.

Frostlings have innate control over the cold, ice, and snow, but not every frostling has the same powers. They gain different powers as they grow older, so long as they live somewhere with a winter that drops below freezing at leastonce. If they live in a place that never gets that cold, they can replicate it by finding something to drop their temperature low enough on a week's worth of nights. Through their lives, they acquire five powers.

Powers that they might acquire include
  • Freezing breath (age 50): their breath can be directed at anything to freeze it at a power of 8+ (it increases with power as they age at a rate of 1 point per 25 winters).
  • Cooling touch (age 50): their touch can cool the body temperature of any living thing they touch at a power of 8+ (it increases with power as they age at a rate of 1 point per 25 winters).
  • Chilled shroud (age 50): they can surround themselves with a shroud of frosty air, making themselves harder to touch (power 8+) or see (STH+1+) (it increases with power as they age at a rate of 1 point per 25 winters).
  • Heartnumbing gaze (age 100): if they lock their gaze with someone else's eyes and hold it for 10 seconds, they roll WIL vs WIL to numb an emotion fo their choice in the heart of their target.
  • Aura of frost (age 100): they can surround themselves with an aura of blue frost that acts as +5/+5 armor against any heat or fire attack.
  • Snowwawlk (age 100): they can walk on snow as if it were solid ground.
  • Hoary flesh (age 150): they cover their flesh in hoarfrost, giving themselves +5/+5 vs. heat or fire and +3/+3 vs. physical attacks.
  • Polar animal friend (age 150): they can influence or interact with any animal native to polar regions with PRS+3.
  • Snowdance (age 150): they can dance and control falling snow at a power of their ATH.
  • Winter light (age 200): they can glow during the winter months, gaining bonuses to PRS, penalties to STH, and the power to freeze or stun anyone who stares at them for more than a round.
  • Longnight's song (age 200): they can sing during the longest night of the year to influence the weather for the next six weeks.
  • Midnight sun (age 200): they can, once per year, summon the sun at midnight, bringing a cold sun into the sky for an extra four to six hours for that day, providing no heat in the light of day.
  • Blizzard form (age 250): they can take the form of a powerful blizzard once a year.
Most frostlings are from the southern parts of the region. They are an oppressed species in the colonies, facing great discrimination, but among their own, matriarchal, communal society. They have a love of fishing and hunting, and intricate dances. They have complex social rituals.

In the southern areas, frostlings live in native nations where they live off fishing and hunting. They have an ancient culture mixed with other local nations.

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

Glebouan

Elementals of deep earth.
  • Alignment: Elemental
  • Lifespan: 300 years
  • Diet: Earth
  • Habitat: Faultlines
  • Socioeconomic Status: Oppressed
Glebouans are made of stone and earth. Down the middle of them is a ragged faultline which shifts as they move. Their bodies are asymmetrical, hominid forms, with layers of dirt and stone evident in their bodies. Their eyes are glowing red pits, and their arms are disproportionately long, dragging the ground. They stand between 6' and 10' tall.

All glebouans have seismic senses finely attuned to the world's tectonic plates. They can sense movements in the nearest faultline with ease. They know when volcanoes are about to erupt and when earthquakes are about to happen - and at what magnitude. They are also able to see in the dark, echolocate, and know their way around natural caves and caverns innately. They can shift gravity such that a wall or ceiling is "down" to them, but they cannot float or fly.

Glebouans rarely come above ground, dwelling near the faultlines in the crust. They live in small communities along the length of them and feed on the earth and stone there. They built strange cities sideways and upside down, but impermanently, expecting them to crumble in the next quake. When they sense one coming, they scatter above or below to safety, protecting those who are unable to move themselves. They are sometimes captured and enslaved for their enormous strength. Those in the colonies are either slaves or former slaves.

PRO 8 ATH 7 STR 16 AWA 9 WIL 8 PRS 7 STH 5

Hinkypunk

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


Jiknjon

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


Ka'ar

Salamandrian fire elementals.
  • Alignment : Elemental
  • Lifespan: 100 years
  • Diet: Over-cooked mortal fare
  • Habitat: Arid mountains and volcanic areas
  • Socioeconomic Status: Ruling class colonizers, privileged oppressed, or oppressed, depending on nation
Ka'ar appear to be hairless humans with mottled, scale-like skin, usually reddish or orange in color. When they pass through a shadow or are in the dark, they glow as if surrounded by a faint flame.

Ka'ar require very little to drink and have small amounts of the various humors in their body. They can breathe smoke, and the most powerful among them can take the form of smoke, though they can only do this once a year.

Ka'ar are beings of aetherial flame, which courses through their blood. This allows them to create and control fire. They can bring fire from within themselves at will on any part of their skin, though they tend to use their hands. They can control any fire near them if they can touch it. Ka'ar are born with a natural talent at controlling and creating fire, and there is a genetic component to how powerful they are at birth. However, it is possible for them to learn better control or practice to be more powerful. In moments of intense excitement, their aura may appear even without shadow around them.

Ka'ar have the power to consume that which they personally have burnt, no matter what it is, to draw back the aether they used. Culturally, this practice is rare, as in their own communities, there are other sources of fire magic to restore them, but it is never looked down upon. Among other cultures, this can alarm people, especially if they have burnt something not usually seen as food.

Ka'ar are resistant to heat. The most powerful can touch lava without harm. Even the weakest ka'ar can walk on hot coals or put their hands in a bonfire. If they drink pure water, it will impact them as a poison. If they are submerged in water, it can kill them.

There are no ka'ar native to the coastal region of the Sovereign Cities, but some come from out west or up north. These are Shiazari, mostly coming from deserts where they live in deeply spiritual cultures.

In the colonies, most ka'ar belong to the Niazari nation. Niazari, or cef-ka’ar, dwell in a powerful city called Niazar on the border of two eastern empires, and the city has changed hands between the two for millennia, though always semi-autonomous. The ruler of the city is always the most powerful ka’ar there, no matter their birth, but they prove their power by wielding infernal fire, infernum, which they gain from deals with demons. Their culture encourages ruthlessness and cruelty, and only those who embrace these live long. Regardless of which empire they are part of, they retain some of their original culture and send a force of fiery warriors to serve the imperial military. They worship themselves and sometimes demons. The Niazari are a ruling class nation in the empires and colonies.

If a player chooses to be a Niazari ka'ar, they will have to be one who has either lost their demonic contract, never had one, or is in violation of it and being hunted by their demon.

Other ka'ar who come to the colonies are privileged because of their association with the Niazari, but they are still oppressed and sometimes enslaved. Their cultures vary, being from different parts of the world, and they mostly assimilate for fear of being discriminated against.

PRO 8 ATH 8 STR 8 AWA 8 WIL 8 PRS 9 STH 6


Living Metal

Metallic figures forged into life.
  • Alignment : Elemental
  • Lifespan: Unknown
  • Diet: Heat
  • Habitat: Underground
  • Socioeconomic Status: Oppressed
Living iron appears to be mundane iron unless forged into something, at which time it begins to take on a darker hue and have a little bit of mobility, depending on its shape.

Living iron responds to other metals. If the metal comes near living iron, it will thrum quietly. If the living iron is directed toward the other metal, the metal's response will intensify. If living iron has been forged, its form will determine the response of the other metal. For example, if living iron is forged into a blacksmith's hammer, other metals will be easier to smith. If it is made into a sword, other metals will be easier to cut through. If it is made into a horseshoe, it will make it easier for the horse to ride over metallic ground (or ground with metal in it - even microscopically).

Forging living iron gives it purpose and raises its consciousness to a new level. They describe it as "awakening". The form they are forged into determines their consciousness to a large extent. If they are turned into a tool, they crave to be useful. If they are turned into armor, they want to protect. It is only when they are given the form of a person that they begin to awaken more profoundly.

As mentioned above, living iron takes their purpose from the form they are forged into. Before they are forged, they are only partly conscious and live as the veins of the world. After they are forged, they find purpose and function and try to fit their form. In most forms, they do not have a coherent communal culture. The exception is when they are forged into a person-like form, at which time, they find that their purpose is usually to preserve themselves.

In the colonies, living metal beings are enslaved as miners, factory workers, and soldiers, and those who gain freedom generally assimilate into the local culture because they are heavily indoctrinated. The forging of them is not an art known locally, but they are often stolen from the deep underground colonies to be enslaved above.

PRO 9 ATH 8 STR 10 Toughness 15 AWA 8 WIL 9 PRS 8 STH 7

Mahpiyatuwawa

Living storms.
  • 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


Melek

Living elemental stone.
  • Taxonomic Order: Elemental
  • Alignment: Elemental
  • Lifespan: 1,000 years
  • Diet: Stone
  • Habitat: Underground
  • Socioeconomic Status: Oppressed
Meleks are living stone elementals, anthropomorphic stone beings. Each one resembles a specific kind of stone, which is passed down in their family. They stand about 5' tall and have eyes made of gemstones even if they themselves are made of other kinds of stone. If they are made of gemstones, their eyes will be a different color so as to be visible.

The kind of stone a melek resembles often means they have different powers based on that stone. Consult with the GM based on the list below. They are naturally as tough as the stone they are made of, and they can speak to, sense, and control mundane versions of the stone they are made of. (It should be noted, stones are not very good conversationalists.)

The meleks in the area are often blended with other local native species.

Meleks in the colonies are agate, amethyst, babingtonite, beryl, bowenite, coal, chromite, cumberlandite, emerald, fibrolite, flint, franklinite, galena, garnet, granite, hematite, limestone, marble, moonstone, mozarkite, nelsonite, opal, pegmatite, puddingstone, quartz, rhodonite, slate, staurolite, talc, tourmaline. Rarer stones are possible if they are from elsewhere. Any melek made of precious or semi-precious stones will be ruthlessly targeted to be cut to pieces and sold.

Most meleks are slaves in the colonies. Those who are free are still very oppressed. Most are assimilated into the local culture, though some retain fragments of their home culture, including the rhythmic music, ancient stories, and tendency toward not wearing clothing.

PRO 8 ATH 6 STR 14 Toughness 16 AWA 8 WIL 8 PRS 8 STH 7


Rychelley

Island turtles.
  • Taxonomic Order: Elemental
  • Alignment: Elemental
  • Lifespan: 10,000 years
  • Diet: Fish and plankton
  • Habitat: Bodies of water
  • Socioeconomic Status: Matriarchal
NPC only

Rychelleys are elemental island turtles. They embody different kinds of islands, floating in water with some kind of island on their backs. They can be as small as a few feet or as large as a few miles

The powers of a rychelley are determined by the kind of island they represent. Sandbar turtles and volcanic isle turtles are very different. But all of them are very perceptive, can sense fluctuations in the waters around them, and can control the island on their back at will. They are sea turtles who will protect their island at all costs, and thus, they do not dive or go on land.

They are feared even by the ruling class, so no one hunts them except the most vicious, ruthless, or suicidal. They live in small clustered communities, cooperating with other species living upon them.

PRO 9 ATH 9 Swimming 14 STR 25 Shell +10/+10 AWA 17 WIL 17 PRS 11 STH 7


Shuddh

Flower-covered rain elementals.
  • Alignment : Elemental
  • Lifespan: 300 years
  • Diet: Vegetarian
  • Habitat: Rainy areas with a distinct spring season
  • Socioeconomic Status: Oppressed
Shuddhs are elemental, female-assigned beings with flowery features. They stand 5' tall, and they have colorful hair and eyes. When they are rained on, the flowers in their flesh blossom, covering them in colorful petals.

As elemental beings of the rain, shuddhs are empowered by it. The more of themselves it touches, the stronger they get. When they blossom afterward, it uses up some of the rain, but increases their PRS by 1-6, depending on how much of the rain they absorb. Once they blossom, if they dance in the rain, they can influence it.

If they pluck a blossom, that blossom can be turned into an umbrella (which gives anyone who uses it the power to absorb rain water themselves), a butterfly (which will fly into the clouds and increase the rain's fall), or a bucket (which absorbs the rain so that it is raining less).

Eventually, as they age, their blossoms begin to need more and more rain, until they absorb so much they become water. The last 10-30 years of their lives, they are simply a rain cloud with consciousness.

There are many shuddhs in the colonies or nearby areas. Those in the colonies are an oppressed species who either come there as refugees or slaves. They are often enslaved, but those who aren't are still discriminated against. Their home cultures survive in small ways, mostly their dances, music, and flower art.

Shuddhs native to the region live with the other native species in small, egalitarian communities.

PRO 8 ATH 9 STR 7 AWA 10 WIL 10 PRS 11 STH 9

Smokeling

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


Ssthesseme

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


Sylph

  • Taxonomic Order: Elemental
  • Alignment: Elemental
  • Lifespan: 60 years
  • Diet: Water vapor
  • Habitat: Air
  • Socioeconomic Status: Privileged oppressed or ???
Sylphs are invisible beings made of wind. They can take on more tangible forms by gathering clouds, mists, vapors, dust, and other materials to them and coalescing into a shape. They often take winged shapes, either bird or moth wings, and will sometimes use clouds to give themselves beards. If they take a human-like form, they will be taller than humans. They also sometimes take animal forms, especially moth, horse, deer, bird, or lizard shapes.

Sylphs move through the air with ease, having no need of touching the ground. They fly at any height, so long as there is enough air to move through. If they take on physical form, they tend to be supernaturally strong; in their wind forms, they may be a breeze or a a gale.

Every sylph has a connection to a direction. There are four ordinal directions, four intermediate directions, and two axial directions.

Ordinal:
  • North: cold winds.
  • South: dry winds.
  • West: rainy winds.
  • East: warm winds.
Intermediate:
  • Northwest: still air.
  • Northeast: air pressure.
  • Southwest: currents.
  • Southeast: turbulence.
Axial:
  • Up: whirlwinds.
  • Down: gales.
Directions are determined when they come of age and embrace a wind from a specific direction.

There are many native sylph nations amongst the natives of the area. They are integrated into them, living amongst other species, often in egalitarian communities.

Though they are oppressed in the colonies, they are considered a more privileged species becuase they are not automatically targeted for enslavement. They are stereotyped as mercurial and irritable, but this is in part due to their sensitivity to the air pollution in the area, which leaves them ill more often than not. They have very distinctive, flute- and percussion-based music that their families often still practice.

PRO 8 ATH 14 STR 9 AWA 9 WIL 8 PRS 9 STH 11


Undine

  • Taxonomic Order: Elemental
  • Alignment: Elemental
  • Lifespan: 300 years
  • Diet: Underwater mortal fare
  • Habitat: Underwater
  • Socioeconomic Status: Oppressed
Undines have fluid forms. Their base form is living water, anthropomorphic figures within the waters, with an unclear boundary between undine and the water they are in. However, they can draw in silt and kelp, coral and stone to create flesh and blood forms. These forms range from animal forms (bulls, cats, fish, serpents) to various mortal species. They have a preference for greens and blues in hair and skin.

Undines have the power to alter their form by drawing in materials from the waters they live in. They can hold these forms for as long as there are three moons in the sky; when any given moon is new, they must return to the water and restore their power. When they start to lose their forms, their flesh becomes very slippery.

Most undines have strong voices. If their lips touch a landdwelling mortal, they can will the landdwellers’ lungs to fill with water (if they have lungs).

They have inherent control of water. They can control water through gestures of their hands. This includes water within a person’s body, which they can influence with to either harm or heal. The most powerful thing they can do is restore fertility to someone.

All undines have an affinity to the waters they are born in. They are stronger in these waters, can restore their health in these waters, and can influence this kind of water more easily than others. There are seven kinds of waters:
  • Brackish water: intermediary waters between salt and fresh bodies.
  • Lake water: any freshwater that isn’t flowing.
  • River water: includes streams, creeks, and so on.
  • Sea or ocean water: most saltwater bodies.
  • Swamp water: swamps, bogs, bayous, other wetlands.
  • Urban water: canals, wells, sewers, aqueducts, any water in a mortalmade structure.
  • Waterfall water: rapids, waterfalls, and other strong moving currents.
They cannot live in water that is too shallow to completely submerge them, non-liquid water (ice or vapor), or rain.

In the colonies, most undines are river-based, urban-based, ocean-based, lake-based, or brackish. They are oppressed, with fewer rights, and often enslaved, but there are many of them who live in the area, and they have organized for more rights than some other species. The river-based, urban water-based, lake-based, and brackish undines are either locals or descendants of slaves, and their forms and cultures vary greatly. If they are local, they are mostly assimilated, though they are known for their disgust with the polluted state of the waters there. They have a reputation as disliking land-based species, but this is overblown.

There are native undine nations in the waters of the region, mostly small communities embedded with other native species. Most live in egalitarian communities there.

PRO 8 ATH 10 Swimming 14 STR 9 AWA 9 WIL 8 PRS 9 STH 9

Viridianite

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


Vox

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


Whisp

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

Topic revision: r6 - 31 Jul 2025, SallyJaneBlack
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