All Elementals

There are six ordinal elementals (4 western, 5 eastern):

West: East:

Chthonians


Chthonians are the ordinal elementals of earth and stone, cave and mountain. They dwell underground, embody different areas of the underground, and bond with different kinds of rock and stone.

Chthonian

Chthonians have spread out and developed 36 different nations:

Chthonian Nations

Chthonian Nations by Region

Old Chthonian Page

Old Dwarf Page

Crystal Folk


Crystal Folk

Elementals of light.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: The Bright

  • Lifespan: 500 years

  • Diet: Energy

  • Habitat: Crystal fields and light forests in the sky

Origins

When light first struck a crystal and split into the spectrum, it gained consciousness, infusing the crystal itself and giving it life.

Description

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.

Procreation

Crystal folk create new crystal folk by breaking off a piece of their own heads and planting it somewhere with mineral rich water, high pressure, vapor, or molten rock in order to grow it into a new crystal folk. Once the new crystal folk grows something resembling a mobile body, it is bathed in the bright in order to awaken it fully (usually at the Lesedian Mirror, but sometimes in other sources).

Powers

Crystal folk have excellent vision. They can absorb esoteric energies and convert them into the bright 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.

Refraction

When any form of light touches their bodies, it is refracted. Part of it becomes the bright, part of it becomes mundane light, and the rest remains the kind of esoteric light it was to begin with (if it was esoteric).

Inner Light

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 aether (the bright) or mundane light, usually, though they can redirect other forms of esoteric light (ma’dhahabi, qeernariji, lunar aether, prasinofos, euphotonia, gossamer light) if they have stored enough of it (this is rare within the Faurillean nation). If they use their inner light, however, they must recharge.

Weaknesses

Brown aether kills them - it is the only energy they cannot convert other than the shadow energies (true shadow, arcane shadow, Elysian essence, and gemtkhereg), which is dissolved by their inner light, and recursion (which cannot be wielded or contained), void (which nullifies their power but does not kill them), and shebv heya (which neutralizes their power but does not harm them).

Nations

The main nation of crystal folk is the Faurilleans who live in Lesedi. Other nations exist in other parts of the world:

  • Apavartak: subterranean crystal folk who live near magma pools and refract both ikehua lyua pele and lahab al’qalb. They are an obscure nation, though still sister to the Faurilleans in shepherding the flow of aether in the world.

  • Didan: crystal folk who dwell near Lesedi and refract euphotonia, sending inspiration and wonder around the world. The Faurilleans consider them lost cousins, but still friendly, and respect their work in regulating the flow of celestial essence in the world.

  • Modriljudje: crystal folk who dwell on the Moons and refract lunar aether, qeernariji, starlight, and moonlight, basking in it and directing it, being stewards of aether in the world and a sister nation to the Faurilleans.

  • Munkasirat: crystal folk who dwell in equatorial regions where they bask in the sun as long as possible, absorbing the ma’dhahabi and emitting the power of the sun. They are considered a sibling nation to that of the Faurilleans who regulate and influence the flow of aether in the world.

  • Omimbipáva: crystal folk in eastern Palhur’s rainforests who refract prasinofos (the green light of plants) as a sister nation to the Faurilleans, regulating and influencing the flow of aether in the world.

  • Uanna: considered a traitor nation by the Faurilleans, these are a small nation who “succumbed” to gossamer light and became slaves to Ettuttu, or were “liberated” from “enslavement” to anything but themselves, depending on whom you ask.

Culture

Faurilleans dwell in Lesedi, the relatively small sky island country where the Lesedian Mirror is. The Mirror is a massive reflective glass that is instrumental in directing the flow of all esoteric energies in the world. It is one of the most powerful wonders of the world, and even the Divine bow before it. The Faurilleans tend and preserve it.

Faurillean culture is an egalitarian, genderless, classless society, but they have intermingled with the various other nations that dwell in Lesedi. They keep themselves separate for practical reasons, but they guide the other nations in keeping the mirror safe and preserved. They are ruled by a council of elders, which is elected from the eldest members of their people. The elders serve also as religious leaders, honoring Sedeia, the embodiment of the light.

Crystal folk have complete control of their reproduction and keep their population limited by custom, for the number 10 is sacred, so they always have a multiple thereof, usually 10,000. They replace themselves when one dies. If someone chooses to reproduce without another Faurillean dying, it is not forbidden, but it is frowned upon and discouraged. When children are created, whether acceptably or not, they are raised by the whole community. They are taught early to respect and honor Sedeia, the Mirror, and the light itself.

When children are deemed ready - usually after about 20 years - they are taken to the Mirror and allowed to bathe in its light for 10 hours. This gives them intense power, which they use to fill mundane crystals to create aetherial lamps. These lamps are then used within their homes for centuries to come. Once the last one goes out, the Faurillean knows they are going to die soon, it is said. If this is biological or cultural is unknown even to them - the few exceptions are those who restore themselves before the Lesedian Mirror to create new lamps. The more times they do this, the less power they can store each time.

Most crystal folk learn every task there is to do in their communities, which are small villages clustered around major crystal outcroppings in the lightwood forests or mountains around the Mirror. They generally have fewer material needs than most - they feed off light, which is abundant, and what little “waste” there is comes either in the form of more light, which takes care of itself, or crystal shavings, which are scattered in the crystal fields. They need no clothing, typically. Their greatest needs are shelter (to protect from scouring winds or violent storms), weapons to defend them from attack (the Mirror attracts dangerous foes sometimes), and various accouterments of disposing of crystal shards. They have a cultural affinity for accentuating the jaggedness of their bodies, and thus, certain kinds of polishing and sharpening tools are kept for cosmetic reasons.

Common roles in their communities are the lebone (lamplighters who keep the non-bonded lights shining), khanya (luminaires, those who wield the bright in its full powers), moletsi (musicians who wield light and sound together), gezelencz (those who preserve the lightwood and crystal fields), palaqq (storytellers, history-keepers, poets, musicians, bards among the crystal folk), ologba (those who keep crystal gardens and tend plants with light), and the tiboloalotha (the elders). The mosesisi oa likepe (light-sailors in the skies or space) and sethunya (refractors, warriors who use laser beams) are less common but still a part of the culture. The Seipone are tenders of the Mirror (among other species, these are all women, but there is no gender among the crystal folk); druids commune with the lightwood and crystal fields; and in modern eras, the setlhomo use the bright to take photographs. The mofuputsi are special crystal folk chosen by the community to “bring things to light” - investigate mysteries, crimes, or other issues - and the latela are religious worshipers overcome by the light.

Two crystal folk from every community are sent to serve in the Lesedian Guard every five years.

When a crystal person dies, their bodies are divided up and spread among the crystal fields. They are mourned for a year and a day, during which time a new crystal person is budded and grown.

National Cultures

  • Apavartak: in the deep caverns, the Apavartak replace the bright with the light off the magma flows and pools, the subterranean phosphorescence and bioluminescence, and the dim drops of sunlight that reach them. They especially focus on ikehua lyua pele and lahab al’qalb, which they draw from the magma. They are more resistant to heat and protect the passages toward the Spirit Gate, though they never enter Shadowdeep. Once a year, they send a pilgrim to Lesedi to meet with the Faurilleans. They keep themselves much shorter than other crystal folk.

  • Didan: in a nearby sky island, the Didan replace the bright with euphotonia, celestial light, the light of inspiration and wonder. They are friendly with their cousins the Faurilleans, but they serve a different purpose, carving vast crystal sculptures, forming works of wonder. They are also great sky sailors and have their special light ships. They, too, send a pilgrim to Lesedi once a year, but to commune directly with the mirror.

  • Modriljudje: on the moons, the Modriljudje are part of the same cultural region as the surori, and they serve a similar role as the Faurilleans do to the Lesedians, being protectors of esoteric power who are seen as guides, friends, and protectors. They absorb the lunar aether, qeernariji, starlight, and moonlight that fills the moons, and they focus on understanding the cosmos. They fly spaceships between the moons, but they do not travel much further. They send a pilgrim to Lesedi once a year as well. They tend to be tall and slender.

  • Munkasirat: in Mahad, the Munkasirat are an obscure nation in the deep deserts who bask in the ma’dhahabi and sunlight, becoming beacons of solar power. They tend to be larger than their cousins, and they consider themselves “purer”, as the sun is the greatest source of light. But they still send a pilgrim to Lesedi and pay homage to the Mirror. They pride themselves at being great warriors.

  • Omimbipáva: in eastern Palhur’s rainforests, the aether known as prasinofos - green light, plant aether - is abundant, and the crystal folk here absorb it and let plants grow around and through themselves, forming symbiotic relationships. They believe that the Faurilleans and other crystal folk are engaged in vital work for the world and for light itself, but they find themselves often unable to engage that work, so deeply entwined they are with the plants. They range in height greatly - some are as tall as trees, others as small as flowers. They do not send pilgrims to Lesedi, but they often speak about how they should.

  • Uanna: in Srisia, the Uanna all dwell within a special temple to Ettuttu where they tend to the spider warrens and bask in the gossamer light. They are servants to the Srisian Hierarchs and in truth, slaves, though they do not believe themselves so. They are extremely skilled at controlling others and are part of many political plots in the complex Srisian religion. They tend to be 8’ tall, slender, and they have extra arms.

Esoterica

Crystal folks are elementals of the bright and are the greatest wielders of it in the world. They invented the art of lamplighting and the luminaires. They wield all forms of esoteric light, especially ma’dhahabi, lunar aether, prasinofos, qeernariji, lahab al’qalb, ikehua lyua pele, ashar, euphotonia, lhair, radiance, tenyocan, gossamer light, flux, complexity, ethereal essence, and infernum. They also often wield kazaddarean, sonic aether, nommos, and mijjit. They cannot use brown aether, true shadow, gemtkhereg, arcane shadow, Elysian essence, or void.

Religion

Faurilleans worship Sedeia, the Mother of Light, the Lightbringer, the Shining Divine. They serve her as a figure of creation, nature, and guidance, and they believe she speaks to them through all forms of light. She is said to have created the Lesedian Mirror (though this is disputed outside their religion) and gave life to all crystal folk. Every community has religious leaders and beatificers who speak with Sedeia’s will and guide the community, but religion does not take the place of secular power. They simply advise.

Gender

Crystal folk are made of literal crystal. They reproduce asexually. Gender is unknown to them. They kinda view it as silly. While they are capable of love, they generally do not experience romantic love in the same way as others. Instead, they have communal love, familial love, and love of the self and of the Divine or the world as the highest forms of love.

Economy

They live in classless, moneyless communities, but they create things to trade with other Lesedians or outsiders in order to get things they need, though this is minimal. They sometimes create things for other Lesedians to trade for things the wider community needs, however.

Military

Two Faurilleans join the Lesedian Guard every five years as part of the local garrison. All Faurilleans learn to defend themselves.

Language

Lesedian is based on Sesotho.

Occupations

  • Druid: communers with the lightwood and crystal fields.

  • Gezelencz: rangers of the lightwood and crystal fields.

  • Khanya: luminaires.

  • Latela: those filled with the light who praise Sedeia.

  • Lebone: lamplighters.

  • Lesedian Guard: mirror-armored warriors who guard Lesedi.

  • Mofuputsi: bring things into the light.

  • Moletsi: musicians who wield light and sound.

  • Mosesisi oa likepe: light-sailors in the skies or space.

  • Ologba: gardeners of crystals.

  • Palaqq: bards of Lesedi.

  • Seipone: tenders of the Lesedian Mirror.

  • Sethunya: refractors, wielders of lightbeams.

  • Setlhomo: photographers.

  • Tiboloalotha: the elders.

Outside View

Crystal folk are said to be secretive, manipulative masters of control and terror by most class societies, but those who know them view them as gentle, kind, wise giants. Both stereotypes are off.

Notables

  • Ntswaki, Crystal Folk Manifest, Shining Brilliance, Eldest Before the Mirror, Aeonian

Estimated Populations

  • Apavartak: 1,000

  • Didan: 2,000

  • Faurilleans: 10,000

  • Modriljudje: 3,000

  • Munkasirat: 5,000

  • Omimbipáva: 1,000

  • Uanna: 800

  • Other: 100

Sample Stats

PRO 8
ATH 8
STR 10 Toughness 12
AWA 11
WIL 9
PRS 9
STH 6


Green Folk


---++ Green Folk

Bryonian (prasinofos, moss)
Dahonon (celeste water, plant)
Dudum (prasinofos, gourd)
Duilleog (fey energy, plant)
Ebikoola (prasinofos, fern)
Fluer (hasken fure)
Huupipehe (tubumaru)
Plant Folk (prasinofos)
Radande (tykva vlast)
Thornling (thorn energy)
Vernalian (bidliet, spring)

Old Green Folk Page

Ka'ar


Ka’ar

Elementals of flame.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: Lahab al’Qalb

  • Lifespan: 70-100 years

  • Diet: Over-cooked fare

  • Habitat: Arid mountains and volcanic regions

Origins

Burning flames coalesced into fleshly forms because of aetherial power.

Description

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.

Procreation

Ka'ar reproduces sexually. Powerful ka'ar can also reproduce with other beings with lahab al’qalb within them, though this might require esoteric rites, and it always follows the birthing parent. Other beings require supernatural intervention to reproduce with ka'ar.

Powers

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.

Fire

Ka'ar are beings of lahab al’qalb, 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.

Consumption

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 lahab al’qalb 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.

Resistances

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.

Weaknesses

Brown aether can harm them. If they drink pure water, it will impact them as a poison. If they are submerged in water, it can kill them. Conflueverant and hvittdogg affect them as mundane water would.

Nations

The original nation of ka’ar are called the Azari, or fyr-ka’ar, and they dwell in Azar in Mahad, where they wield lahab al’qalb, which they embody. The other nations of ka’ar wield different kinds of flame:

  • Barazari, or xel-ka’ar, in Barazar in Barathrum, who wield ikehua lyua pele.

  • Dra’azari, or loh-ka’ar, in in Dra’azar in Taggarus, who wield viridian aether.

  • Imazari, or zan-ka’ar, in Imazar on the Green Moon, who wield qeernariji.

  • Limazari, or suf-ka’ar, in Limazar in Dabusen, who wield bijalee.

  • Muramjazari, or rel-ka’ar, in Muramjazar in Wymmera, who wield tenyocan.

  • Niazari, or cef-ka’ar in Niazar in Ansulym, who wield infernum.

  • Oazari, or myn-ka’ar in Oazar in Gyrah, who wield the bright.

  • Shiazari, or iel-ka’ar, in Shiazar in Palhur, who wield ma’dhahabi.

  • Vayazari, or ona-ka’ar, in Vayazar in Jesenranu, who wield draconic power.

  • Yashazari, or uln-ka’ar, in Yashazar in Starfall, who wield baleblood.

Culture

Ka'ar society is organized into a caste system based on the strength of their powers over fire at birth. Even if they gain greater power as they grow up, they are stuck in the caste they were born into. The castes:

  • Al'riba (lords): 21+, able to control anything bigger than a large housefire

  • Sabiqa (wise folk): 18-20, able to control a large housefire

  • Muguerrib (warriors): 15-17, able to control a small housefire

  • Comertajir (merchants): 12-14, able to command a large bonfire

  • Arturfi (artisans): 9-11, able to command a bonfire

  • Khadivor (servants): 8 or below, able to command a campfire or less

In order to test each child, a special sabiqa called a kialdidor uses an ancient rite to measure the newborn's inherent power to determine its caste. Children born to parents of a different caste are taken away and sent to be adopted or raised in an orphanage by those of their own caste. Outcasts are called maparibudh.

Ka'ar society evolved into a caste system early on and has rarely changed since. The founder of the country Azar named it after himself. He is the son of Narallah, the Divine Flame, and the first ka’ar, and he grew to hate his mother for her refusal to choose him as her favorite, despite his being the most powerful of them. His jealousy and spite led him to kill any of his siblings whom he could not control through fear and to injure and banish his own mother. He started the ruling family of Azar.

Their ruler is a maliko who is of the al’riba caste. The maliko's family is rigidly al’riba, and any born outside of this caste is disowned immediately. The caste system was imposed by a small group of very powerful ka'ar seeking to maintain control and power against internal rebellions against their cruel power. The caste system is viciously enforced, and the lower castes are in constant defiance. The enforcers are part of the warrior caste and are a special group called the ejmunafidhin (sing. ejmundafidh). In order to enforce breeding and supremacy, the al’riba require a rigid set of gender roles: man, woman, and “eunuchs”. The ejmunafidhin are always castrated.

The al’riba are few in number and all related to one another. They desperately seek to pass on their power to their offspring and often adopt a’lriba born to the lower castes in order to keep their families going. These children are always claimed to be their natural children no matter the truth. The al’riba are ruthless, privileged, and quick to anger. They use their power to dominate others. Their palaces have open-air rooms devoted to massive bowl-torches set in the floor where they bathe in flame and consume that which they have burnt. They use the khadivor to do all the labor they need to thrive, guard themselves with the mugerribim and keep the sabiqa as their advisers, the cometajir as their go-betweens for commerce, and the arturfi to make them fine things. An al’riba's palace will have extended family within it. Children will be raised by the khadivor that serve there. The al'riba live in luxury and pursue their passions.

The sabiqa are the next caste, privileged for their elite knowledge. As children, they are taken to a special school that teaches them a curriculum devised by their elders to indoctrinate them into their complex philosophy of consumption, the caste system, and flame. The sabiqa are often willing participants in enforcing the caste system, as they are indoctrinated from an early age and benefit greatly from it. After they graduate from their special schools, they are given luxurious apartments and many khadivor as servants. They also take on the task of educating (indoctrinating) members of other castes, keeping libraries, practicing and controlling the use of mystic arts, and the spy networks of the country. They wear special brass emblems called jamrascura. These emblems allow them access to secret information and societies where forbidden arts are practiced. Men among the sabiqa are usually scholars, researchers, teachers, priests, and practitioners of celestial or infernal arts. Women among the sabiqa are usually spymasters, librarians, teachers, priestesses, and practitioners of aetherial or nommic arts. Eunuchs among them are usually spies, scientists, indoctrination specialists, shamans, and practitioners of shebvic, poioumenonic, or paradoxical arts.

Special among the sadiqa are the priesthood. Worship of the Narallah is enforced in Azar. Priests are indoctrinators, priestesses are administrators. The priesthood, called the nftimo, practices a religion that requires blood sacrifice (usually animals), rigid adherence to rules, and meditation via smoke-inhalation. The high priest of the nftimo is the only sadiqa whose power is close to that of the al'riba at birth. Laws prohibit the priesthood from gaining too much power, but they are much feared and honored.

The warrior caste of the muguerribim are the military, police, and guards of Azar. They are sent off at a young age to train as warriors. By age 13, they are selected to be part of one of the different warrior jobs: common soldiers, cavalry, qursans, scouts, demolitionists/arsonists, city guards, bodyguards of the al'riba, detectives, border guards, outcast-hunters, or the ejmunafidhin. Those who serve well in these and grow in power and skill can become one of the six kinds of elite warriors: the personal bodyguards of the maliko (haresplandiq), the assassins (fumardukhan), the blessed elite sworn to Narallah (shueletdios), the red elites who ride the great horses (jaladroja), those who dance with burning swords (sayfarra), or the blood-drinking wild ones (kabirerno). They live in comfort and enjoy many privileges, including the right to have sex with anyone of a lower caste at their pleasure. A special code of honor exists among them, but it is twisted and involves a rite of burning themselves. They refuse to betray one another and believe themselves to be heroes deserving of great honors, which they will show to each other while denigrating lower castes. The artufri create grand weapons and armor for them.

Among the cometajir are very wealthy and powerful individuals. This caste sees the most desertion of all the castes, as they have the most resources to do so. Laws prevent them from living in luxury similar to that of the al'riba or sadiqa, but their accommodations often rival the muguerribim. They are traders and merchants, but the laws of trading are set by the al'riba and all resources are owned by the al'riba. They must follow them closely and trade what they are told. They have leeway in making deals, but if they succeed, the al'riba take credit, and if they fail, they are punished. They have many arturfi and khadivor serving them. Those deemed to be cometijar as children are taken in by cometajir families and raised to understand business. They compete for contracts with the al'riba and access to resources, which they then attempt to trade internally or externally. Half of their wealth goes to the al'riba, but they keep the rest (and many hide how much they truly have). The cometajir enjoy their comforts, but they are forced to work very hard. This instills in them a pride and a sense of accomplishment that often blinds them to their exploitation.

The arturfi are fine craftsfolk, artisans, creators, and skilled producers. They are artists, blacksmiths, masons, chefs, composers, sculptors, weavers, potters, tanners, armorers, machinists, sand shipwrights, and more. They are considered elite workers. They must create to serve the upper castes, but have a few more privileges than the khadivor. They often oversee khadivor in factories or other circumstances. As children, they are apprenticed early to the arturfi who will raise and train them. At the age of 16, they are tested. If they fail, they are required to train for seven more years. If they fail again, they are outcast. If they succeed, they become journeymen and later masters. Some have their own shops, but most serve a cometajir, sadiqa, or al'riba, or the military or police. They are often seen wearing special clothing based on their craft, and they have basic guilds that help them struggle for rights. These guilds are identified by the clothing they wear. There are strict laws the guilds must follow to have any influence, but there is often struggle to gain more.

The lowest caste is the khadivor, who are servants. They are paid, so they are technically not slaves, but they are treated about equally. They have little choice of where they work, subject to the whims of anyone of a higher caste, and they must do the work they are given. Most are children raised in orphanages because of offspring born to higher castes. Those born into khadivor families often have relatively happy childhoods, as their families seek to let them enjoy life before they are required to go to school at age 12 or work at age 16. Khadivor have many stories they tell of those who escaped or became a higher caste somehow. They dream of better, and they are disallowed by law from fighting for better. They do all the work the other castes don't do.

Any deviation from the caste system is punished by banishment. Outcasts are called maparibudh, and if they survive long enough, they usually find their way to the riverside settlements where other ka'ar fear to go. Legend says these settlements were founded by the Ka'ar Manifest, Kes-ka'ar Aluar. She protects them from the power of her son and his descendants. Among these settlements are a whole different and more equitable system. Everyone is taught to use their powers. Everyone is encouraged to take whatever role they wish. Everyone is allowed to express their gender as they choose. The settlements are led by elected councils of leaders, property is held communally or personally but never privately, and Narallah is worshiped in the old ways, through rituals of flame and smoke, dancing and song. Laws are only there to protect the settlements.

Every settlement has certain special roles. The council has a force of guards who protect the community called the direprotegim. These forces answer to the community. The priestesses, called lideralnaar, are singers and dancers who commune with Narallah, and there is an elite group called the umllama, Disciples of the Manifest. They have special powers and are called upon to answer the most difficult questions or issues facing the community. Finally there are the mutamaridin, warriors, spies, and infiltrators who seek to liberate ka'ar society from the maliko. These are in both the settlements and among the cities, where they foment rebellion and organize resistance. They are considered the worst criminals in all of Azar.

All ka'ar buildings are made (at least in part) of a brass imbued with lahab al’qalb. Certain flammable materials are forbidden within ka'ar society.

National Cultures

The other nations of ka’ar have distinct cultures:

  • Barazari, or xel-ka’ar, in Barazar in Barathrum: the Barazari live in a very similar culture to the Azari, with a caste system ruled by a singular autocrat and a noble ruling class, with a hierarchy enforced by their power. However, the hierarchy is determined by blood and not their power at birth, and they have a more traditional slave economy. They worship 'Iilah al-Sahara, the Magma God, whom they believe is greater than Narallah, making them heretics in the eyes of the Azaris. They have control over magma and even higher heat resistance, but they are much fewer in number.

  • Dra’azari, or loh-ka’ar, in Dra’azar in Taggarus: the Dra’azari dwell in a small city just south of the Desert of the Winds in northern Taggarus. In their savanna city, they wield viridian aether and honor the hot seasons, and they live a much more communal life, honoring druid-like religious leaders and focusing less on flame than seasonal heat. They worship all aetherial Divines and Mother Shem, making them heretics in the eyes of the Azaris, but they acknowledge Narallah as the great fire god and thus their founding father.

  • Imazari, or zan-ka’ar, in Imazar on the Green Moon: they dwell in a crystal city that redirects starlight into a great hearth where it ignites in cold, radioactive flame. This they wield, raw qeernariji, which they draw strength from. They honor Dakhama as the Immensity, a Divine force that guides them in understanding the universe, and Narallah, who birthed them from flames. The Azaris view them as heretics, but they make no effort when it comes to fighting them, as they are so far away. The Imazaris are radioactive because of their use of qeernariji and therefore dangerous for many other mortals to be around.

  • Limazari, or suf-ka’ar, in Limazar in Dabusen: they dwell in a massive city just north of Unbul (think Hong Kong) with a long history of being colonized. It is technologically advanced, an electropunk nightmare city to many outsiders, and at its heart is a massive power plant that runs on bijalee. The Limazaris see themselves as a technocratic society, but in truth they are a capitalist quasi-fascist state that preaches electrical power over all. They are despised by the Azaris and they have long since abandoned religion.

  • Muramjazari, or rel-ka’ar, in Muramjazar in Wymmera: they dwell in an island country just off the northern coast, where they have suffered colonial rulers before. They hate the baleful and believe themselves to be fated to stand between them and other colonizers from the north. They wield tenyocan, liberation power, and celestial flame, and they are a warrior-nation who honor those who face impossible odds. They worship all celestial and aetherial Divines, and the Azaris have a grudging respect for them.

  • Niazari, or cef-ka’ar in Niazar in Ansulym: they dwell in a powerful city on the border of Srisia and Deseria, 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. Azaris despise them.

  • Oazari, or myn-ka’ar in Oazar in Gyrah: they dwell in a small sky island country where they have long-been colonized by Psyara. They teach themselves psionics and become menstriae in order to use pyrokinetics, but they also sometimes wield the bright, which they also sometimes call “flame without heat.” They worship various deities, depending on how much influence Psyara has over them in any given era, but they usually combine worship of Sedeia and Narallah. They are viewed as pitiable by Azaris.

  • Shiazari, or iel-ka’ar, in Shiazar in Palhur: the children of the sun, dwellers in the deserts of eastern Palhur, they are wielders of ma’dhahabi and worshipers of the first flame, the Sun itself, and the Sun’s bearer, Jalib al-Fajr, and Narallah himself. They are respected by Azaris, but cautiously.

  • Vayazari, or ona-ka’ar, in Vayazar in Jesenranu: they dwell in on an island in the far north, near Colesh (which it is technically part of), living as a small community in service to a powerful dragon dynasty. They wield dragonfire and worship their draconic rulers, and they are seen by the Azaris as heretics. However, they are also feared for their incredible powers.

  • Yashazari, or uln-ka’ar, in Yashazar in Starfall: they dwell in a city within the Burning Wood, where they engage in worship of violence. They are a warrior-nation who infuse themselves with baleblood to supplement their abilities over fire, and they use their ability to control fire to control the baleblood. They are pitied and despised by the Azaris and enslaved by powerful forces.

  • faeriefire?

Esoterica

Ka'ar are beings of lahab al’qalb; they are the elemental embodiment of flame. There are many practitioners of the arts of flame among them. All other forms of esoteric flame (and light) are somewhat under their command, including ikehua lyua pele, ma’dhahabi, draconic power, qeernariji, the bright, infernum, tenyocan, baleblood, curacion, lhair, viridian aether, radiance, euphotonia, gossamer light, flux, dumaqu, feirua, and bijalee (lightning). They also have been known to wield emotional resonance, blood energy, and ayase.

They are unable to wield hvittdogg, conflueverant, or brown aether. Void nullifies their powers.

Economy

The economy of Azar is a modified slave-based autocracy, with the servant caste replacing slaves.

Language

Their language is based on Arabics.

Occupations

Occupations among the Azaris include

  • Aimra'at Muqadasa: a priestess among the sabiqa.

  • Bahith: a male scholar, researcher, or teacher among the sabiqa.

  • Barkih: a man who practices infernal or celestial arts among the sabiqa.

  • Dawria: a border guard among the muguerribim.

  • Ejmundafidh: enforcers of the caste system among the muguerribim.

  • Fumardukhan: the assassins among the muguerribim.

  • Hamia: a bodyguard among the mugeuerribim.

  • Haresplandiq: the personal bodyguards of the maliko.

  • Hariq Hayil: a demolitionist among the muguerribim.

  • Haris al’Kutub: a librarian woman among the sabiqa.

  • Jaladroja: the elite red warriors who ride great horses, muguerribim.

  • Jundiun: a common soldier among the muguerribim.

  • Kabirerno: the blood-drinkers among the muguerribim.

  • Kahina: a priest among the sabiqa, a member of the nftimo.

  • Kashaf: a scout among the muguerribim.

  • Kialdidor: a sabiqa who measures the power of infant ka’ar to place them in a caste.

  • Maliko: the ruler of Azar.

  • Muhaqiq: a detective among the muguerribim.

  • Mujarab: a eunuch scientist among the sabiqa.

  • Muktashif: a hunter of outcasts among the muguerribim.

  • Muqshada: a sand sailor (qursan) among the muguerribim.

  • Murabiy: a woman who teaches among the sabiqa.

  • Muraqib: a eunuch spy among the sabiqa.

  • Niqash Hafaar: a eunuch sadiqa who indoctrinates children into belief in the caste system.

  • Qanaa: a eunuch shaman among the sadiqa.

  • Sahir: a eunuch who practices shebvic, poioimenonic, or paradoxical arts among the sabiqa.

  • Sahira: a woman who practices aetherial or nommic arts among the sabiqa.

  • Sayfarra: those who dance with burning swords among the muguerribim.

  • Sayid al’Jawasis: a woman who is a master of spies among the sabiqa.

  • Shueletdios: the elite warriors among the muguerribim who are sworn to Narallah.

  • Shurti: a city guard among the muguerribim.

  • Silah al’Fursan: a member of the muguerribim cavalry.

  • Tajir: one of the cometajir merchants.

  • Fanaan: artist among the arturfi.

  • Hadaad: blacksmith among the arturfi.

  • Qatae al’Hajar: mason among the arturfi.

  • Tah: chef among the arturfi.

  • Mulahin: composer among the arturfi.

  • Nahaat: sculptor among the arturfi.

  • Wayafar: weaver among the arturfi.

  • Khuzaf: potter among the arturfi.

  • Sanie al’Julud: tanner among the arturfi.

  • Sanie al’Durue: armorer among the arturfi.

  • Latkha: machinists among the arturfi.

  • Kitab al’Sufun: shipwrights among the arturfi.

  • Khadivor: the servant caste.

  • Direprotegim: guards among the outcasts.

  • Lideralnaar: priestesses among the outcasts.

  • Umllama: disciples of the Manifest among the outcasts.

  • Mutamaridin: revolutionaries among the outcasts.

Outside View

Ka'ar are seen as unreasonably harsh by outsiders who are unaware of the resistance to the caste system within their society. They are often demonized, but many countries seek the favor of the maliko for trading and military alliances. Ka'ar outside of Azar are usually seen as odd for their traditions and practices, but rarely are they specifically targeted other than being viewed as outsiders, save in the colder climes where they rarely go.

Notables

Estimated Populations

  • Azari: 20 million.

  • Barazari: 2 million.

  • Dra’azari: 10,000

  • Imazari: 5,000

  • Limazari: 5 million.

  • Muramjazari: 20,000

  • Niazari: 20,000

  • Oazari: 1,000

  • Shiazari: 200,000

  • Vayazari: 800.

  • Yashazari: 500.

  • Other: 50,000

Sample Stats

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


Old New Kaar Page

Living Metals


When Shem was created, the metals lived. Only some remain now:

Living Iron (metal)
Living Hiriwa (life)
Living Gold (sun)
Living Titanium (destruction)
Living Zantastanax (void)
Living Tin (resource)
Living Vysolite (change)
Living Saturnium (time)
Living Viridium (nature)

Mahpiyatuwawa


Maĥpíyatuwáwa

Living storms.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: Bijalee

  • Lifespan: 40 years

  • Diet: Water

  • Habitat: Wide plains

Origins

The aetherial majesty of a storm sparked life within it.

Description

Maĥpíyatuwáwa are living storms, massive, towering walls of dark, thunderous clouds that form anthropomorphic or therianomorphic forms within their bodies.

Procreation

Maĥpíyatuwáwa reproduce when they gather enough cloudform to bud off smaller forms, usually with a violent discharge of bijalee.

Powers

Maĥpíyatuwáwa draw in water in the same manner as mundane clouds, but as they do, they convert any aether within it into 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 also when they unleash lightning, rain, sleet, hail, tornados, gales, and so on, but all of these take energy that they must recharge.

Patterns

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 bijalee in massive amounts, then unleash it into the atmosphere in order to alter the climate.

Absorbing

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.

Faces and Forms

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.

Weaknesses

Aridity can sap them of strength, and brown aether (especially smog) can kill them. Mundane pollution disrupts their senses.

Nations

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.

Culture

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.

National Cultures

Maĥpíyatuwáwa do not have other nations of their own, but they are part of other cultures in some parts of the world where they play a significant role:

  • The jeevittoophaan live in subcontinental Dabusen and serve various temples as weather-predictors and guards. They are the most well known, but also a very small nation.

  • The zhivoyburya live in Colesh and protect the nations there fighting for liberation against the Vesturian empire. They are associated with blizzards.

  • The tanpèt vivan live in the Reever Sea and protect certain island peoples from pirates and conquerors. They are associated with hurricanes.

  • The buhay na bagyo live in northeastern Dabusen and have many different roles in many different nations there, usually as protectors or warriors. They are known for creating rainbows.

  • The levendesky live in the Borean Sea and bring gouts of snow and ice, joining various sea-faring nations there to aid in their raiding of other communities.

  • The tempestas live in Gyrah and dwell within the cloud seas where they help keep the continent afloat.

  • The easifathaya dwell in Mahad and northern Taggarus as living sandstorms and are seen as dangerous opportunistic predators by the other mortals there, but they are truly just protecting the deserts.

Esoterica

Maĥpíyatuwáwa are beings of and the greatest wielders of bijalee, but they are not the typical users of it. They do sometimes use other powers, usually other forms of aether that accentuate certain kinds of weather:

  • Conflueverant: massive rainstorms.

  • Hamasat al-sahra: sandstorms.

  • Hasken fure: spring rains.

  • Hvittdogg: sandstorms.

  • Ikehua lyua pele: tropical storms.

  • Kiiric yihi: windstorms, gales, and tornados.

  • Livadi: derechos.

  • Ma’dhahabi: sunshowers, summer storms, and clement weather.

  • Parfum de marais: fog clouds.

  • Tmakikan: rain and good weather for crops.

  • Tykva vlast: autumnal storms.

  • Viridian aether: seasonal storms.

With other energies, the most common is radiance (for rainbows), spirit energy, celeste water (heavenly rain), corrogatio or slitna (destructive storms), ibbissu, emotional resonance, vonzot, ayase, tutelary energy, and shebv heya.

When it comes to nommos, their bodies are their clouds, their blood and other humors are the liquid water within them, and their bones are solid ice within them, though the latter is often temporary and weaker in Raesian energy.

Religion

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.

Gender

Maĥpíyatuwáwa only take on gender in cultures outside the Oyate - they are exclusively agender there - where gender is enforced. Because they are such powerful beings, patriarchal cultures often impose male genders on them, which feeds into their self-perceptions sometimes inaccurately to an extent that they reject it and choose other genders. Other cultures gender them female as part of an overall view of nature as feminine, and similar results sometimes occur. But in their original culture, because the issue of gender is almost never brought up with them, they rarely feel the need to express themselves that way. Those few who do are accepted, but it is never seen as an expression of gender, simply as one of self.

Economy

The Oyate have a communal culture and economy. They use money mostly for trade with other nations or communities.

Military

Maĥpíyatuwáwa are powerful, dangerous warriors who are a major part of the defenses of the many Oyate communities they are part of.

Language

Their language is based on Lakota.

Occupations

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.

Outside View

Most don’t even know the maĥpíyatuwáwa even exist, but those who do generally mistake them for semi-Divine beings, when in fact they live half as long as most mortals.

Notables

  • Mahpiyawin, Mother Storm, Mother Cloud, Maĥpíyatuwáwa Manifest, Aeonian

  • Chumani, Dew Drops, the gentlest storm, sweet daughter of Mahpiyawin, Aeonian, culture hero

  • The Night Storm, a powerful, Aeonian storm in the Reever Sea that is subject to worship by the Night Fleet, a pirate fleet.

  • Vajr ke Bachche, the twelve maĥpíyatuwáwa who serve in temples in subcontinental Dabusen as guards of the Storm God.

Estimated Populations

  • Among the Oyate: 300

  • Jeevittoophaan: 20

  • Zhivoyburya: 30

  • Tanpèt vivan: 100

  • Buhay na bagyo: 20

  • Levendesky: 20

  • Tempestas: 50

  • Easifathaya: 40

  • Other: 100

Sample Stats

PRO 9
ATH 15
STR 15
AWA 15
WIL 9
PRS 11
STH 9


Myconians


Myconians are fungus folk.

Akafamp (chytrid) (water)
Chamfamp (champignon) (swamp)
Duvamp (stinkhorn) (filth)
Handafamp (gasteroid mushroom) (joy)
Kaufamp (tooth fungus) (moons)
Maump (chanterelle) (music)
Pogfamp (truffle) (greed)
Rithfamp (puffball) (wind)
Svamp (agaric mushroom) (dream)
Tofamp (jelly fungus) (fauna)
Vodfamp (bolete) (earth)
Zywamp (weki mold) (void)

Nightgaunts


Nightgaunts are the elemental beings of darkness, living in shadow, unseen and silent.

Nightgaunt (darkness) - used to be night gaunt

Sylphs


Sylphs are the ordinal elementals of wind.

Kuretes (plains)
Shamsun (sun) - solar wind
Sylph (wind)
Tarhunna (storm) - galeforce winds
Tiri (star) - astral winds

Undines


Classified as both elementals and adelfoi (because they are all female-assigned at birth), undines are the ordinal elementals of water.

Aloja (family - lakes)
Asrai (plains)
Bolbe (love)
Chesme Iyesi (home - wells)
Hantu Air (nature)
Iara (ambition)
Kulshedra (storm)
Melusine (flower)
Morgen (island - avalon)
Rusalka (ice)
Selkie (moons)
Siren (music)
Topielec (swamp)
Undine (water)
Zin (boundaries - rivers)

Viridianites


Embodiments of a natural aspect, beings of aether:
Topic revision: r1 - 19 Aug 2023, SallyJaneBlack
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