Elemental Makers

Those who make things with elemental magic.


Arachne

Type: Spinner

An arachne is a spinner of threads and fibers who is attuned to and a friend to spiders.

To attune to and befriend spiders, they must spend time studying them, then living with them, mimicking their behavior, and gaining their trust. They must let them crawl on themselves, sleep amongst them, and bring them food. They must eat as they eat, and they must drape themselves in webs without breaking the webs of those they are befriending. They must spend long periods of time with them, usually a year and a day, and they must also have knowledge of spinning and weaving.

If they do this successfully, they will be able to perform a ritual dance with the spiders to fully bond with them, gaining magical abilities from them. They must do this with a web-spinning species of spider, and they must do this with multiple spiders at once, all the same species. Once they have done it, they are bonded to the specific spiders they danced with and able to connect easier with other spiders of the same species. Similar spiders or those closely related will also be easier to connect with.

If they have bonded with a minimum of eight spiders, they will gain the following abilities:
  • Spiderspeech: they can speak to any kind of spider.
  • Webspinning: they can spin webs into thread or fiber.
  • Kinesthetic sense: they can sense the approach of anyone by vibration.
  • Spiderclimb: they can climb walls like a spider.
If the spider they have bonded to is venomous, they will have a venomous bite. If not, they will gain extra agility or strength.

They then use their webspinning magic to spin incredible gossamer thread. They use this to make magical threads for many purposes:
  • Strong thread: an enormously strong thread for strong fabrics.
  • Sticky thread: sticky thread for trapping things.
  • Sensitive thread: special thread that is more sensitive and can detect vibrations.
  • Silken thread: no special powers but very valuable.
Arachnes always keep their spiders with them, and the spiders help with the spinning.

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

Gloanter

Type: Bulletsmith

Gloanters are those who make elemental silver bullets for hunting undead and other dangerous beings.

The art of forging elemental silver bullets is passed down from master to apprentice in most cultures. It is relatively recent for bullets, but they come from those who made other elemental metal weapons. A gloanter is trained in elemental metals, smithing, bullet-casting, and firearms. They learn for years, studying under their master, and attuning themselves to one of the three moons.

To become a gloanter, one must be a friend to nature, a friend to the moons, an ally to moonwitches, and an enemy of industrial powers and the undead. They must find proper tools to work with magical elemental metals (always elemental materials), and they must have marked their equipment with special elemental marks that attune them to the moons.

Once they have done this, they must perform rituals under their chosen moon’s full and new phases, then cast their first silver bullet. This first one is made with mundane silver, but it is special, etched with their mark, and they must keep this bullet on them at all times. After that, they are attuned and may make new magical elemental bullets if their moon is full. When their moon is new, they must rest.

The kinds of bullets they may make:
  • Mundane silver bullet: a mundane silver bullet is good for killing weaker undead, some werewolves, and certain magical beings.
  • Hiriwa bullet: hiriwa is silver with elemental life energy in it, and it is good against powerful undead.
  • Revmanium bullet: revnamium is liquid silver with the power of water within it, and it is good against abominable undead.
  • Suuri bullet: suuri is cold silver infused with elemental frost, and it is good against phantasmal undead (it freezes them solid).
  • Sinawery bullet: sinawery is moonsilver, and it is good against some werewolves and piercing magical protections. It is good against femmes mortes.
  • Zhenyin bullet: zhenyin is rarer true silver from the moons, and it can repel magicks, ricochet and hit targets, and kill almost any undead.
Gloanters can also make bullets with special inscriptions for specific effects:
  • Moonlight shot: makes the bullet into a beam of light, almost impossible to avoid, but cold and weaker in damage.
  • Repelling bullet: a bullet that can be fired at a spell to repel it.
  • Crescent shot: a bullet that goes in a crescent arc to hit something.
  • Vein-hunter: a bullet designed to hit the veins of its target.
  • Crater-maker: a bullet made to create small craters in the ground or stone targets.
Gloanters are bulletsmiths and not expert sharpshooters, but they still have decent firearms skills.

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

Tamplar

Type: Woodworker

A tamplar is a Campurilean woodworker who makes almost anything out of dead wood that has not been cut.

To become a tamplar, one must commune with the greenery around them. There must be a sufficient amount of plants nearby, a certain density and a great variety of plantlife, for there to be enough to be communed with. A forest, grassland, or wetlands will work. Greenhouses, gardens, orchards, and farms will likely also work. Green hills and mountains, underground forests, and the plant life of other worlds also works. But a few houseplants or the nearby potted sapling don't generate enough to work. A rare collection of trees within a desert or an oasis may be enough, but it will vary by location.

Communion requires mindfulness of all plantlife around the tamplar and a deep meditation. The aromas of plants, the feel of grass beneath them, the way the canopy alters the light, the sound of leaves crunched underfoot or the swish of branches in the breeze, and above all, the significant variety of plant life, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, the tamplar must be accepted by the plants of every variety present. This requires they not be involved in, for instance, industrial pollution, logging, or serial littering. In other words, you must be a friend to the plants. Once this is done (a series of AWA and WIL rolls), the tamplar will be able to sense the energies around them when they are near enough greenery. To draw these energies to oneself to use, one must have a tree of the type they seek to wield near enough to touch and, using the power to sense these elemental energies gained from green communion, focus on the breath of the plants and synch with it, focus on it, and will it inward.

Once they do this, they will be able to sense the wood of this tree and any other related tree nearby. Any fallen wood or dead wood that they did not kill, they can then shape:
  • Woodshaping: any fallen or dead wood they find, they can infuse and shape, making it strong and turning it into any object they know of, if they have enough wood.
  • Treespeech: they can speak to trees.
  • Barkskin: they can make their skin hard as bark to protect themselves.
  • Photosynthesis: they can turn sunlight into energy.
  • Wood sense: they can sense the wood of the trees they have connected with.
They can also work with magical elemental wood (the GM will provide a list).

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

Zrcalo

Type: Glazier

Zrcali are mirror-makers who use lunar magic.

There are three moons around the world of Shem: the Grey Moon, the Green Moon, and the White Moon. Each one reflects the light of the sun onto Shem, and that light, reflected, becomes lunar energy. Zrcali attune to one of the moons in order to make mirrors with that energy.

To attune to a moon, they must sleep naked under its light (or lack thereof) in every phase - new, crescent waxing, half waxing, gibbous waxing, full, gibbous waning, half waning, crescent waning. During each of these nights, they must perform a specific ritual honoring the light of the moon they have chosen. Each ritual differs by moon, phase, and individual.

They must also learn the arts of glassblowing and mirror-making, the works of witchcraft, and lunology. They must also learn about the local legends involving the moons. Once they have become skilled enough in their craft and perform the rituals, they must wait for the next full moon of their chosen moon, stand beneath its light besides a pool of clearest water, and leap into their reflection. If they are worthy - if they are friend to the moons, to nature, and to witches, skilled in mirror-making, and attuned to their moon via rituals -they will dive into the reflection and merge with it, rising again with its magic inside of them. If they fail, they just end up wet.

When they emerge, they understand reflections and lunar magic, and they can sense their own reflection within themselves. They gain certain abilities:
  • Living reflection: their reflection is a separate figure that, when seen in mirrors or clear reflective surfaces, can act independently of them.
  • Instill reflection: they can make something reflective with some of their own inner moonlight.
  • Shape/enchant surface: they can shape, alter, or enchant a reflective surface with a bit of their inner moonlight.
If they enchant a reflective surface, they can do one of the following:
  • Soft light: they can make it glow with a gentle, cool light.
  • Repelling: they can make it repel esoteric energies.
  • Enhance reflection: they can make the reflections it shows clearer.
  • Alter reflection: it can make the reflections it shows distort, increase, decrease, warp, etc.
  • Unreflect: they can make it unreflective.
This is easiest with a reflective surface they have made themselves. To do this to a natural one is next easiest. To do this to something someone else made is harder, and if it is magically aligned, even harder.

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

This topic: Shem > Campaigns > ThirdShemCampaigns > ShadowOverGrey > SOGCharacters > SOGCharGen > SOGOccupations > SOGMakers > SOGElementalMakers
Topic revision: 28 Aug 2026, SallyJaneBlack
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