Elemental Workers
Those who use elemental magic for common labor and jobs
Caropraprot
Type: Botanicist
A caropraprot is a person who grows and wields magical ferns.
Caropraproti are attuned to nature, to the green, and to ferns themselves. They keep great gardens of ferns and similar plants, and they protect them and the greenery around them. They are often trained by other caropraproti, but some are taught by either the ferns or plant elementals.
To be a caropraprot, one must commune with the greenery around them. There must be a sufficient amount of plants nearby, a certain density of ferns specifically, 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. But a few houseplants or the nearby potted sapling don't generate enough to work.
Communion requires mindfulness of all plantlife around the caropraprot and a deep meditation. The aromas of plants, the feel of the fronds on them, the look of the shadows around the fern, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, one must be accepted by the ferns. This requires they be a friend to nature, plants, and ferns. Once this is done (a series of AWA and WIL rolls), they will be able to sense the power within the ferns and draw upon it.
From then onward, they will have certain abilities:
- Interconnected roots: if they put their feet into the ground, they can connect with the roots of any ferns nearby to communicate.
- Alternation of generations: their children will be a different species.
- Spore cloud: they can create a cloud of spores that will grow into ferns but also, while floating, repel industrial energies.
- Germ of prosperity: they can take a fern seed and plant it in the garden of someone to give them prosperity for a year and a day.
- Green invisibility: in areas of greenery, they can make themselves very hard to see.
- Frond lash: they can turn a fern frond into a weapon like a lash.
Caropraproti are protectors of the green, and thus, they are common in Campurile, but they are seen as strange in other lands.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS -2 STH -1 ESS +1
Grandmicrobist
Type: Scientist
Grandmicrobists are scientists who use elemental magic to study microbes. In a world where most people do not yet know germ theory, those who wield elemental magic rarely understand the existence of microbes deeply without a scientific background. Thus, grandmicrobists are very rare, coming from elemental communities with a mystical understanding of microscopic life.
Microbes include bacteria, archaea, protozoa, protists, microscopic animals, fungi (like yeasts or molds), and plants, including some algae. They do not include viruses or prions, which are not alive nor elemental in any way.
To become a grandmicrobist, one must both have some knowledge of microbes and be a friend to nature. They are often kicked out of academia for not being loyal to the powers-that-be, thus being mad scientists in the eyes of the public. Usually after they are kicked out or in secret while in academia, they begin going out into nature to study it more closely, and they begin working against the wishes of the powers-that-be who wish to destroy, control, or defile it. In doing so, and in focusing on microbes or some variant understanding of them, they come across rare elemental beings that guide their understanding. Eventually, if they prove worthy, they will find they can alter the tools of their study to help them:
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Elemental microscope: as naturalists who study microbes, they always have a set of microscopes to use. These are magically empowered to view the tiniest living things.
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Gathering dish: they can create a rudimentary, magical petri dish out of a common saucer.
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Cellular feast: they can attract microbes by providing them with a small feast of elemental material they create by chewing special seeds, fats, and dirt.
Grandmicrobists use their elemental powers to gather, influence, and in a very strange way, befriend microbes. They do this in part because of their scientific fascination, but also in part because if they do this, they might avoid infections and diseases. They seek to find a way to coexist with these living things without having to destroy them to survive. They are also aware of the microbes that do this, often helping mortal beings, and they want to foster them as well.
If they do manage to befriend a specific kind of microbe, they can wield it in a focused way by transforming it into an elemental fluid called ygroia. This fluid will only affect those the grandmicrobist direct it toward (physically). Players choose one microbe to have done this with and collected for use.
PRO / ATH -1 STR +1 AWA +2 WIL / PRS -2 STH / ESS +1
Gravekeeper
Type: Gravedigger
A gravekeeper is someone who wields the power of elemental death to keep graves sacred and safe from the undead. They do this with special rituals and attuning to the grounds of the cemetery they serve.
Gravekeepers are often recruited from families who have long had the job, but some are drawn to it out of a love for those buried in a certain place or a disdain for undeath. To become a gravekeeper, one must understand funerary rites and the ways of the undead, and they must be a friend of nature and an enemy of the undead. Though they do not have to be a follower of Death Herself, they often are.
They are trained for years in the arts and work of gravekeeping. They are taught the rites, the work of tending a cemetery, and the magic of elemental death. To become a gravekeeper, they are eventually tested via four trials testing their knowledge, skill, and magic. If they pass, they are granted a vision of the afterlife in which they are visited by a white rook that gives them a feather. This feather becomes a symbol of their magic, and they gain certain abilities:
- Sealing of the grave: they can perform a rite that seals a grave and keeps anyone from violating it.
- Sending of the four: they can speak the four spells of Death Herself to send the undead.
- Ward sense: they can sense when a body is missing or someone in their cemetery is afflicted with undeath.
- Digging spell: they can dig at five times the speed they normally could if they use a silver spade in their own cemetery.
- Remembrance: if they speak the story of someone who was buried in their cemetery in presence of their body or soul, it will return the body to the grave or the soul to the afterlife.
It is their duty to return anyone buried in their cemetery if they are somehow taken from it, especially if they rose as undead and left. A player who chooses to be a gravekeeper will start the game with 12 bodies to hunt down that had risen as corporeal undead. They can work with the GM to determine who those bodies were in life.
PRO +1 ATH +1 STR +2 AWA +2 WIL +1 PRS -2 STH +1 ESS +2
Vanzamorm
Type: Monger
A vanzamorm is a gravemonger in Campurile, one who sells plots of land for burials, who uses their magic to protect what is buried.
To become a vanzamorm, one must be attuned to the earth. All vanzamormi must learn earth magic from another who knows it or from some elemental being. Part of their training is to learn about earth and stone, geology and earth science, and the geological history of the world.
Vanzamormi start their magical education by being buried alive while fully awake and naked (being given a narrow tube to breathe through) while their mentor performs a ceremony. The earth that covers them after this must not be washed off. They remain buried until their mentor releases them (usually four hours). While naked and caked in dirt, they must also seek out their own tombstone. A good mentor will have hidden one nearby or performed the ceremony where one may be found; a cruel one will not. Once the vanzamormi finds the tombstone, the dirt covering them is absorbed into their bodies, and they begin training on how to wield the elemental magic of earth. After years of training, they are usually able to adequately control earth and stone with their magic. Because their stone token is a tombstone, their magic becomes attuned specifically to graves:
- Earthmoving: they can move earth with a touch.
- Deep listening: they can listen at the ground and hear things other could not if there is any empty space beneath them.
- Grave sense: they can sense when a body is buried nearby.
- Burial spell: if they sprinkle dirt over someone about to be buried, they hasten the burial and enchant the grave with elemental protections.
- Ring of salt: if they pour a circle of salt, it will protect anyone or anything within it from infernal magicks.
- Mark of the tombstone: they can put a special mark on a tombstone (identical to one on their own) that keeps anyone from violating the grave.
Vanzamormi often travel, either selling plots or selling protections for graves.
PRO +1 ATH +1 STR +2 AWA +1 WIL +1 PRS -2 STH -1 ESS +2