Living currents.
Lifespan: 50 years
Diet: Energies
Habitat: Moving water
Socioeconomic Status: Oppressed
Ebblings are made of water with two orbs of soft blue and green light that move independently within their bodies, acting as eyes. They can draw in materials from the waters around them to make themselves more visible.
Ebblings are elementals of currents. They are attuned to the flowing waters they are born in - fresh, salt, or otherwise - but they can adjust to others. They can sense the flow and currents around them of both water and all esoteric energies.
On their own, ebblings live in small clusters in the wild, absorbing energies, and protecting one another and the waters they dwell in. Many, however, have been captured by powerful societies and countries and used for industrial purposes, their flowing bodies enslaved to machinery.
PRO 8 ATH 12 Swim 15 STR 10 AWA 9 WIL 8 PRS 7 STH 9
Conscious and sentient bacteria. Pl. festuca.
Festuca have a spirochete form - a helix shape - that has a flagellum. When observed under plain light, they appear to have a green hue.
Festuca are elemental bacteria. Most form a symbiotic relationship with other elemental beings, living in animal guts or amongst the detritus of a forest or deep in a wetland. They are everywhere. They are sometimes spread into other bodies if they are in drinking water.
Because they are bacteria, their senses are bacterial - chemical and tactile.
Festuca can influence the growth and actions of other microbes, specifically other bacteria, protists, and archaea.
If festuca get into the system of non-elemental beings, they may cause infections. These infections vary by species and taxonomic family; consult the GM. Each festucam has a STR rating that determines their infectious power.
Non-industrial beings rarely die of these infections, passing it within a day or so, even with the strangest effects. Industrial beings die quickly.
If a cluster of festuca gather strongly enough in a pile of detritus on a forest floor, and if they have the need to engage with the larger world, they will draw the detritus together to form an anthropomorphic figure that can act on a larger scale. They still will not have speech, but can try to communicate through gesture. These conglomerations will seem very slick and foul to others, as the massive amount of festuca forms a film over them. Festuca only use this to address some urgent danger to their environment, such as pollutants or clear-cutting, making them the subject of many spooky stories told by loggers.
A conglomeration form that merges with another species of elemental alignment shares sentience with them and replaces their natural powers with microbial magic, including the ability to communicate with and sense microbes, the power to direct microbes, an infectious touch, and other powers.
Festuca are intelligent microbes, numbering in the trillions, and there are millions of nations amongst them. The only ones that have made contact with larger mortals are those that hypermicrobists, druids, and other wielders of elemental magic have found. They have identified six notable nations among them. Because the festuca communicate chemically, their names and language has been translated into scientific language:
Exiguus: the first discovered nation, the originals, who dwell in forests and thrive on decay.
Haurio: festuca who are more parasitic.
Informis: festuca who shed their flagella and take on amoeba-like shapelessness.
Limus: festuca who farm slime molds.
Verbera: festuca whose flagella are longer and stronger.
Veteres: “the ancient ones”, festuca who farm archaea.
Their awareness of it is limited to the ways in which they can interact with it - either by directly touching it or through sensing of chemicals. They can, however, determine a great deal from both that goes beyond what one would expect.
Their lives are considered brief by comparison to other mortals, but they consider them full and rich. They know that part of themselves lives on every time they reproduce, and therefore, they focus on what they call obnatus (“growing”), the progression of their lives from fission to fission. In the first five days, they are guided and taught how to use their inherent powers to draw sustenance. In their next ten days, they are guided in seeking out information via the chemicals and materials they interact with. In their next twenty days, they are directed to explore. For the next forty days, they are directed to engage with their community. For the next fifty days, they take part in the tasks and celebrations of the community. And for their final 75 days, they are celebrated and honored as leaders and elders until they split into new festuca.
Common tasks in their community include bringing sustenance to those who can’t find it themselves, protecting the community from dangers such as certain chemicals that are deadly to them, and monitoring the detritus for signs that it is being tainted or reduced. Community celebrations take the form of dances, chemical sharing (which is equivalent to both singing and kissing), and shaping of detritus (devouring it in such a way as to form unique shapes, a form of sculpture). They also often bump into each other intentionally in what is a greeting that is a cross between hugging and handshaking.
Many festuca believe in Primogentius, a first-born festucam who all of them are a copy of. Primogentius is worshiped among some of the festuca communities, usually through special dances of thanks. Larger mortals believe in Primogentius as a god of “good bacteria” or “good microbes”, a sign of decay in nature.
If a player wishes to play festuca, they will play a congolmeration of them who has merged with an elemental being (any other species with an elemental alignment) in a symbioitc relationship, giving the elemental species special microbial powers that replace their other elemental powers. They will not be limited to a 200 day lifespan, as they will be constantly replacing themselves within the body of the host. The lifespan will be slightly longer than the host species' natural lifespan. This only happens if the festuca have a purpose that requires they communicate with larger beings, and this will be determined in the backstory of the character.
Stats vary by host.Motes of light that embody the wetlands.
Lifespan : 200 years
Diet: Moisture
Habitat: Wetlands
Socioeconomic Status: Oppressed
Hinkypunks are also called by many other names, including the following: will-o'-the-wisp, will-o'-wisp, ignis fatuus / ignes fatui, foolish flame, jack-o'-lantern, friar's lantern, hinkypunk, feu follet, irrlicht, irriwsch, naga fireball, paulding light, spooklight, abu fanous, Sainte Glorie light, hob lantern, corpse candle (erroneously), luces del dinero, luces del tesoro, fifollet, boi-tatá, luz mala, la bolefuego or candileja, aleya, spunkie, or min min lights depending on the area they are from.
They appear to be floating lights, usually a soft greenish white, though some vary in color depending on location. Some may take more solid forms for specific purposes.
All hinkypunks have the ability to sense when someone has entered their territory, usually within 500’ of their homes. More powerful hinkypunks can sense anyone within their entire wetland. They have some control over the wetlands they dwell in, being able to open paths through them for others or influence animals and vegetation around them. They also have excellent memories and know their territories in great detail.
A hinkypunk can blind someone by “taking the light from their eyes” if they are able to touch them. They can fade away at will, becoming invisible for up to five minutes while in their swamps, and for 30 seconds outside of them. They can see further at night.
If someone is a threat to the wetlands, they will lure them into dangerous areas to kill them or scare them. Anyone they kill, they will leave to the wetlands to decay, unless the body is toxic for some reason. Then they will expend some power to turn the body into a simple copper coin.
They float about 3’ off the ground. Because they are made of light, they can enter structures through the smallest cracks. Though they are made of light, they do not give off heat unless they choose to. If they choose to, it is a soft warmth that cannot cause harm.
If they leave the wetlands, they must find sources of water or moisture or they will die within a day. When they leave, they sometimes take on a human-like form that is surrounded by smaller lights; they cannot hold this form for long without returning to the waters of their home unless they have been given power from their entire community to go on some sort of quest for some purpose.
If the wetlands are in danger, they grow in number.
Hinkypunks live in small communities in deep wetlands. They consider themselves the souls of their territories, and they take protecting it very seriously. They do have a mischievous streak in their culture, but they are rarely malicious toward anyone who is not a threat to their homes. Some who see them catch them as they dance with one another or mistake them as they move about as offering guidance, and thus get led into danger, but if they are aware someone is nearby, they will usually do their best to help them through their territory unless they pose a threat. Their dances sometimes include long lines of hinkypunks that others believe to be a fiery serpent.
They view graveyards and burial grounds as sacred and will often shine more brightly within them.
Ancient tales claim they originated from people who were cursed or doomed to haunt the wetlands, but in truth, they were formed as elemental, protective powers. Because they sometimes lure rich and powerful polluters to their deaths, they end up having troves of treasure in their territories.
PRO 8 ATH 8 STR 8 AWA 10 WIL 8 PRS 9 STH 9
Elementals made of freezing air.
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
Elementals of living smoke.
Lifespan : 30 years
Diet: Wood
Habitat: Temperate to subpolar regions
Socioeconomic Status: Oppressed
Smokelings appear to be smoke in a vaguely human shape, sometimes with no legs, often with elongated features like ears, fingers, or toes that extend disproportionately. Coloration, composition, and size vary greatly, being any color smoke can be, any composition of smoke (so long as it is elemental smoke produced from elemental fire), and ranging in size from a few inches tall to 20’. They have two burning embers as eyes.
Smokelings have the ability to draw any form of smoke into themselves. They can create heat from their bodies by expending some of the smoke within, using this to burn wood, which they consume as fuel. They have the ability to see heat. They move via flight.
If they are breathed in by someone, in part or in whole, the person breathing them in will be severely burned.
As beings of smoke, most physical attacks do not harm them unless it completely disperses their bodies. The only exception is their eyes, which are solid enough to be damaged and destroyed. If this happens, they are blinded, and may die if they do not replace them within a week.
If they get too cold, they die.
Smokelings form in places with natural sources of smoke, usually wildfires or volcanic areas. After they form, they find others like themselves to band together for survival, seeking fuel together and comfort. They are often captured and enslaved to work in high-heat environments or be used as sources of heat, which they despise and rebel against. Commoners fear them because they are associated with uncontrolled flame.
PRO 8 ATH 9 STR 6 AWA 8 WIL 8 PRS 6 STH 10
Living steam.
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 city-states are misunderstood as ghosts.
PRO 8 ATH 10 STR 6 AWA 8 WIL 8 PRS 7 STH 10
Living sound.
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 imperial lands 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
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