Elemental Faithful

Those who worship elemental beings or concepts.

Aturula

Type: Preacher

One who preaches with a voice of thunder. An aturula is a follower of an elemental Divine(s) or inmortal being, often a powerful elemental. While they gain favor with their subject of worship, they also directly draw power from the elements.

They gain the ability to wield elemental magic by communing with the weather. They must spend time outdoors in all kinds of weather, seeking different ones, meditating and taking in every aspect of it. If they survive this process every day for a year and a day (meditating on at least six different kinds of weather during that time, including at least one thunderstorm), they can go out into the next thunderstorm and draw its power by opening their mouth to it. If they are a friend of nature - not responsible for pollution or other violence against the environment - and truly attuned to the storm, they will swallow it entirely.

Once this happens, the storm will live in their voice. They will use up some of the magic when they use their abilities, but they can recharge it in the next thunderstorm by doing the same thing. Abilities include the following:

  • Voice of thunder: their voice is filled with the power and boom of thunder, giving them +3 to their preaching and +3 intimidation in general. This costs 3 points of magic for every ten minutes of use, +3 more points for every +1 point of preaching/intimidation they add to it.

  • Lightning aura: an electrical aura forms around them, giving them +3 PRS and intimidation, protection from infernal powers (power 13), and causing electrical damage (13/17/21/25) to any infernal being who gets within 5’. This costs 10 points, +3 more for every extra point of aura power they add to it.

  • Torrential wall: they can summon a wall of torrential rains around their congregation (50’ diameter) to drive off any attacks, creating a barrier strength of 30. This costs 15 points, +3 points more for every extra 5 feet of diameter they add after 50).

  • Cloudstriding: they can take one step and suddenly be on the nearest cloud. This costs 5 points if the cloud is within 50’ (not counting vertical feet). If it is further, it is +3 more points per 50’.

  • Galeforce touch: they can touch someone and strike them with the force of the winds, 10/16/22/28. It costs 8 points per use.

Other powers are possible. Consult the GM.

The faith of aturulas is banned in the colonies, but common among the natives. Aturulas are known for rallying their people in resistance against the colonials.

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


Druid

Type: Druid

Druidism is meditative and communal art that allows one to draw upon the energy of natural law throughout the world, communing with all life, wielding Mother Shem's might, and channeling it through staves. Druids wear special robes and are protectors of forests. They wield the energy of the structure of nature, of natural law, of raw, unformed elemental order.

All druids have an intermediary who guides, protects, supports, and empowers them. The intermediary is the being that serves as the conduit between them and the full power of Mother Shem. Most druids' intermediaries are simple viridianites, though some have more powerful elemental figures that they serve. While intermediaries often exist almost anywhere, they can only be communed with by a druid within a natural setting of some kind, with rare exception.

Viridianites are conscious elementals taking the form of a raw element - fire, water, earth, storms, metal, etc. They are a mere facet of the power of Mother Shem. They take many forms and embody many different elements, but they also have general types that relate to how they interact with a druid and the natural world:

  • Beast: embodiment of an animal representative of the elemental energy in question. Usually offers summoning powers.
  • Collective: embodiment of a multiplicitous form of elemental energy in question. Usually offers form-changing powers.
  • Crone: embodiment of wisdom and power of the elemental energy in question. Usually offers control or influencing powers.
  • Elder: embodiment of firm, devoted service to the form of elemental energy in question. Usually offers the power to be a conduit to that elemental energy.
  • Fighter: embodiment of the elemental energy as a form of attack, and usually offers combat-based powers.
  • Guide: embodiment of the elemental energy in question as a form of seeking, finding, or awareness, and usually offers powers based on the senses
  • Healer: embodiment of an elemental energy's power to heal. Usually offers powers that heal bodies, minds, souls, hearts, or Names.
  • Maiden: embodiment of a fresh and innocent servant of an elemental energy. Usually offers powers of improvement.
  • Mother: embodiment of an elemental energy's supportive, nurturing form of an elemental energy. Usually offers the ability to imbue powers on others.
  • Plant: embodiment of a plant representative of the elemental energy in question. Usually offers cleansing powers.
  • Protector: embodiment of the elemental energy as used to defend or repel attack. Usually offers shielding, barriers, or other protective powers.
  • Representative: embodiment of the elemental energy or one of its sub-forms. Usually offers greater powers of any kind.

Communing with an intermediary requires meditating in a natural place near where the viridianite (or other intermediary) dwells. While meditating, the druid must take in nature with all of their senses. They must feel, smell, hear, see, taste the world and focus on those sensations above all others, opening the druid to nature itself. While in this trance-state, the viridianite or other intermediary will engage the druid’s consciousness, their very soul, and if the druid is attuned to natural law, they will infuse the druid with their power. For a druid to be attuned to natural law, they must serve nature’s interests, live in nature, and protect nature. They must dwell in nature and live amongst it without violating it for a year and a day, standing up against any who might violate it that they are aware of in their area, and cause no unnecessary harm to it (i.e., they may hunt for food, but they may not kill unnecessarily; they may dispose of natural waste, but not in a manner that harms the environment; etc.). Then, on one of the sacred days of nature, they must perform a blood oath. Once they have performed their blood oath and communed with their intermediary, they must serve natural law for so long as they are a druid, for so long as they are bound to their intermediary. This means being a defender of nature and wielder of elemental energy in opposition to those who violate it - polluters, poachers, clearcutters, arsonists, etc.

Druids may need to or choose to alter the form of their service during the course of their lives because of their relationship with their intermediaries. There are many reasons a druid might need to or want to change intermediaries. They might simply have need of a different set of powers or a different type of elemental energy for some task or purpose, or they might have need to move to a new landscape where their intermediary would not survive. Or they might simply want a change. Regardless, in order to change, they must commune once more, meditating on nature, and engage directly with their intermediary. Almost all intermediaries will respect a request to disengage, to disunite, as they are not evil, though some will be reluctant or disappointed. If there is, in rare circumstances, an intermediary who refuses to disengage, it becomes a contest of wills between the druid and the intermediary, and the results of the exchange - no matter how it goes - will cause severe metaphysical damage to both. To gain a new intermediary, the druid must commune with nature in a different area and attract a different intermediary. It will be much easier, having done it before and proven their trustworthiness and dedication to natural law, unless their previous intermediary had a bad relationship with them. This may be done almost immediately after leaving a previous intermediary.

Viridianites are not inmortal. Sometimes, they die. Sometimes, they are killed by pollution or other violations of nature in spite of a druid’s best efforts, and sometimes, they simply grow old. In these cases, the druid suffers as well, and there must be a time of mourning, cleansing, and recovery for the druid before finding a new intermediary. During this time, the druid will be especially vulnerable. Sometimes, intermediaries initiate the disunion. This can be for many reasons - the druid may be a failure, or the intermediary may know they are dying, or there may be some task or quest or even just a thing the intermediary wishes to do that requires leaving the druid. In these cases, the intermediary calls the druid, who must meditate to engage them, and the intermediary will usually, if they have a good relationship, leave the druid with some power to hold them over until they can find a new intermediary, though it will be less than what their full power is.

If a druid betrays natural law, the intermediary is betrayed. If the druid, for example, compromises with or allows for pollution within the intermediary’s realm, this is a grievous violation of natural law and a betrayal of the intermediary. It will harm the intermediary, who will often react by violently rejecting the druid, stripping them of power. This process is also painful for the intermediary. It often inadvertently creates industiral energy, the infernal power of pollution and industrial toxins, and creates afulianists, a form of infernal druid of industrial wastelands.

Natural law is concerned with the balance of power between intermediary and druid. If one is greater than the other, there is always a risk that one will dominate and control the other, and this is a violation. Therefore, the unity between them is always a situation where it is clear who has the power and what the terms of their agreement are. There is always clear consent between them. But sometimes, feelings develop between them - they are mortal, after all - that leads to complicated relationships. If a druid or intermediary realizes their feelings have become inappropriate to the power-relationship they have, they are bid by natural law to sever their communion. Love between a non-viridianite and a viridianite is not a violation of natural law - it is considered a beautiful thing, though obviously complicated - but being in communion while these feelings are present is a violation, as it creates too many complications. If disunion is brought about by this circumstance, the disunion is always gentle, consensual, and respected, causing no metaphysical damage (though perhaps a broken heart is involved). Some power is always left behind, permanently, within the druid.

As a druid serves their intermediary, they build up elemental energy through ritual, meditation, and service. If they have need of power from their intermediary, they may make a specific request, not unlike a supplicative prayer, but usually, they simply are granted new powers from their intermediary as they complete tasks, achieve goals, or simply earn respect.

Each intermediary is different in the kinds of abilities they give and the number of abilities they are capable of giving (or the strength of the abilities). Types include

  • Sense: a druid may be able to sense their elemental energy or variations thereof. Example: a druid serving an intermediary of the desert may be able to sense shifting sands or distant oases.
  • Improve: a druid's touch can improve an object or organism attuned to their intermediary's elemental energy. Example: a druid serving an intermediary of the winds may improve the flight abilities of a bird, may a breeze stronger, or strengthen the lungs of a mortal.
  • Protect: a druid may grant protection to another, to a place or a thing, or to themselves from either their own element or from an energy their elemental energy opposes or is strong against. Example: a druid serving an intermediary of flame may make someone resistant to heat or repel cold. A druid serving an intermediary of plant life may turn their skin to bark; a druid serving a metal-based intermediary can create a wall of metal.
  • Attack: a druid may channel their intermediary's power through their staff and unleash raw elemental blasts. Example: a druid serving an intermediary of elemental light may unleash elemental light that blinds foes.
  • Heal: every elemental energy has a healing quality of some kind that a druid may invoke if they have the appropriate material. Example: a druid serving an earth intermediary may turn loam into a healing substance that cures illness or wounds.
  • Cleanse: a druid may channel their intermediary's power through their staff and unleash elemental waves that cleanse any area of pollution or infernal energies. Example: a druid serving an intermediary of natural law may unleash a wave of natural law magic that eradicates pollutants from a pond or stretch of land.
  • Influence: a druid may sing a song that is imbued with their elemental energy that influences beings or things attuned to their intermediary's elemental energy. Example: a druid serving an intermediary of animals may sing a song that draws animals to them.
  • Imbue: a druid may infuse something or someone with their elemental energy, giving them temporary powers. Example: a druid serving an intermediary based on the wetlands may give a person the power to know their way through swamps, or a druid serving an ice-based intermediary may give a person the ability to breathe frost.
  • Summon: a druid may summon their intermediary or a being their intermediary sends. Example: a druid serving intermediaries of the sea may summon one of her the Sea Mother's fish children.
  • Conduit: a druid may become a conduit for the full might of their intermediary. Example: a druid serving an intermediary of a continental elemental may draw upon the full might of the continent they represent and unleash power to reshape the land around them.
  • Greater: a druid may invoke a very potent power based on their elemental energy. Example: a druid serving an intermediary of Death Herself may make someone temporarily immune to death; a druid serving a weather-based intermediary may be able to create the storm for which the elemental is named.
  • Form: a druid may take on another form based on their elemental energy. Example: a druid serving an intermediary of volcanoes may become a living wave of magma; a druid serving an intermediary of natural law may take the form of an elemental ern.

An intermediary may grant a druid multiple powers of the same kind (i.e., improve flight ability and improve breathing granted by a wind elemental) as well.

The strength of a druid's powers varies by the druid's own personal mental and physical strength, the power of the intermediary, the amount of favor a druid has with their intermediary, how much their intermediary agrees with what the druid intends to do with the power, and their environment.

  • Personal condition: if a druid is tired or wounded, they will be less able to channel their powers. If a druid is not physically strong, some powers will be harder to manage. If a druid is not mentally prepared, some powers will overwhelm them.
  • Intermediary power: if a druid's intermediary is a common elemental, it will not be able to provide as much power as a Divine. If the intermediary has been weakened somehow, it will also not be able to provide as much power.
  • Favor: if a druid has displeased their intermediary, they will have to regain trust and good graces from the intermediary to be allowed to have more power.
  • Agreement: if a druid, for instance, lashes out in anger with their power, an intermediary may draw back their power. If a druid sets about cleaning up pollution from an area, an intermediary is likely to grant more power than usual.
  • Environment: if a druid serving an intermediary of the desert, their intermediary will be able to send them more power. If the same druid is in a swamp or rain forest, much less so.

These are determined by GM's discretion and player's input.

Druids often have living companions drawn by their elemental power. These are most often animals, but may sometimes be plants, fungi, or esoteric creatures. These companions can communicate with the druid (and only the druid), though this is interpreted through the druid’s understanding. Usually, this is a wild animal indigenous to the area the druid is in, and one associated with the druid’s primary energy.

The intermediary will grant not just powers to the druid, but also “beneficence”, or kindnesses that are reward for good service. This may take the form of improving the taste of food or other bodily pleasures, bringing a sense of comfort and certainty, or granting strength or powers that benefit the druid in ways that may not directly serve nature but do not violate it either (i.e., the power to stay warm in spite of the cold). In rare cases, a druid may be granted an incredibly powerful beneficence, such as resurrection from the dead, invulnerability to disease, or the power to re-direct storms, in exchange for profound acts of service.

Druids commune with nature in order to engage their intermediary directly to initiate themselves into their power, but they also regularly commune with nature to remain connected to it and to their intermediary. They do this in part to recharge their elemental powers. The more loyal they are to natural law, to their intermediary, to Mother Shem, the more powerful they become. Intermediaries often test druids. They do this by asking questions to test their knowledge, by sending them on tasks or quests to see if they will protect and preserve nature, and by observing them as they engage the mortal world’s temptations of power and luxury. Though druids are welcome to partake in natural pleasures, they are forbidden from engaging or using things that violate natural law. This takes the form of things like using plastics or combustion engines or in more esoteric powers. Some druids entirely merge with their intermediary upon their death, leaving part of their consciousness with the viridianite or other being.

On the moons, most druids are associated with some lunar feature (see Lunavator below), or with some aspect of the cosmos, such as stars, galaxies, constellations, star clusters, blackholes, asteroids, meteors, comets, nebulae, planets, mesoplanets, megaplanets, cosmic dust, radiation, the sun, gravity, orbits, or any other feature or aspect of the cosmos. Because of this, they take their power from aspects of "the Cosmos" rather than "Mother Shem", or from "Mother Sol" (the sun) or the name of another planet, etc. For a full list of options, see here.

PRO / ATH +1 STR +1 AWA +2 WIL +3 STH +1 PRS /


Famasi

Type: Cultist

Cryovolcanoes are volcanoes on the Grey Moon and White Moon (and in other places in the cosmos) filled with frozen matter that erupts, unleashing cold matter, often dangerous gases and liquids that cause incredible damage. Usually they spew ammonia, water, hydrocarbons, and liquid nitrogen. Those who live near them often belong to a faith that worships them as powerful elemental entities, and the elementals that embody them respond and grant powers to these cults. A famasi is a member of such a cult.

To gain favor from a cryovolcanic entity, a famasi must sincerely worship them. They must engage in regular rituals, sacrifices, and other practices, and they must not betray the entity or its values - honoring nature and the cosmos, spreading the cold, respecting the power of the cryovolcano. In exchange, they gain certain abilities:
  • Hydrocarbon knife: the most basic tool of the famasis is a knife made of frozen hydrocarbons, a black knife that is super sharp +6/+6 volcanic ice.
  • Cryoclastic blast: if they have sacrificed a large animal to the cryovolcano in the last lunar day, they can unleash a blast of cryoclastic flow, a mixture of freezing gases, liquids, and semisolid ice that causes massive freezing damage to anyone it hits - and explodes upon impact. 20/30/40/50 damage, one-time use. After use, the famasi must make an even more significant sacrifice to get it back.
  • Cloud of ammonia: if a famasi spends a full lunar night in the cryovolcano and survives, they will be able to breathe out a cloud of ammonia that chokes and poisons anyone else who breathes it in until the end of the next lunar night.
  • Quickfrost flow: if a famasi drinks the liquid nitrogen in the cryovolcano, they can then unleash flows of liquid nitrogen (called quickfrost by famasis) from their palms and wield them like powerful, freezing whips. This will cause them to have a deep wound's equivalent damage until they consume a full, hot meal, which will also negate the ability.
  • Cryomagma form: if they sacrifice a conscious, communicative, living mortal to the cryovolcano, they will permanently be able to take a cryomagma form.
Very notably, unless they have it innately, famasis are not immune to the dangers of the cryovolcano. Only their faith holds these dangers at bay.

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

Foveanist

Type: Prophet

In the lunar craters there are religions that focus on the impacts that created the (and still sometimes create) the craters on the Grey or White Moons. Among these religions are foveanists who have studied the stars and learned to predict the coming of disasters and impacts.

To become a foveanist, one must be part of the faith that views the craters, meteors, and the moons as figures of worship, to be revered, preserved, and protected. One must live up to this view, rejecting imperial and industrial ideologies, and advocating for the moons themselves. After years of being in the faith, they are taken to the bottom of their crater. Most craters aren't so deep or dark that the sky can't be seen, but some are. If they are in one where the sky can't be seen from the bottom, they stop at the lowest point that the sky can be seen from. They stay there a full lunar night, observing the skies, and during that time, they must fast, pray, and commune with the moon they are on. If they are worthy, spirits will visit them, test them, and grant them abilities.
  • Rising from below, descending to the depths: the foveanist can ascend and descend into crater of any kind by levitating in and out.
  • Sounding the depth: the foveanist can know the depth and shape of any natural crater, cave, or hole in the ground of a moon.
  • Astral projection: the foveanist can send their consciousness out into the void of space if they lie on their back and stare into the stars at night.
  • Interpretation of the signs: the foveanist can read the stars and the movements of the cosmos to predict upcoming events (in general - i.e., conflict, danger, peace, etc.).
  • Witness the messenger: the foveanist can invoke the power of "shooting stars" and call them across the skies.
Foveanists are deeply religious and speak the words of the elementals of the craters they worship. They are much revered among their people.

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

Gelidine

Type: Nun

Gelidines are nuns who live in remote locations and worship images in the deep ice of the moons, faces and bodies frozen for millennia. These images may be beings that were frozen long ago or the visages of elementals or perhaps gods. Whatever they are, the gelidine sisters honor them. They are a cloistered nunnery, but they send sisters out on specific tasks occasionally.

A gelidine must take a vow of stasis, meaning they spend a significant amount of time completely motionless, lowering their body temperature, dampening or freezing their emotions, and praying to the frozen countenances. A major part of their faith is to freeze sections of their heart - their emotional capacity - so that they slowly but surely become "like the images". This requires intentional sacrifice of their emotions, meaing they lose the ability to feel specific things. They spend years doing this. Only the most devout and dedicated ever gain special abilities or speak to the elementals, but those who do are able to go without rest if they instead spend time in stasis.
  • Meditative stasis: the ability to enter a stasis-like trance in lieu of rest; they spend less time in stasis than they would sleeping, and they gain favor with those they worship by doing so. The longer they spend in stasis, the more favor they gain. They must spend at least three hours in stasis to feel rested, and after that, they gain one point of favor per hour in stasis. They do not gain favor for the first three hours.
  • Gelid heart: the more emotions they sacrifice, they more elemental energy they may wield. Favor allows their prayers to be answered, but elemental energy fuels their abilities. To start, the player must choose three emotions their character has killed permanently and one that is only temporarily gone (for a full lunar-day). This will give them 11 points to work with (three for each permanently gone, two for the temporary, which will be lost when the temporary comes back). If they wish to raise their scores, they will have to spend time killing their emotions through stasis, meditation, and magical rites. Every time they permanently lose an emotion, they suffer -3 to PRS for a full lunar-day, and they lose -1 from their max potential PRS (which is 42 for a mortal, meaning their max potential at start is 39; if their max potential becomes lower than their current score, they begin to lose PRS permanently).
  • Static frost: assuming they have the energies provided by gelid heart, they can use them to wield static frost, a discharge of cold energy that will freeze solid any target it hits at a power equal to their gelid heart score. This comes out of their hands and must be aimed via AWA.
  • Protection of the images: this is a prayer, not an ability, thus fueled by favor from the images, but they may invoke protection from them, calling either an aura of cold (diff. 10), a wall of ice (diff. 16), or a wall of ice with the images in them (diff. 22) to protect them. The first will cause cold damage to those who come near. The second is a physical barrier. The third is a physical barrier that actively unleashes the might of the freezing elementals within the ice.
  • Frozen soul: if they remain in meditative stasis for a full lunar-day, they may come out of it with their soul frozen, meaning all cold abilities, powers, and magicks are amplified by +6 and all other stats, abilities, powers, skills, etc. are frozen in place (can neither take bonus nor penalty, cannot be lost or gained). They can still die from critical or exceptional damage, stun, or hits, but they will feel no pain and suffer no penalties, stun, KO, etc. They may still be injured, but do not take wound penalties. Magical attacks and fire/heat damage still apply, and they suffer greater penalties from them.
  • Cold body: all gelidines are immune to cold damage and weak to heat damage.
Gelidines are always seen as strange and off-putting to those who meet them.

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

Harhamat

Type: Beatificer

Harhamats are individuals who are overtaken by nebula elementals and engage in a religious ecstasy wherein they channel the power of those elementals. This happens when the cosmic dust, radiation, or other materials such as hydrogen from those nebulae reach these individuals. The person must be a worshiper of the nebula elementals in order to be over taken by them. Some people are more susceptible to this than others, usually extreme religious devotees of the nebulae.

The worship of nebulae is an ancient religion among the cosmic peoples of Shem. Seen as distant figures within the interstellar medium, they are seen as objects of awe even to those who understand what they are. The smallest known nebula being 1.2 trillion miles wide is the kind of thing that blows even the minds of astronomers and astrophysicists, so they tend to engender a powerful sense of respect. There are nine nebulae commonly honored by the cosmic peoples of Shem. They are named for their shapes:
  • The Tiny Bug Nebula, a planetary nebula made from a dying red giant star, the smallest of the nebulae. Its elemental is said to be very boastful and proud, defiant, and ready to fight.
  • The Giant's Toe Nebula, a dark nebula made of a cloud of molecules that darkens space. Its elemental likes to hide things and speaks in riddles.
  • The Interstellar Atoll, an emission nebula made from colorful ionized gases. Its elemental is a primadonna who likes to dress up and perform theatricals.
  • The Blue Diamond Nebula, a reflection nebula made from interstellar dust that reflects the light of nearby stars. Its elemental is an old friend of Shem's moons and likes to chat with them.
  • The Blusterbus Nebula, a supernova remnant. Its elemental is old and shrewd, speaking of the earliest times of the universe.
  • The Elbow Nebula, an integrated flux nebula so distant its composition is unknown, as it lies far, far outside the galaxy. Its elemental is a complete mystery, acting in ways unexplainable.
  • The Great Fish Nebula, the largest nebula known, 300 quintillion miles across (bigger than the galaxy), made of superheated plasma emitting x-ray radiation. Its elemental is very interested in mathematics and engineering.
  • The Magnificent Spiral Nebula, a twisting nebula releasing massive amounts of radiation out in intergalactic space. Its elemental is a dancer and acrobat.
  • The Three-Part Tree Nebula, a high-velocity cloud in the galactic halo, made of swirling gases. Its elemental is of three minds about everything.
When overtaken by a nebula, a harhamat channels their power and acts with their personality. Some are attuned to one nebula. Others experience the nebulae randomly, or have a small set they channel at different times. The abilities they gain may vary by nebula, but some common ones include the following:
  • Radioactive aura: the area 20' around the harhamat is filled with powerful radiation.
  • Dust breath: the harhamat can unleash a spew of cosmic dust that irradiates, blinds, confuses, and rasps everyone within 40' in front of them.
  • Enormity: the harhamat can temporarily grow in size to something of cosmic proporitons; the aftermath of this kills the harhamat.
  • Obfuscating presence: the harhamat makes it harder for everyone to see in their presence.
  • Cosmic accretion: the harhamat draws in cosmic materials and grows slightly over the course of a full-lunar day, adding +1 STR. They may reuse this up to six times, but after it stops, they reduce in size gradually, and permanently lose -1 STR per two full-lunar days they grew.
  • Supertemperature: the harhamat may become either super hot or super cold for a brief period of time, causing heat or cold damage to anyone they touch. Afteward, they get very sick for a full lunar-day.
  • Ionizing tentacles: invisible tentacles of ions grow from the back of the harhamat and can be controlled as energy limbs, causing radiation and electrical damage to anything they touch, for a short period of time.
  • Reflective pause: the harhamat may forgo action for a short period of time to gain +3 AWA or read people/PRS temporarily.
  • Intergalactic dance: the harhamat may engage in a nine-minute complex dance that infuses the area with the composition of the nebula they are channeling.
  • Dust form: the harhamat may take a physical form of cosmic dust temporarily.
These abilities may last after the channeling ends, if the nebula elemental wishes.

Worship of the nebulae is similar to astrology, but it is more haphazard and chaotic. The nebulae do not have distinct time periods of influence; instead, they all influence at once, and thus guidance is hard to come by. The general philosophy of worshipping them is that the universe is full of wonders that make our day-to-day concerns minuscule by comparison, and we should focus on the larger, more profound truths of the cosmos.

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

Lunavator

Type: Druid

Lunavators are druids of the moons themselves, of lunar elementals. They operate like other druids, but they have limitations and specifications based on their lunar elementals. To know more about how druids work, see above for details. All rules about druids are true for lunavators, save for some exceptions listed here.

Lunavators may have intermediaries that are either viridianites (minor but conscious elementals) of various aspects of the moon they are on or of the moon itself. Very rare lunavators may have intermediaries that are the greater elementals of the moons, the greater-than-Divine elemental beings that embody the entire moon. Their intermediaries of the Grey or White Moons may represent any one of the following:

  • Crater
  • Crescent moon phase: associated with hunting and youth
  • Cycles and phases (lunar and natural cycles)
  • Dorsum (wrinkle ridges)
  • Dust and stone (the "earth" of the moons)
  • Full moon phase: associated with reflections and greatness
  • Gibbous moon phase: associated with growth and strength
  • Half moon phase: associated with protections and midpoints
  • Mare (flatlands)
  • Mirrors and reflection
  • Moon (general)
  • New moon phase: associated with shadow and secrets
  • Promontorium (mountainous reefs)
  • Rille (long depressed grooves in the lunar surface)
  • Rupes (escarpments)
  • Sublunar (underground on the moons)

Some lunar features such as ice, cryovolcanoes, certain gases, atmosphere, gravity, radiation, day, night, etc. are associated with other elements (ice, air, the cosmos, light, darkness, the sun, the seasons) and fall under non-lunar druids. Intermediaries of the Green Moon may have any of these as well, but if they choose another feature of the Green Moon (forest, swamp, clouds, etc., these will be normal druids with abilites relevant to the aspects those represent).

They also have general types that relate to how they interact with a druid and the natural world, but fewer than other druids:

  • Beast: embodiment of an animal representative of the elemental energy in question. Usually offers summoning powers.
  • Crone: embodiment of wisdom and power of the elemental energy in question. Usually offers control or influencing powers.
  • Guide : embodiment of the elemental energy in question as a form of seeking, finding, or awareness, and usually offers powers based on the senses
  • Healer: embodiment of an elemental energy's power to heal. Usually offers powers that heal bodies, minds, souls, hearts, or Names.
  • Huntress: embodiment of the elemental energy as a form of attack, and usually offers combat-based powers. Also known as the Huntress
  • Maiden: embodiment of a fresh and innocent servant of an elemental energy. Usually offers powers of improvement.
  • Mother: embodiment of an elemental energy's supportive, nurturing form of an elemental energy. Usually offers the ability to imbue powers on others.
  • Protector: embodiment of the elemental energy as used to defend or repel attack. Usually offers repelling, reflective, or other protective powers.
  • Representative: embodiment of the elemental energy or one of its sub-forms. Usually offers greater powers of any kind.

Each intermediary is different in the kinds of abilities they give and the number of abilities they are capable of giving (or the strength of the abilities). Types include

  • Sense: a druid may be able to sense their elemental energy or variations thereof.
  • Improve: a druid's touch can improve an object or organism attuned to their intermediary's elemental energy.
  • Protect: a druid may grant protection to another, to a place or a thing, or to themselves from either their own element or from an energy their elemental energy opposes or is strong against.
  • Attack: a druid may channel their intermediary's power through their staff and unleash raw elemental blasts.
  • Heal: every elemental energy has a healing quality of some kind that a druid may invoke if they have the appropriate material.
  • Cleanse: a druid may channel their intermediary's power through their staff and unleash elemental waves that cleanse any area of pollution or infernal energies.
  • Influence: a druid may sing a song that is imbued with their elemental energy that influences beings or things attuned to their intermediary's elemental energy.
  • Imbue: a druid may infuse something or someone with their elemental energy, giving them temporary powers.
  • Summon: a druid may summon their intermediary or a being their intermediary sends.
  • Conduit: a druid may become a conduit for the full might of their intermediary.
  • Greater: a druid may invoke a very potent power based on their elemental energy.
  • Form: a druid may take on another form based on their elemental energy.

The strength of a druid's powers varies by the druid's own personal mental and physical strength, the power of the intermediary, the amount of favor a druid has with their intermediary, how much their intermediary agrees with what the druid intends to do with the power, and their environment.

  • Personal condition: if a druid is tired or wounded, they will be less able to channel their powers. If a druid is not physically strong, some powers will be harder to manage. If a druid is not mentally prepared, some powers will overwhelm them.
  • Intermediary power: if a druid's intermediary is a common elemental, it will not be able to provide as much power as a Divine. If the intermediary has been weakened somehow, it will also not be able to provide as much power.
  • Favor: if a druid has displeased their intermediary, they will have to regain trust and good graces from the intermediary to be allowed to have more power.
  • Agreement: if a druid, for instance, lashes out in anger with their power, an intermediary may draw back their power. If a druid sets about cleaning up pollution from an area, an intermediary is likely to grant more power than usual.
  • Environment: if a druid serving an intermediary of the desert, their intermediary will be able to send them more power. If the same druid is in a swamp or rain forest, much less so.

These are determined by GM's discretion and player's input.

Druids often have living companions drawn by their elemental power. These are most often animals, but may sometimes be plants, fungi, or esoteric creatures native to the moons or the feature the druid's intermediary represents. These companions can communicate with the druid (and only the druid), though this is interpreted through the druid’s understanding. Usually, this is a wild animal indigenous to the area the druid is in, and one associated with the druid’s primary energy.

The intermediary will grant not just powers to the druid, but also “beneficence”, or kindnesses that are reward for good service. This may take the form of improving the taste of food or other bodily pleasures, bringing a sense of comfort and certainty, or granting strength or powers that benefit the druid in ways that may not directly serve nature but do not violate it either (i.e., the power to stay warm in spite of the cold). In rare cases, a druid may be granted an incredibly powerful beneficence, such as resurrection from the dead, invulnerability to disease, or the power to re-direct storms, in exchange for profound acts of service.

Lunavators honor the greater elementals of the moons as their utmost obects of worship. They are known as Mati, Devica, Krona (Mother, Maiden, Crone - Grey Moon, Green Moon, White Moon).

PRO / ATH +1 STR +1 AWA +2 WIL +3 STH +1 PRS /


Rippler

Type: Pilgrim

Ripplers are pilgrims who travel to sacred sites in the lunar rille, the depressed grooves in the lunar surface. They worship the elementals that dwell in these rilles and serve them, protect them, and honor them. They believe that it is a primary tenet of their faith to travel all of the rilles on their respective moons (Grey or White). As they do this, they garner favor with the elementals.

Their faith claims that the rilles represent depth and introspection, journeys into the soul, and nature's power. They honor them by traveling them, protecting nature and the moons, and spending long periods of time in reflective meditation. There are hundreds of rilles on the Grey and White Moons, and as such, ripplers spend much of their lives traveling them. After their tenth rille, if their faith is sincere and their devotion backed by their actions, they may begin to gain abilities granted them by the elementals of the rilles:
  • Enduring steps: as long as they walk or travel within a rille, they do not get tired.
  • Lines drawn: if they use a walking stick to draw a line on the ground as they walk, they can pull in energy to channel through their walking stick to repel foes.
  • Deepening thought: the further they walk, the greater their understanding of what is on their mind, leading to bonuses to AWA after several miles.
  • Prayer of the lost: a request for direction when lost in the dark.
  • Widening rille: using their walking stick to widen any passageway.
Ripplers may also gain favor with their elemental by spreading the word of their faith, convincing others to travel to the rilles, or via certain rites honoring the moons.

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

Shriver

Type: Monk

Shrivers are monks who meditate on and investigate the elemental and atomic decay of the universe.

Shrivers live as monks and scientists, studying physics, especially molecular, atomic, and quantum physics, and meditating, fasting, and praying to the elementals that represent the weak interaction, weak nuclear force, the decay of atoms. They are extremely learned and mathematical, meticulous, and patient. They are devoted to understanding nature through physics, and they take vows relating to their respect for the cosmos, for nature, and for the moons.

To become a shriver, they must complete an initiate phase during which they shrive themselves (hence the name) of all that they are and have. First they give up their possessions, being issued a simple set of clothes and basic needs by the monastery. Then they give up their emotions, their memories, their presumptions, their connections to the outside world, their innate powers, their nationalities, their countries, their entire identities. Once they have done this, they enter a trance state and see the molecular structure of everything around them. And then, they rebuild themselves, piece by piece, taking only what they feel is important, leaving other things behind. If they take too much, they become mundane and have no magical abilities. If they let enough go, they gain abilities that help them understand the elemental structure of reality and the powers of decay. Players would write up a character, then decide which parts of them to sacrifice for some of the following abilities:
  • Attuned mind: they may attune their mind to elemental decay and let is expand beyond their bodies, giving them enhanced AWA.
  • Ionic presence: they may release particles from their own bodies with varying charges in order to charge the air around them.
  • Radiative wave: they may release particles from their own bodies in a massive wave of radiation.
  • Violation of symmetry: they may invoke this power to give up less than is required for a single use of an ability once per full lunar-day.
  • Supermicroscopic sight: they may see the molecular or atomic structure of an object.
  • Miscule movement: they may move so slightly none can notice, but somehow alter the flow of energies in a space.
  • Diffused step: they may release all the particles in their body and reappear somewhere within a mile.
  • Neutral current flow: they may attune to the flow of energies in a space and balance them.
  • Charged current flow: they may attune to the flow of energies in a space and imbalance them.
  • Decaying form: they may turn into a cloud of particles temporarily at the risk of their entire being.
The more the player understands physics, the better. Players may use knowledge of weak interaction to develop new abilities as they play.

PRO -1 ATH -1 STR -2 AWA +4 WIL +3 PRS -2 STH /
Topic revision: r7 - 03 Sep 2025, SallyJaneBlack
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