Elemental Laborers
Those who use elemental magic for common work or crafting.
Brightswicker
Type: Chandler
A chandler who makes candles with elemental light.
Their candles are made from magical wax and wicks. They learn to work with these materials from a mentor or teacher, but to do to so, they must be worthy and a friend of nature. Anyone who serves imperial powers or polluters will be burnt by the materials. They prove their worth by basking in elemental light provided by their mentor and facing inner truths.
The wax is always brightswax and moth oil, and the wicks will always be Lesedian cotton.
Unlike lanterns and lamps, candles cannot be easily adjusted. They burn at a different power based on the amount of wax used - Soft (10’ radius), Medium (25’ radius), Strong (50’ radius). They give off Flickering light, always.
Brightswickers spend much of their time making candles with moth oil and brightswax, a substance that attracts moths, who are good luck to brightswickers.
Here are few of the effects candles can have:
-
Illumination: like regular light, elemental light can be used for illuminating an area.
-
Brightfire: if elemental light is focused and hot, it can set things aflame and burn them physically and spiritually.
-
Luminosity: elemental light can be infused into something to make it glow.
-
Revelation: elemental light can be spread over an area to reveal that which is hidden within it.
-
Light-walking: if elemental light is imbued into footwear or feet, it may, with a great deal of power, allow the person to walk on light itself.
-
Shining aura: brightswickers may bask themselves in elemental light to give themselves protective auras.
-
Spiritual flow: elemental light can reveal spirits and let a brightswicker communicate with them.
-
Blinding: elemental light can blind people much as light can, though it hits on a metaphysical level as well.
-
Confusion: flashing bright can cause people to lose track of where they are, who they are, or why they are.
-
Brightwave: brightwave is taking the waveform of elemental light so one might pass through matter.
-
Finding: elemental light may be used to reveal something specific, especially something lost.
-
Inner light: elemental light may be used to unleash one's inner light, giving one insights into themself and their own abilities.
-
Guidance: elemental light may guide a brightswicker to where they wish or need to be.
-
Light-self: powerful brightswickers may risk becoming light, though they may not be able to return.
-
Greater sight: elemental light can improve the vision of someone if used correctly, a softlight bath upon the eyes.
Other powers exist that are not listed here.
PRO +1 ATH -1 STR / AWA +3 WIL / PRS +2 STH -2
Clariter
Type: Glazier
A glazier who uses elemental glass.
Elemental glass is very rare, either formed naturally or shaped by clariters themselves. To learn to shape it, one must find someone who knows how to teach them or to interact with elemental beings made of elemental glass. They must be a friend to nature and swear upon their own blood that they will never use it for industrial or polluting uses; they are often targeted and exploited, and thus, lose their powers if they cannot resist. If this happens, they must make sacrifices to nature to regain their powers. If it happens twice, they can never regain them. Thus, most clariters hide from society.
Elemental glass can be shaped into different forms to have different effects. Windows protect from infernal energies. Statues may become animate in a limited way. Picture windows might also. Mirrors will show esoteric energies. Consult the GM for other forms.
| Glass |
Description |
Effect |
Shaping difficulty |
Hardness |
| Bolnwal |
Sonic resonant glass |
Contains sound |
14 |
1.8 |
| Bubble glass |
Glass that is lighter than air |
Floats in the air |
11 |
.25 |
| Darqshan glass |
Living elemental glass |
Comes alive |
14 |
5.5 |
| Ehilpakku |
Primordial glass |
Generates mundane glass |
8 |
2.125 |
| Flowing glass |
Water glass |
Holds water but takes no shape |
4 |
.55 |
| Incendial glass |
Fire-resistant glass |
Holds flame |
17 |
4.75 |
| Kececa |
Elemental glass |
Easy to shape, exudes elemental energy |
4 |
4.1 |
| Lazuli glass |
Glass of genesis |
Easy to shape |
4 |
3.25 |
| Lesedian glass |
Reflective glass of elemental light |
Shines brightly |
17 |
5.8 |
| Nether glass |
Glass that shows beyond |
Reveals the afterlife |
20 |
4.4 |
| Polar glass |
Icy glass |
Freezes air |
17 |
5.25 |
| Solar glass |
Glass forged by the sun |
Absorbs heat |
17 |
3.75 |
| Storm glass |
Glass hardened by lightning |
Hard to break, repels electricity |
17 |
7.75 |
| Teal glass |
Glass from the moons |
Reflects esoteric energies |
14 |
3.35 |
| Temporal glass |
Glass that controls time |
Slows time |
20 |
2.15 |
| Umber glass |
Glass that contains shadow |
Refracts shadow |
17 |
.25 |
| Wadee |
Glass made from elemental sand |
Exudes elemental energy |
14 |
4.05 |
Clariters mostly work with kececa.
PRO +1 ATH / STR +1 AWA +3 WIL +1 PRS +1 STH /
Coadunator
Type: Shipwright
Coadunators are those who build ships using the elemental magic of the strong intraction, of nuclear bonding and fusion.
Coadunators use a scientific and magical approach to designing and building ships, studying studying physics, especially molecular, atomic, and quantum physics, as well as cosmonautics, shipbuilding, carpentry, masonry, metalworking, and more. They know how the various cosmic winds (light, solar wind, galactic superwind, cosmic wind, etc.) work, how to make sails for each of them, and how to craft ships protected from radiation, supertemperatures, magnetic and gravitational pulls, and other cosmic dangers.
In order to become coadunators, they must study under an elder, teacher, or mentor, or in some rare cases, at a school run by a cosmic species with understanding of these sciences. They must also prove worthy of serving the cosmos and nature itself. They must be able to understand the strong nuclear force and the power of elements to fuse, and they must begin to magically fuse themselves, understanding the connections within themselves both literally and metaphorically. They must have an understanding of their anatomy and connective tissues, the connections those have to their memories and thoughts, the connections those have to their emotions, and the connections those have the supernatural aspects of themselves. After years of training and learning, they undergo a ritual in which they magically fuse all aspects of themselves together and see their own True Name. In this vision, they interrogate themselves until they have a full understanding and unlock the abilities they need.
Coadunators have special abilities when it comes to making cosmic ships. To use them, they must unfuse two aspects of themselves temporarily (mind, body, heart, or soul), causing penalties to various stats in doing so.
- Materials coadunation: they coadunator can fuse different materials together as part of the shipbuilding process.
- Reconfiguration: they can reconfigure the molecular make up of materials they are using in shipbuilding.
- Physical analysis: they can analyze any physical material and understand its elemental make up.
- Elemental design: they can design ships with indicators of their elemental make up.
- Rebonding: they can renew their aspects' bonds after they use their other abilities, lessening the penalties, which go away entirely after they get a full eight hours' rest.
- Nuclear fusion: they can invoke actual nuclear fusion at the cost of their True Name.
Coadunators' abilities are rarely used outside fo the process of shipbuilding. If they do, they take low die or -3 on those rolls, as they are not used to using them outside of shipbuilding.
PRO +2 ATH / STR +1 AWA +2 WIL +1 PRS / STH -1
Couturier
Type: Tailor
Couturiers make special suits that contain a special internal atmosphere that allows the wearer to breathe and exist in different atmospheric conditions (including no atmosphere) safely. These suits allow for both breathing and control of air pressure.
To become a couturier, one must be a friend to nature, the moons, and the cosmos, and they must have lived somewhere with an atmosphere (not outer space or the White Moon) for at least a lunar-year without leaving before they even begin to train. They must be attuned to the atmosphere and its movements, its pressure, its layers, its composition. They must practice special breathing exercises wherein they take deep breaths and learn to analyze what they breathed in, communing with the elements and the elementals within the atmosphere. They do this for years before they are able to communicate directly with the consciousness of the atmosphere, but when they do, it eventually tests them. If they pass the test, they will begin to float an inch off the ground, and then they will begin to gain the ability to influence the atmosphere.
At the same time, they are learning to sew, stitch, knit, weave, spin, and otherwise manipulate thread, fiber, and fabric, study fashion, and study the materials they will be using to create the special breather suits that those who are not native to the moons use. These are the abilities they use to sew the atmosphere into clothing:
- Atmospheric stranding: turning pieces of the atmosphere into thread.
- Layering: mimicking layers of the atmosphere with layers of fabric.
- Sealing stitch: a special stitch that seals suits so that they are airtight.
And these are the materials they use:
- Air needle: a needle of pressurized air turned into magical metal.
- Atmospheric thread: thread made of the gases in the atmosphere.
- Filtering fabric: fabrics that filter different kinds of gases through the material.
- Oxygenated patch: a special fabric patch that infuses the blood of those wearing it with extra oxygen (or other gases if adjusted).
- Pressurizing gauge: a special magical gauge attached to a suit to allow it to adjust pressure.
- Repellant mist: a hydrogen-rich mist that can be sewn into a layer of a suit that helps protect from radiation.
And these are some of the items they create:
- Breather suit: made with atmospheric thread, oxygenated patches, filtering fabric, and special techniques.
- Pressure cap: made with a pressure gauge and atmospheric thread.
- Temperature-control coat: made with atmospheric thread, filtering fabric, and special layering techniques.
- Radiation-shielding coat: made with repellant mist, atmospheric thread, and filtering fabric.
- Gaseous cloak: a cloak of gases that makes the wearer translucent.
OIther abilities, materials, and items are possible. Consult the GM.
PRO +2 ATH / STR -1 AWA +2 WIL / PRS / STH -1
Delver
Type: Miner
Delvers are miners who use earth magic to move stone, soil, and rock to find minerals and metals. They use special picks made of magical stone from Shem imported to the moons.
All delvers must learn about mining, mineralolgy, geology, metallurgy, and other earth sciences and engineering, and they must find a mentor, teacher, trainer, or someone with earth magic to teach them.
Because lunar stone, dust, and soil are infused with lunar magic, a delver must connect separate the lunar magic from the earth magic in order to obtain pure earth magic to wield. This requires either mixing the lunar stone, dust, and soil with Shem's soil or stone, or through repeated processes of magical sifting through special mining pans.
Once they have generated enough "pure earth", they will bury themselves in it. They will have only a narrow tube to breathe through. They remain buried until their mentor, an elder, or a trainer among the miners releases them (usually four hours). While naked and caked in dirt, they must also seek out a piece of Shem-originating stone. A good mentor will have hidden some nearby or performed the ceremony where one may be found; a cruel one will not. Once the delver finds the stone, the dirt covering them is absorbed into their bodies, and they begin training on how to wield the elemental magic of earth. After months of training, they are usually able to adequately move earth and stone with their magic, and they are tasked with making their pick.
Once they have their pick, they are sent to work in the mines.
Some of the abilities they have are as follows:
-
Earthmoving: moving earth and stone of any kind magically. The weight of the earth and stone affects difficulty, as does the distance to move it. A 50 lb. stone is an 8 difficulty to move 50’.
-
Purifying the earth: removing pollutants from a patch of ground is done by lying atop it and breathing into the dirt. A patch of ground 30’ in diameter is an 8 difficulty.
-
Geocompass: an delver can sense a specific target of earth or stone by holding their pick up and focusing on it. Examples include sensing gemstones, arable earth, a certain amount of salt, a specific hill or mountain, or a specific kind of stone like flint.
-
Reinforcing earth: making earth or stone stronger, more compacted, more resistant to magic or impacts is done by moving dirt onto it and then willing it to absorb and strengthen.
-
Cave sense: sensing where caves are and how far they go can be done just by touching the nearest stone, closing one’s eyes, and focusing.
-
Calm the earth: if the earth shakes, an delver of considerable power can calm it by tamping their feet upon the ground.
-
Fissuring: an delver can create a fissure in earth and stone up to 100’ long by sacrificing a crystal within their pick.
-
Crumble: an delver can make stone crumble and earthworks decay if they have enough power and some stones to crash together.
-
Rockfish: "rockfish" is the state of being able to treat solid rock or earth as if it were water. This elite skill is only possible if the delver is covered in gem dust.
-
Stoneskin/bones: turning one's own skin or bones to moveable, living stone in order to make oneself better able to resist attacks is done by using mud and dirt to cover oneself and then channeling power from the pick for a minute or more.
-
Gaia’s strength: the delver may bury themself under earth for 12 hours and come out with +3 STR for four days.
-
Earth form: to take the form of living earth or stone completely risks not being able to return (and thus becoming unliving earth or stone), but it allows the delver to channel more earth magic than otherwise, and is thus used in extreme circumstances. It requires the delver break their pick (thus losing it).
Lava (molten stone) and ice (which is technically a rock) can be affected by delvers, but they are much more difficult to work with.
Delvers do not wash the dirt from their bodies. They let it magically absorb to give them powers. If they lose their pick, they lose their abilities. As they use their magic, they must regenerate it by returning to the earth periodically.
Delvers are sometimes exploited for their abilities if they are not outright criminalized and feared.
PRO +2 ATH +1 STR +3 AWA +1 WIL +1 PRS -2 STH +1
Fodinator
Type: Miner
Fodinators are the lunar equivalent of delvers. Instead of purifying the lunar soil, stone, and dust to wield earth magic, they embrace the lunar magic of the stone, soil, and dust and wield lunar magic, specifically, the power of the sublunar layers, the caves and chambers below the lunar surface.
To become a fodinator, one must go deep into the sublunar realm and remain there for at least a lunar-year. Then they must be trained by a mentor, teacher, or elder who knows the ways of the lunar mines. Like delvers, they are tested and trained, and when they are ready and proven to be a friend to the moons, to nature, and to the cosmos, they are buried - but not in earth and stone. Instead, they are sealed in a mine chamber and told to meditate and focus. They are allowed only lunar ice to eat or (if melted somehow) drink. They remain for a full cycle (full moon to full moon). During this time, spirits visit them and test them, and if they are worthy, they are shown the deep lunar mines and the magicks there, then given a magical crystal pick. Crystal picks are made of lunar crystal (teal in color, shining from within) which are attuned to the sublunar realm.
Fodinators do not mine for colonial, industrial, or imperial powers. They work for themselves and their communities, and they do so with deep respect to the moon they dwell on. Their abilities reflect their role as providers for their community as well as miners:
- Sublunar sounding: the ability to "sound" the depth of a place even without air, using pinpoints of light from a sublunar crystal.
- Icebreaker: the use of a crystal pick to know the exact spot on lunar ice to strike to shatter it.
- Stonecracker: the use of a crystal pick to know the exact spot to strike moonstone to split it cleanly.
- Orefinder: the crystal pick vibrates when near the ores the community needs.
- Moonlight lamp: a small crystal that glows with soft moonlight.
- Pocket sensor: the crystal pick will rebound from any stone, soil, or any other surface or substance that would, if broken, release dangerous gases.
The pick may have other properties. Consult the GM. If the pick is lost, the fodinator loses their abilities.
Fodinators will weaken if outside the sublunear realm for too long. They need to spend at least an hour there every full lunar-day or they begin to weaken. If they must leave for long periods of time, they may take with them special materials to maintain their connection.
PRO +2 ATH +1 STR +2 AWA +1 WIL / PRS -2 STH +1
Lunasemist
Type: Quarrier
A lunasemist is someone who is attuned to the half moon phase of the moon they are on and uses that power to split stones.
To attune to a half moon, the lunasemist must wait until that phase of their moon, then begin to find the symmetry within themselves. They will be guided by a mentor, teacher, or elder, and they will be trained extensively to understand it. Once they are attuned to the symmetry within themselves - all aspects of their self that can be halved evenly - they must seek to split some part of themself during a half moon. If they do this - with months of training - they will find in them the power to split lunar matter. The part of themselves they halved will be permanently split in two, and it will also reflect how they halve lunar matter. For example, if they halved their PRO, it will be split between two aspects of itself - for example, dexterity and combat prowess. The numbers will be halved, and they will roll one or the other for splitting abilities. Most choose their quarrying skills, which are what they are trained for, and thus end up with stone quarrying and crystal quarrying, for example. To do this and be effective, they often only do this once their quarrying skills are high enough that halving will not render them ineffective. If they choose to halve their quarrying skills, they will use a pick ax like other quarriers. If they have halved a different skill, stat, or power, they will use something relevant to that skill, stat, or power.
Once they have done this, they are able to serve their communities by being stone- and crystal-cutters, gathering materials for their people. Lunasemists never work for colonial, industrial, or imperial powers.
The splitting abilities they may gain are as follows. They will begin with two. They always have an even number of abilities:
- Crystalcutting: lunar crystals are a source of energy, magic, and light for lunar denizens. Crystalcutting requires precision and care.
- Stoneslicing: stone is used in various forms of building, magic, tools, and many other uses among the lunar communities.
- Soilhalving: soil is mostly cut to get to other materials, but it can be used for some building projects.
- Metalbreaking: this will always be for a specific metal (i.e., silverbreaking, ironbreaking, copperbreaking, etc.).
- Icesplicing: lunar ice is the major source of water for most lunar communities.
- Airslashing: to cut through the lunar atmosphere (only Green or Grey Moon) is to create temporary vacuums. This is very dangerous and only used rarely, often to break substances not fitting other categories.
Lunasemists are revered in their communities.
PRO +2 ATH +1 STR +3 AWA +1 WIL +1 PRS -1 STH -2
Type: Smith
Metallowrights are smiths who forge supernatural metals, or forge mundane metals with supernatural skills.
The art of forging metals with supernatural energies is an ancient art well respected in most of the world. To learn how to use this magic, they must learn from a maser. An important part of their training is learning about magic itself, attaining the right mindset to attune oneself to the flow of natural energies, and to be one with their own body and lifeforce. Meditation and special ceremonies become part of their routine. Without a certain amount of inner strength, they are unable to forge certain metals properly.
As well as attaining a certain inner strength, metallowrights must have the correct tools.
The most important tool for a metallowright is their hammer. The shaft of the hammer must be made from a kind of wood that resists high temperatures and does not allow for too much interference from other energies. Mundane, high-temperature-resistant woods are best. Though some hammers might have metal handles, those used by metallowright must be wooden, lest the metal interfere magically. The head of the hammer, however, must be made of one of the nine great metals: electrum, iron, quickvanadium, steel, living iron, bailaohu, dalim, recorium, or isern. Most hammers are made from iron or steel, since those are the most common metals.
Tongs must be made from bailaohu (or one of the other rare great metals, but this is uncommon). As part of an apprentice's training, they must earn enough money via their smithing practice to buy enough bailaohu to make their tongs in the first place. Once they have bought the bailaohu, they are allowed to use a master's forge to make the tongs.
The anvil must be made from cast or wrought iron, like any common anvil, but inscribed with special characters (白老虎, "white tiger"). The inscribing must be done by the metallowright who owns the anvil; others may use the anvil, but the ownership may not pass to another without a special ceremony and re-inscription.
The fire-source for a metallowright's work must be able to reach incredibly high temperatures, more so than a mundane forge. In order to do this, they must acquire special fuel, notably méitàn, a form of coal with high elemental energy in it.
The apron and gloves of a metallowright are usually made of cow-leather inscribed with 白老虎. The same rules apply to ownership of these tools as to the anvil. Sometimes they are made from stegosaurus scales, dragonscale, or the hide of a creature with high levels of unaligned energies (which are less likely to interact with elemental magic).
Water often has a natural amount of elemental magic in it, which can sometimes interfere with the forging of elemental weapons. Therefore, the water used in metallowright forges for cooling is de-elementalized first by running it through a special mesh made of zinc, which is capable of absorbing supernatural energies.
Other tools used by a metallowright must follow the same basic principles: either be inscribed with the white tiger markings, neutral of energy, or able to withstand powerful energies and heat.
The chart below shows different kinds of elemental metals, what effects they have, what they are best used for, and how to find them. The dagger score is how much a dagger’s damage rating would be if somehow made from the metal - not all of these metals can actually be effectively turned into a dagger. It’s just for reference. Forging time is based on time to forge a small tool, dagger, or piece.
| Metal |
Type |
Form |
Dagger score |
Best use |
Effect |
Found |
Description |
Time to forge |
| Ulokam |
Unique |
Liquid |
-1 |
Generative devices |
Generates mundane metals |
Unknown |
Liquid metal embodying natural chaos |
Varies |
| Hiriwa |
Silver |
Solid |
8 |
Medical devices |
Healing energy |
Places of high elemental lifeforce |
Silver full of life energy |
9 days |
| Dalim |
Iron |
Solid |
14 |
Anything |
Exudes elemental energy |
Found in lands untouched by industry or imperialism |
Metal made from metallic viridianiates or greater elementals |
9 days |
| Ferrum |
Iron |
Solid |
-5 |
Crude objects |
None |
Found in lands untouched by industry or imperialism |
The least form of iron |
1 hour |
| Isern |
Iron |
Solid |
16 |
Anything |
Just a very, very, very good metal to work with |
Found in lands untouched by industry or imperialism |
True iron |
9 hours |
| Qingtong |
Iron/Other |
Alloy |
10 |
Anything |
Exudes elemental energy |
Mixing ferrum with other elemental metals |
An iron alloy that is the first alloy |
9 days |
| Quickvanadium |
Mercury |
Liquid |
0 |
Anything |
Exudes elemental energy, can be empowered up to +6 |
Found in lands untouched by industry or imperialism |
Aetherial mercury |
9 days |
| Recorium |
Steel |
Alloy |
16 |
Anything |
Just a very, very, very good metal to work with |
Only made by Divine or greater elemental power |
Steel made by the Divine Smith |
9 minutes |
| Bailaohu |
Unique |
Solid |
12 |
Anything |
Exudes elemental energy |
Found in lands untouched by industry or imperialism |
Metal that appears to be white with black stripes |
9 days |
| Hejin |
Unique |
Alloy |
5 |
Anything |
Exudes elemental energy |
From the blood of dongxue |
Alloy made with dongxue blood |
9 days |
| Tierinium |
Unique |
Alloy |
20 |
Anything |
Various |
Mixing dalim, ferrum, isern, qingtong, quickvanadium, recorium, bailaohu, and hejin |
Alloy of the eight other great metals |
9 days |
| Paruvipen |
Varies |
Solid |
varies |
Varies |
Various |
Found in lands untouched by industry or imperialism |
Metal that varies by season, changing from feem (spring), fajari (summer), apelzhelezo (autumn), suuri (winter), nuhas (harmattan), revmanium (monsoon) |
Varies |
| Birinj |
Bronze |
Alloy |
4 |
Batteries |
Electrical discharge |
Mixing copper and tin with elemental electricity |
Bronze that produces electricity |
12 days |
| Asamba |
Beryllium |
Liquid |
-5 |
Fabric |
Spreads and clings |
Deep forests |
Liquid beryllium that imitates moss |
6 days |
| Orichalcum |
Gold |
Solid |
5 |
Anything |
Water control |
Bottom of the ocean of Shem |
Gold found at the bottom of the ocean |
9 days |
| Revmanium |
Silver |
Liquid |
-5 |
Flexibles |
Water control, can be empowered up to +1 |
Flowing waters on the Green Moon |
Liquid silver that is empowered by water |
9 days |
| Sh'cthar |
Iron |
Liquid |
-4 |
Farming equipment |
Grows fungi |
Deep underground or on asteroids |
Liquid iron that makes fungi grow |
12 days |
| Middle Steel |
Steel |
Alloy |
3 |
Structures or tools |
Just a very, very, very good metal to work with |
Mixing ferrum, carbon, and elemental energy |
Steel best for building with |
6 days |
| Nuhas |
Brass |
Alloy |
0 |
Rasps and rough materials |
Scouring |
Deep deserts or other arid regions |
Brass sand |
10 days |
| Feem |
Platinum |
Liquid |
-3 |
Wearables |
Refreshes |
Flowering fields on the Green Moon |
Liquid platinum that smells of flowers |
9 days |
| Vulcanium |
Bronze |
Alloy |
11 |
High-heat devices |
Heat damage |
Volcanoes |
Bronze that is as hot as magma when solid |
20 days |
| Suuri |
Silver |
Solid |
5 |
Low-temp devices |
Cold damage |
Under glaciers or lunar ice |
Silver that is super cold |
9 days |
| Cofgodas |
Cobalt |
Solid |
8 |
Geological equipment |
Earth control |
Found in lands untouched by industry or imperialism |
Cobalt ore that is imbued with the power of earth |
12 days |
| Alumen |
Aluminum |
Gaseous |
-10 |
Aeronautical equipment |
Floating or flying |
High atmosphere of Shem |
Aluminum gas lighter than air |
10 days |
| Salsalun |
Plutonium |
Solid |
6 |
Magnetics |
Attracting nearby objects |
Unknown |
Plutonium that has its own gravity |
20 days |
| Firebronze |
Bronze |
Alloy |
9 |
High-heat devices |
Heat damage |
From khalkotauroi bulls |
Bronze made from the bodies of khalkotauroi |
16 days |
| Pramath |
Lanthanum |
Liquid |
7 |
High-heat devices |
Heat damage |
Unknown |
Liquid lanthanum that is extremely hot |
20 days |
| Horse Metal |
Iron |
Solid |
2 |
Horseshoes |
Gives +3 speed and endurance to horses |
Open plains on the Green Moon |
Iron that makes the best horseshoes |
8 hours |
| Sinawery |
Silver |
Solid |
1 |
Reflective materials |
Reflects esoteric energies |
The moons |
Silver from the moons |
3 days |
| Zhenyin |
Silver |
Solid |
13 |
Reflective materials |
Reflects esoteric energies |
Places that get a lot of moonlight or on the moons |
Silver thet reflects other powers |
3 hours |
| Fajari |
Gold |
Solid |
8 |
Things left in the sun |
Heat damage, can be empowered up to +14 |
Places that get a lot of sunlight |
Gold that absorbs power from the sun |
10 days |
| Heusos |
Gold |
Plasma |
9 |
Solar power |
Photosynthesis, heat damage |
The sun |
Golden plasma |
100 days |
| Dog-Iron |
Iron |
Solid |
-4 |
Not much |
None |
Found in lands untouched by industry or imperialism |
Iron with bestial energy with in it |
10 hours |
| Savirajak |
Wolfram |
Solid |
2 |
Animal trapping or farming |
Attracts animals |
Found in lands untouched by industry or imperialism |
Wolfram that attracts animals |
5 days |
| Quickaluminum |
Mercury |
Liquid |
-4 |
Swamp boats |
Improves communion with the wetlands, can be empowered up to +2 |
Deep wetlands on the Green Moon |
Mercury found in swamps |
10 days |
| Mictlanium |
Uranium |
Gaseous |
-3 |
Killing |
Instant death, can be empowered up to +3 |
Near the Spirit Gate or various deep void places |
Gaseous uranium that can cause instant death |
20 days |
| Veluriya |
Beryllium |
Solid |
1 |
Gardening tools |
Influence plants |
Deep forests on the Green Moon |
Beryllium that forms in the leaves of plants |
3 days |
| Bia |
Uranium |
Solid |
6 |
Space equipment |
Astral radiation damage |
Meteorites |
Metal from the stars that radiates astral magic |
20 days |
| Pushpanjan |
Zinc |
Solid |
2 |
Space equipment |
Just a very, very, very good metal to work with |
Meteorites |
Zinc made in stars |
10 days |
| Kawil Ch'iich' |
Cobalt |
Gaseous |
-6 |
Glass blowing equipment |
Empowers glass, can be empowered up to 0 |
Middle atmosphere or Grey Moon atmosphere |
Gaseous cobalt that empowers glass |
10 days |
| Quickbismuth |
Mercury |
Liquid |
-4 |
Musical instruments |
Resonates with sound, can be empowered up to +2 |
Canyon streams or asteroids |
Mercury that responds to sound |
10 days |
| Saturnium |
Copper |
Solid |
12 |
Time machines |
Unknown |
Rare mines in the far north or asteroids |
Copper that flows differently through time |
24 days |
| Bjarthurnam |
Chromium |
Solid |
2 |
Lanterns and lamps |
Illumination |
Sky islands or lunar poles |
Chromium that glows brightly |
10 days |
| Wheat Bronze |
Bronze |
Alloy |
0 |
Farming equipment |
Imbues nourishment |
Mixing ferrum, tin, and harvest magic |
Bronze that is full of nutrients |
10 hours |
| Awilixum |
Lead |
Gaseous |
-3 |
Darkening agent |
Darkening |
The farside of the moons or Shadowdeep under Shem |
Lead gas that blocks all light |
10 days |
| Amyuz |
Tin |
Gaseous |
-6 |
Research equipment |
Attracts microbes, can be empowered up to 0 |
Strange caves |
Tin gas that attracts microbes |
10 days |
| Viridium |
Wolfram |
Solid |
2 |
Druidic tools |
Bonus +3 to druidic powers |
Found in lands untouched by industry or imperialism |
Wolfram imbued with aetherial power |
12 hours |
PRO +2 ATH +1 STR +4 AWA +2 WIL +2 PRS -1 STH -2
Ploutoner
Type: Servant
Ploutoners are servants who work within lunar and cosmic communities who gain different abilities by attuning to the local system's mesoplanets.
To become a ploutoner, one must be trained and guided by an elder, teacher, or mentor who knows the ways of the cosmos. They must study the movements of orbital bodies around the sun, especially the mesoplanets, and they must spend long periods of time observing. Once they understand them, and if they prove to be a friend to the cosmos, the mesoplanets, and nature, they will be tested by their teachers and the spirits of the mesoplanets. If worthy, they will perform a dance that replicates the orbits of the 16 mesoplanets, and the one they end with is the one they attune to. They gain different abilities depending on which one they are attuned to. If they wish to switch to another one, they must perform their dance after studying its movements for a full revolution of that mesoplanet around the sun or for a full revolution of their moon around the sun, whichever comes first (some mesoplanets have orbits that are hundreds of years long).
Name |
Title |
Location |
Description |
Orbit |
Initial Ability |
Notes |
| Aram |
Son of Shem, Exalted |
Just beyond Salit |
Large, colorful, rocky mesoplanet with deposits of crystal that capture light and make it celestial |
514 Shem-days |
Artistic inspiration |
Often used to help creators and children. |
| Arphaxad |
Son of Shem, Judicious |
Near to Weptaram, but out of his orbit |
A red desert mesoplanet full of craters and jagged mountains |
82.5 Shem-years |
Mediation |
Used to help settle disputes. |
| Asshur |
Son of Shem, Dragonborn |
Just beyond Salit |
A rocky, volcanic mesplanet with great pools of lava |
404 Shem-days |
Gathering instinct |
Used to find resources to gather. |
| Bossetta |
The Cruel Tyrant |
Near to Mytoth, but out of her orbit |
A white, rocky mesoplanet kept as a slave-pit by various interplanetary groups |
100.5 Shem-years |
Commanding presence |
This is almost never used and is seen as a sign of the ploutoner being an enemy of the community. |
| Elam |
Son of Shem, Eternal |
Beyond Ane |
A blue and white icy dodecahedral mesoplanet |
1,204 Shem-years |
Mathematical insight |
Used to teach or for when mathematics are needed. |
| Eltevra |
The Warrior |
Near to Thurudrill, but out of his orbit |
A black, rocky mesoplanet full of heavy metals, very dense |
20.25 Shem-years |
Enhanced STR |
Used for anything requiring greater STR. |
| Hieghedon |
Child of Shem, Unknown |
Asteroid belt |
A small mesoplanet, almost an asteroid, unnoticed by most in the midst of many other asteroids, where secrets are kept |
6 Shem-years |
Listening skills |
Used to help the community in general as a confidant. |
| Hijai |
The Golden Child |
Asteroid belt |
A rocky mesoplanet rich with precious metal |
5.75 Shem-years |
Trading |
Used to help trade with other communities. |
| Kena-Kunara |
The Hunter |
Just past Daialoth and Parsadus |
A greenish, rocky mesoplanet with strange vegetation and animals on it, in spite of its lack of atmosphere |
15.75 Shem-years |
Hunting skills |
Used to help hunters. |
| Lud |
Son of Shem, Strife |
Close to Jahur |
A red rocky mesoplanet with lakes of molten metal |
212 Shem-days |
Enhanced PRO |
Used to help warriors. |
| Nechozach |
The High Priest |
Just past Daialoth and Parsadus |
A reddish, icy mesoplanet where an ancient, unexplained temple has been carved into the face of the planet |
13.25 Shem-years |
Spiritual guidance |
Used to help spiritual leaders in the community. |
| Q'kzaaha |
The City-State |
Asteroid belt |
A perfectly smooth mesoplanet on which asterians have built a massive megacity |
4.5 Shem-years |
Astral projection |
Used to examine distant cosmic bodies. |
| Venok |
Poison Pool |
Asteroid belt |
A rocky mesoplanet with pools of green, liquid poison |
8.25 Shem-years |
Absorbing disease |
Used to heal people; it does, however, mean the ploutoner has the disease. |
| Xaucha |
The Spy |
Beyond Ane |
A mesoplanet near the edge of the solar system that has so little light that beings of darkness dwell there safely |
256 Shem-years |
Enhanced STH |
Used to help hunters. |
| Yeltara |
The Wraith |
Beyond Ane |
A grey, misty mesoplanet at the edge of the solar system filled with ghosts that got lost in space |
810 Shem-years |
Long memory |
Used to help connect to lost ancestors. |
| Ziezi |
Son of Shem, Seafarer |
Roves through the solar system with no regular orbit |
A mesoplanet full of blue ice that was once vast lakes |
Varies |
Direction sense |
Usually used for long journeys. |
As they use their abilities in support of others, they gain new ones along the theme of their mesoplanetary guide.
Rarely do they work within colonial or imperial settings, and never within industrial ones. They are servants to lunar communities, operating in support roles, helping with various domestic and community tasks. They are jacks of many trades within the community, but always in a secondary role. They are vital to keeping the community running and always honored among the lunar and cosmic peoples.
PRO -1 ATH / STR +1 AWA +1 WIL +2 PRS +1 STH /
Pondopodist
Type: Cobbler
Pondopodists use elemental magic to make footwear that helps wearers adjust to varying gravities.
Pondopodists are trained by elders, mentors, or teachers, both as cobblers and as wielders of elemental gravity. To be able to wield that magic, they must attune themselves to the gravity of the moon (or other orbital body) that they are on, but they also learn to sense the gravity of other nearby bodies and learn how they all interact, including Shem, the sun, and more. They spend years mastering their magic and their craft, and eventually, they learn to control the gravity they have spent so much time meditating on. Eventually, they are tested, sent out into the wilds to spend time seeking materials to make boots and shoes with. During their journey, they will be visited by spirits who test them. If they pass, they are granted the ability to craft footwear that is able to alter gravity.
Pondopodists use the following methods:
- Heavy stitching: special stitching that makes the footwear more susceptible to gravity.
- Unpulled molding: a form of molding that reduces the pull of gravity on the piece.
- Force cutting: a form of cutting that alters the effects of gravity on the object such that some parts are pulled harder and some less.
And these are some of the kinds of footwear they make:
- Greensole gravboots: gravboots that are usable in any natural environment and allow for adjusting gravity for the wearer.
- Leap heels: heeled shoes or boots that allow for leaping vast distances by significantly reducing the pull of gravity.
- Heavy sandals: sandals that increase the pull of gravity on the wearer.
- Pullshoes: shoes that, when the wearer spins, pulls people toward them.
- Slipping slippers: slippers that cause gravity to random shift for the wearer.
Many other types of footwear are possible. Consult the GM.
PRO +1 ATH +2 STR +1 AWA +2 WIL +1 PRS / STH /
Reflectionist
Type: Glazier
Reflectionists make magical mirrors with lunar magic.
Reflectionists work with magical glass made from moondust, lunar silver called sinawery, and moonstones, creating mirrors that can reflect esoteric energies, show vast distances, and reveal secrets. They learn to do this from elders and witches, using ancient arts of witchcraft to learn to wield lunar magic to infuse into the mirrors.
It takes three Shem-years to learn the arts of witchcraft needed to make lunar mirrors, and years to be a skilled glazier. But once they are deemed ready, they are tested by the witches, woven with spells, and during a full moon, and visited by powerful spirits. If they are a friend to nature, the moons, and the sisterhood of witches, they are granted the abilities needed to make their mirrors:
- Frostblowing: blowing glass without heat, using lunar chill to transform moon dust into glass.
- Full flattening: smoothing out the glass into the shape for the mirror.
- Cleansing light: a dose of moonlight to cleanse the glass before adding the silver.
- Silvering soft: applying the sinawery to the glass, either as a chemical treatment, a foil backing, or a setting.
- Moonstone inlay: placing three moonstones into the mirror to awaken its magic.
As they craft the mirrors, they can apply different effects by altering the materials slightly:
- Repelling mirror: a mirror that repels esoteric energies requires the sinawery to be a foil backing.
- Revealing mirror: a mirror that reveals secrets must have been cleansed with light during a new moon.
- Distant mirror: a mirror that shows vast distances must have six moonstones instead of three.
- Distorting mirror: a mirror that distorts what is seen must be curved slightly and have been made under a gibbous moon.
- Phasing mirror: a mirror whose effects change by phase of the moon must be made under each phase.
There are many other variations possible. Consult the GM.
PRO +1 ATH -1 STR +1 AWA +3 WIL +2 PRS / STH +1
Shadowweaver
Type: Weaver
Weavers of the energy of true shadow who can create cloaks and other clothing out of the night, special nets and whips of darkness, and control the shadows to occlude, obfuscate, and blind.
To weave true shadow, one must be able to sense it. To find a shadow is one thing; to find a true shadow is another. Sensing true shadow is to sense the essence of that which is hidden.
Sensory deprivation means all senses, mundane and magical. Complete and total deprivation requires extensive effort, usually in specially built chambers or via use of existing materials made of true shadow. While in this state, one must meditate on one's own loss of sensation until one feels the absence as a tangible thing. This requires significant awareness and patience.
Once someone can sense true shadows, they can interact with it in any form of darkness or shadow around them, including their own shadows. This is a vital step - they must engage with their own shadow and find the essence within it. This requires trapping the shadow in a box of light (usually just a lot of candles properly positioned), then meditating such that one can feel it and speak to it. This shadowspeech allow the weaver to insert their own consciousness into the essence within their own shadow. Once this is done, their shadow may be sent to capture true shadow to bring back to them.
Shadowweave is the resultant fabric of woven shadows, which is crafted from the true shadow captured by one's own shadow. Needles must be made of proper materials in order to be able to sew shadows. Consult the GM for materials. Needles are attached to spindles and looms, machines made from night wood and silver in order to work the shadowweave.
- Cloaks: cloaks made of shadowweave make the user unseeable in even the faintest shadow (not counting their own shadow). If well made, they can also allow the wearer to shadowwalk, shadowsend, or shadowspeak. The best ones can, when wrapped around a foe, allow for the devouring power to be used.
- Boots or shoes: shadowwalking
- Masks or hoods: shadowspeech
- Gloves: blinding or shadowslashing
- Shirts or tunics: shadowsending
- Nets: shadowweave nets can, if made and used properly, employ shadow-devouring powers.
- Whips: whips made of shadowweave are very difficult to dodge and employ shadowslashing powers.
These are the ways in which shadows may be wielded:
- Occlusion: the power of true shadow to close up or encase something and thereby hide it. Occlusion is done by covering something with true shadow.
- Obfuscation: the power to render something unclear, unintelligble, imperceptible. This is a much more complete version of occlusion.
- Blinding: to cause a target to go blind is the simplest attack done with shadows.
- Shadowwalking: to walk through shadows means to move quickly from one shadow to another, connected, shadow. There is risk here, as when one does this, they move through the edges of the Spirit Realm, leaving themselves vulnerable to spirits and loss of their body or identity.
- Shadowsending: to send one's shadow out is a form of astral projection that allows one's shadow to move nearly instantly through darkness to anywhere darkness touches, but if the shadow is prevented from returning, one slowly but surely loses all sense of self, all powers, all memory, and eventually their soul.
- Shadowspeech: to speak to shadows or through shadows is to speak to spirits, souls, or the hidden.
- Shadowslash: a shadowslash causes metaphysical damage, can repel light of any form (including esoteric lights such as gossamer light, lhair, euphotonia, ma'dhahabi, and the bright), put targets to sleep, or remove their shadow.
- Devouring: devouring is the power of true shadow to completely absorb a target, erasing them from existance from that moment onward, making people forget them eventually.
- Shadowlessness: shadowlessness causes one to slowly but surely lose all sense of self, all powers, all memory, and eventually their soul.
- Speak to the unseen: shadowspeech can be heard by any being that is not visible naturally.
PRO -1 ATH -1 STR -1 AWA +3 WIL +1 PRS -1 STH +5
Trabist
Type: Mechanic
A trabist is a mechanic who wields elemental radiation of the cosmos to make simple machines that control the radiation in an area.
Only the rarest cosmic species are immune to radiation completely. Most have a strong resistance, but the most powerful radiation events can harm almost anyone. Thus, trabists exist in native lunar and cosmic communities to create devices that protect from the most powerful radiation events.
To become a trabist, one must be a friend to the cosmos and nature, and one must be trained by elders and mentors among the cosmic or lunar communities. They must also learn how to work, design, and build devices. The first device they make is a personal device that protects them from radiation. Once this is crafted, it is tested by the elders, deemed safe, and then the trabist is sent out with it during a radiation event to be tested by elemental spirits. If they are deemed worthy, they are given the ability to make some of the following machines:
- Radiation vane: a wind vane that senses radiation instead of wind; it has multiple spinning parts; the faster they spin, the stronger the radiation; the different parts determine which kind of radiation is present.
- Foil shielding: a special kind of foil made from magical star metal called bia mixed with hydrogen that repels all kinds of radiation.
- Radiocartograph: a device that maps radiation events and areas with stronger or weaker radiation within the local cosmos.
- Gamma rifle: a rifle that fires a beam of raw gamma radiation.
- X-ray monocle: a monocle that allows the wearer to see through some matter.
Trabists are not immune to radiation. Their personal device, a type of foil shielding, gives them some protections, but they must constantly be on guard against the radiation they are working with. Every use of a gamma rifle or x-ray monocle requires a roll against potential radiation poisoning, for example.
PRO +1 ATH / STR +1 AWA +3 WIL / PRS -1 STH /