Elemental Reprobates

Criminals and others outside the law who wield elemental magic.

Clamarator

Type: Scavenger

The Green Moon experiences dry seasons, and during those times, life gets very difficult. While the more fortunate can store up during the wet season enough to get by, but those who are less fortunate often turn to clamarators, scavengers who know how to scrounge up what they need because they are attuned to the dry seasons.

To attune to the dry season, a clamarator must spend multiple days depriving themself of water, both during the dry and the wet season (sometimes they do this out of necessity rather than with the intention of attuning). As they do this, they must focus on the cycles of the moon, spend time in meditation, and eat only what can be found, unprepared. After several lunar days of this, they begin to have visions which lead them to resources they need to survive, including water in unexpected places. When they drink this water, their senses expand permanently. Many die trying to achieve this.

Clamarators gain some of the following abilities:
  • Vapor clasp: the clamarator can clasp their hand tightly and hold for an hour to open it and find the water vapor from miles around has gathered in their fist, giving them a handful of water to drink, only during the dry season.
  • Dry mind: the clamarator can go without water for a day in order to expand their awareness, allowing them to sense every source of food, water, or other basic resources within 5 miles, for up to an hour.
  • Enduring deprivation: the clamarator can increase their endurance via meditation, giving temporary bonuses that ignore hunger, thirst, and exposure, for up to a lunar day.
  • Arid aura: the clamarator can create an aura that saps water from anyone who gets too close to them.
  • Seasonal winds: the clamarator can call upon the dry winds of the season and direct them against a target or targets within 200'.
Clamarators must not be polluters or oppressors, or they lose their powers, but most are too poor and without resource to have that status.

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

Depanneur

Type: Bandit

Near the equatorial zone of the Green Moon, there are small but deep swamps that lie around major highways. In these areas, there are those who protect the swamps and lurk in the murk, waiting for travellers, especially rich ones or ones with large vehicles, to raid, rob, and plunder. These swamp-dwelling bandits are called depanneurs, and they are feared by anyone traveling the area.

Depanneurs have a swamp they are bonded to. In order to commune with one, they must be accepted as part of it. This requires living in the swamp for a Green Moon's revolution around the sun and a day without causing undue harm or neglecting to fight for it.

Their first vision is brought on as they start their bonding to the wetlands. They will then sleep, unprotected, in the swamp water, and they will have a vision of their territory. They will then awaken, wild and feral, and eat ravenously, inhaling the elemental magic from all around them, and then partake of more fungus and another dream. Their second vision will be a "green dream", a dream-quest to find their animal companion. When they awaken, their companion will be there to protect them.

When they awaken, they will feel everything in their territory all at once. This takes some getting used to, so most go a little mad at this point until it becomes manageable. Once they are in control again, they will be able to exert some influence over the swamp around them. The first thing they will do is form boots from the mud of the swamp. Then they will find in the water where they spilled their own blood a weapon, usually a machete or other short blade. And finally, they will carve their own swamp boat.

Due to living in a swamp and wielding its elemental energies, depanneurs usually smell like the swamp. Enemies of the swamp will find it repugnant. Friends of the swamp get used to it.

A depanneur must maintain their abilities by leaving an offering or blood sacrifice to the spirit of the swamp every year. Abilities include but are not limited to the following:

  • Fungi speech/Animal speech/Plant speech: they may choose one of either Fungi, Animal, or Plants within their swamp or other wetlands to be able to speak to. This is usable anywhere.

  • Waterwalking: they may be able to walk on water. This is usable anywhere.

  • Quickened depth: they can sense or control quicksand within 40'. This is only usable when quicksand is nearby.

  • Green vine armor: they can call upon vines from the swamps to wrap around them as +4/+4 armor. This is only usable in a wetland.

  • Ensnaring trap: they can call upon vines from the swamps to ensnare a target within 30', STR of 16. This is only usable in a wetland.

  • Direction sense: they always know which way is which. This is usable anywhere.

  • Vegetation maze: they can command the vegetationof the wetlands to create an impenetrable maze to trap people. This is only usable in a wetland.

  • Breath of the wetlands: they can breathe in swamp air and unleash a small cloud of green, poisonous gas, power 13, range of 30'. This is only usable in a wetland.

  • Roar of the green: they can unleash a roar that calls any wetlands animals to their aid, range of 500'. This only works if animals usually native to wetlands are nearby.

  • Blood of the green: they are immune to disease. This is usable anywhere.

  • Aura of stillwater: they can focus and meditate, creating an aura that repels all chaos and turbulence, creating a zone around them into which nothing can enter that is not a friend to them. They often use this as insect repellant. This can only be used in a wetland.

  • Lifesmud: if they sleep in the mud of their territorial swamp, they will be healed of all wounds and illnesses. This is only usable in their home swamp.

  • Waterbreathing: they can breathe underwater. They are not resistant to cold, pressure, or darkness. This is usable anywhere.

If a depanneur remains steadfast in protecting the swamp, the swamp will help them. Their abilities may weaken as they use them, as anyone might get tired, but they can regenerate them without resting by eating local fungi.

Depanneurs work in bands of 5-20 (5d4), all of them bonded to the swamp, and they target those who they deem a danger to the swamps - or those who are rich. They like to lure them into quicksand, deep waters, or impassable sections of the wetlands, then attack.

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


Erennanist

Type: Thief

In legend, there was (or is?) a thief named Erennane. Erennane is said to have been a trickster who wanted to deceive the people of Shem, so one night, he snuck out and waited for a moon to be close to rising, then grabbed it in a sack, sneaking away and creating the first new moon as seen by Shem.

Erennanists are thieves who honor this legend and are empowered by the new moon. There are three sects of these thieves, one on each moon, attuned to the cycle of their moon. To become an erennanist, they must be a thief first. If they are thief of skill, the erennanists might seek them out and recruit them, secretly, and teach them their ways. The training always involves periods of deprivation of sight, tests of skill, meditation on the cycles, magical visions, and deep questions into strange lunar mysteries. After a long period of training, during their moon's new, the recruit is sent out on their first solo mission and tasked to steal something impossible to steal - a person's deepest secret, a question in the air, the light of a star. During this test, the recruit will see the shadow of Erennane, and if they catch it, Erennane themself will tell how to succeed.

If they do succeed, they gain some of the following abilities:
  • Shadowwalk: the erennanist may step into any nearby shadow and teleport to another shadow within 100'.
  • Nightleap: the erennanist's movement and especially jump-movement increases or decreases by multipliers based on the phase of the moon (full - halved; gibbous - 1.25x; half - 1.5x; crescent - 2x; new - 3x). Their ATH does not change.
  • Secret satchel: they may make a satchel, bag, or sack of some kind capable to holding the abstract.
  • Blackest dark: on a new moon, they can create an aura of such darkness around themselves that not even those who can see in the dark can see.
  • Lunar whispers: on the moons, they may whisper and be heard only by those they choose.
  • Unseen hand: they can, on a new moon, hold the abstract in their hands.
  • Inward shadow: they can turn the abstract they have stolen into sheer energy to use to fuel their powers.
  • New moon form: on a new moon, they can take on a shadowy form that is untouchable.
Erennanists steal the abstract or the impossible, and they convert these to energies they wield.

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

Glyptomaster

Type: Criminal

A criminal using elemental gemstones to perform different kinds of crimes.

Glyptomasters learn to draw the magic from elemental gemstones from others who know it or from elemental beings. They learn about geology, gemology, and petrology, as well as the geological history of the world, and the art and craft of cutting jewels. They often combine this with acts of jewel theft.

They spend years learning before being tested. They are tested by elemental beings and their mentors, and they must prove skill, strength, discernment, and attunement to nature. Then they must pass tests based on using gemstones. Their testing involves working with eight gemstones:

  • Geode: the first test is to find a geode.

  • Lapis lazuli: the second test is to shape a lapis lazuli.

  • Jasper: the third test is to shape jasper into a specific shape chosen by their mentor.

  • Moondstone: the fourth test is to shape andalusite into a statue.

  • Diamond: the fifth test is to shape a diamond.

  • Ianthinis: the sixth test is to draw the energy from an ianthinis jasper.

  • Tokamaram: the sixth test is to draw the energy from an tokamaram moonstone.

  • Sanic: the seventh test is to draw the energy from a sanic moonstone.

Only those who are friends to nature can do this; they must not be polluters or oppressors. Once this is done, they can draw magic from or shape any elemental gemstone.

Stone Type Hardness Description Abilities
Aleaqiq al'Naar Opal 5.95 A fire opal that burns with elemental flame Arson
Arktanite Feldspar 6 A meteorite that is from a chunk of one of the moons Smuggling, stealth, and theft
Avicalta Diamond 10 Diamond from snowcapped mountains that reaches incredibly low temperatures Gambling and selling stolen goods
Bara Charcoal 1.5 Charcoal that forms elemental ash Scavenging
Bato Basalt 8.1 Basalt that burns when used in combat Street fighting
Bhurawunibwi Opal 6.15 Ochre gemstones that can calm animals or drive them wild Animal baiting
Carreg Werdd Beryl 7.75 Beryl that protects natural law Vigilantism
Cnizhi Umber 0 Rock found in the darkest places that can become shadow but will become solid if touched by light General stealth
Culkupi Alexandrite 8.5 Alexandrites that change with the seasons Begging, vandalism, and scavenging
Durumite Quartz 9.95 Crystal form of quartz that shines more brightly than any other, brought from Shem Conspiracies and plotting
Fahm Coal 2.9 Coal that produces elemental smoke Escape and hiding
Geode Geode Varies A rock filled with crystals Dealing in stolen goods
Hajar al'Shams Sunstone 6.85 A sunstone that shines like the sun Whistleblowing and spying
Huehnergoetter Flint 7 A flint with a hole worn through it; contains a chicken spirit and will protect chickens if kept with them; also called kurinykamen Scavenging and survival
Istenabnu Moissanite 9.25 Moissanite that forms in primordial waters Advising and plotting
Kana'nite Limestone 3 Limestone found in wetlands on the Green Moon that enriches the vegetation and waters Banditry
Khreoc Bauxite 1.8 A form of bauxite that is potent with earth magic Intimidation and street fighting
Kuzga Greywacke 6.5 Greywacke filled with microbes Poisoning
Lanitsocj Uric Acid 1.1 Stones made in kidneys that have magical properties that dissolve other stones Sabotage and terrorism, extortion and intimidation
Lapis Primus Lapis Lazuli 5.3 A lapis lazuli so potent with the magic of creation that it allows anyone touching it to fashion objects into existence Counterfeiting
Luoshi Quartz 7 A huge stone from a distant star that is mined in impact craters Community organizing and treachery
Ogchanu Ogchanu 9 A form of stone that exists outside the flow of time Theft and vagrancy, pickpocketing, shoplifting, and burglary
Pohakula Ruby 9 Ruby corundum from within volcanoes Torture, arson, and terrorism
Qamh Sandstone 6.1 Elemental sandstone Sabotage and piracy
Rnyu Shale 2.95 Shale that encourages fungi to grow Making drugs
Sanic Viridianite 6.1 A lunar elemental Hiding evidence and changing documents
Sinaguanite Olivine 6.75 A meteorite that exudes the power of orbital bodies Kidnapping and hijacking
Sirugranta Onyx 7 A white onyx that contains death within it Assassinations
Soho Owa Quartz 7 A stone on the Green Moon that is from the heart of the galaxy Grifting and deceptions
Soldonum Heliodor 7.75 An intensely radioactive heliodor beryl Poisoning, torture, and intimidation
Tokamaram Moonstone 3.3 A moonstone that reflects all esoteric energies Deviancy, sex work, and harboring
Xeccxeer Lodestone 5.9 Lodestone with magical magnetism Theft and kidnapping
Xieyi Shitou Hematite 6 True hematite, isern (true iron) ore Counterfeiting
A glyptomaster tries to have the right stone for a job. If they can't find the very rare magical versions, they can use the mundane versions (see "type" in the chart above) for lesser bonuses or skills. Each stone gives a range of +1 to +6 or a minimum of 8 to any skill listed.

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

Klever

Type: Hijacker

Electromagnetism is ever-present around the moons, but magnetism - the attraction of a magnetic field generated by some substance that attracts ferromagnetic materials - can take on an elemental form when generated from certain materials. Elemental lodestones are the most common, though still rare over all. Klevers learn to wield them from mentors.

The art of wielding elemental magnetism begins with understanding the basics of magnetism and literally infusing elemental magnets under the flesh of the wielder. Small pieces of elemental lodestone are gathered and sewn into the skin with a concurrent ritual, and then the user is taught over the course of months or years how to feel the magnetism flowing through them. They have to learn to control the field around their own bodies so that they are not constantly magnetically attracted to the iron (etc.) around them, and so they can direct it specifically. Once they can control it, they are then tasked with the work of hijacking trains, ships, airships, spaceships, or other vehicles. Their control of their magnetic powers defaults to AWA, and its power defaults to the strength of the magnets in their body +1 point per 3 points of STR they have, but these are translated into the skills magnetic direction and magnetic force.

All klevers have skills in riding, engineering, schedules, and magnetism.

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

Mensulant

Type: Bandit

On the high, arid plateaus of the Grey and White Moons, there are those who rove and rob in small bands, claiming these plateaus as territory.

Mensulants have a plateau they are bonded to. In order to commune with one, they must be accepted as part of it. This requires living on the plateau for a Grey or White Moon's revolution around the sun and a day without causing undue harm or neglecting to fight for it.

Their first vision is brought on as they start their bonding to the plateau. They will then sleep, unprotected, in the wild plateau, and they will have a vision of their territory. They will then awaken, wild and feral, and eat ravenously, inhaling the elemental magic from all around them, and then partake of dust and have another dream. Their second vision will be a "green dream", a dream-quest to find their animal companion. When they awaken, their companion will be there to protect them.

When they awaken, they will feel everything in their territory all at once. This takes some getting used to, so most go a little mad at this point until it becomes manageable. Once they are in control again, they will be able to exert some influence over the plateau around them. The first thing they will do is form boots from the stone of the plateau. Then they will find in the wilds where they spilled their own blood a weapon, usually a club or other short blunt instrument. And finally, they will carve their own climbing equipment.

Due to living on the wild plateau and wielding its elemental energies, mensulants are usually covered in dust and dirt. Enemies of the plateau will find it repugnant. Friends of the plateau get used to it.

A mensulant must maintain their abilities by leaving an offering or blood sacrifice to the spirit of the plateau every year. Abilities include but are not limited to the following:

  • Animal speech: they may be able to speak to the animals of the dry plateaus. This is usable anywhere.

  • Vertical climb: they can climb up any cliff or vertical surface, even if there are no handholds or footholds. This is usable anywhere.

  • Dust storm: they can summon a small storm of dust from the surface of the plateau. This is only usable on the plateaus.

  • Stony armor: they can wrap themselves in the stone of the plateau to form a +6/+6 heavy armor. This is only usable on the plateaus.

  • Pitfall trap: they can create an unseen crevasse or pitfall by stamping their feet. This is only usable on the plateaus.

  • Direction sense: they always know which way is which. This is usable anywhere.

  • Flattened expanse: they can flatten the area around them in a 500' radius by spinning rapidly and slashing the ground. This is usable anywhere.

  • Emptied breath: if they empty their lungs, when they breathe back in, everything within 200' will be drawn to them. This is usable anywhere. (Not available as an ability to White Moon mensulants.)

  • Long call: they can whistle to call any plateau animals to their aid, range of 500'. This only works if animals usually native to plateaus are nearby.

  • Long run: they can teleport to anywhere on their plateau at will. This is only usable on their home plateau.
  • Aura of the expanse: they can focus and meditate, creating an aura that repels all chaos and turbulence, creating a zone around them into which nothing can enter that is not a friend to them. This can only be used on a plateau.

  • Lifesdust: if they sleep in the dust of their territorial plateau, they will be healed of all wounds and illnesses. This is only usable on their home plateau.

  • Long horizon: the mensulant can see to the edge of any terrain they are on, further than others - three times as far. This is usable anywhere.

If a mensulant remains steadfast in protecting the plateau, the plateau will help them. Their abilities may weaken as they use them, as anyone might get tired, but they can regenerate them without resting by eating the dust of their plateau.

Mensulants work in bands of 5-20 (5d4), all of them bonded to the plateau, and they target those who they deem a danger to the plateau - or those who are rich. They like to lure them into pitfalls, remote places, or off the cliffs, then attack.

PRO +2 ATH +3 STR +2 AWA +1 WIL / PRS -2 STH +1
Topic revision: r3 - 30 Aug 2025, SallyJaneBlack
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