Elementals

Species made of a magical element.

Awan

Living chemical clouds.
  • Lifespan: 50 years
  • Diet: Matter
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Awans are living chemical clouds that are always either basic or acidic. They appear to be about 4' in diameter, floating about 6' off the ground, with a vague impression of a face within. The acidic ones are white in color, the basic ones are black.

Every awan is composed of a different kind of acid or base, and thus, each one has control over a different chemical.

Awans are extremely rare, living mostly in places where their acid or base occurs naturally. Even rarer are those who represent chemicals that do not occur naturally. Awans live in small communities, seeking out matter to consume, and living simple lives, as they need very few resources to get by. They are extremely intelligent, however, and well versed on the ways of the universe. Many are captured and enslaved for their powers over chemicals.

PRO 8 ATH 9 STR 10 AWA 14 WIL 8 PRS 7 STH 9

Crystal Folk

Elementals of light, made of crystal.
  • Lifespan : 500 years

  • Diet: Energy

  • Habitat: Crystal fields and light forests in the sky

  • Socioeconomic Status: Oppressed

Crystal folk never stop growing unless they trim themselves regularly. As adults, they can reach up to 30’ in height if they are untended, but most keep themselves to 10’ or so for practical reasons. If they dwell in non-giant societies, they shave themselves down to the height of those they dwell with. They are made entirely of jagged crystals filled with different colored lights. Crystals are all translucent, but they also vary in colors. They are anthropomorphic to a vague degree - they have arms, legs, and long, jagged fingers - but their faces are blank unless they sculpt them intentionally - something they do only to appease other mortals. They do have mouths, but only to speak with. Their voices come from the energies within them vibrating the crystals in their throats. They have natural indentations in their heads that are sometimes confused with eyes, but these are simply a consequence of how they grow.

Crystal folk have excellent vision. They can absorb esoteric energies and convert them into elemental light within their bodies (this is how they “eat”). They are made of crystal and therefore do not feel the cold, and heat is often absorbed unless it is extreme.

When any form of light touches their bodies, it is refracted. Part of it becomes elemental light, part of it becomes mundane light, and the rest remains the kind of esoteric light it was to begin with (if it was esoteric).

The energy within a crystal person can be directed by them from within their core (torso) and out of their hands in beams. These beams are pure elemental light or mundane light, usually, though they can redirect other forms of esoteric light if they have stored enough of it. If they use their inner light, however, they must recharge.

Most crystal folk come from the sky continent Gyrah, where they dwell in a country called Lesedi and tend a massive magical mirror called the Lesedian Mirror. They live in a classless, stateless, egalitarian society and commune with the light of the world and all magical energies. They are deeply spiritual and worship Sedeia, the Mother of Light. They have no concept of gender. However there are many living on each of the moons in very similar societies, though they do not have the massive magical mirrors. Instead, they live among the lunar crystal fields in egalitarian communities.

In the colonies, they are extremely oppressed. If they are in the colonies, there is some strange reason they left their original culture. They are considered too strange to keep as slaves, though the lack of needing to feed them sometimes means people attempt it. They are very much pariahs and outcasts.

PRO 8 ATH 8 STR 10 Toughness 12 AWA 11 WIL 9 PRS 9 STH 6


Darqshan

Living elemental glass.
  • Lifespan : 120 years
  • Diet: Sand and glass
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Darqshans are elementals of glass, constructed from existing pieces of glass via aetherial magic. They appear to be living glass figurines in any shape.

To create a darqshan, one must "awaken" mundane or aetherial glass by first purifying it of any other energies (usually washing it in special water), then placing it somewhere in the midst of nature where it can soak up light of moons, sun, or other aetherial source. After sixteen days of this, it can be awakened with mundane or aetherial flame lightly touching it.

Living elemental glass has the power to influence any kind of glass they touch. Their form determines some of their powers - ceramic dolls, stained glass figures, mirrored figurines, etc. have different abilities. But all of them can awaken other glass temporarily with a touch and permanently if they give up some of their STR. They can control light flowing through them, and they can shape mundane glass if they sing to it for a sustained amount of time.

Darqshans are constructs, but they have formed their own cultures and societies in the lands where they were first made. They were created to serve nature, and they continue that practice in their homelands. In the colonies, they are usually seen as monsters to be destroyed or enslaved, and their original culture is mostly lost as they are assimilated locally and oppressed.

PRO 8 ATH 6 STR 9 Toughness 6 AWA 9 WIL 8 PRS 9 STH 9

Frostling

Ice women.
  • Lifespan : 300 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Arctic boreal forest and tundra
  • Socioeconomic Status: Oppressed / Matriarchal
Frostlings are elemental female-assigned beings with blue and white skin and hair. They tend to be 6' tall, and their eyes are dark, black spheres. Some have insectoid wings made of frozen air between their arms and sides.

Every frostling can see temperature at will. They are immune to cold and weak to heat.

Frostlings have innate control over the cold, ice, and snow, but not every frostling has the same powers. They gain different powers as they grow older, so long as they live somewhere with a winter that drops below freezing at leastonce. If they live in a place that never gets that cold, they can replicate it by finding something to drop their temperature low enough on a week's worth of nights. Through their lives, they acquire five powers.

Powers that they might acquire include
  • Freezing breath (age 50): their breath can be directed at anything to freeze it at a power of 8+ (it increases with power as they age at a rate of 1 point per 25 winters).
  • Cooling touch (age 50): their touch can cool the body temperature of any living thing they touch at a power of 8+ (it increases with power as they age at a rate of 1 point per 25 winters).
  • Chilled shroud (age 50): they can surround themselves with a shroud of frosty air, making themselves harder to touch (power 8+) or see (STH+1+) (it increases with power as they age at a rate of 1 point per 25 winters).
  • Heartnumbing gaze (age 100): if they lock their gaze with someone else's eyes and hold it for 10 seconds, they roll WIL vs WIL to numb an emotion fo their choice in the heart of their target.
  • Aura of frost (age 100): they can surround themselves with an aura of blue frost that acts as +5/+5 armor against any heat or fire attack.
  • Snowwawlk (age 100): they can walk on snow as if it were solid ground.
  • Hoary flesh (age 150): they cover their flesh in hoarfrost, giving themselves +5/+5 vs. heat or fire and +3/+3 vs. physical attacks.
  • Polar animal friend (age 150): they can influence or interact with any animal native to polar regions with PRS+3.
  • Snowdance (age 150): they can dance and control falling snow at a power of their ATH.
  • Winter light (age 200): they can glow during the winter months, gaining bonuses to PRS, penalties to STH, and the power to freeze or stun anyone who stares at them for more than a round.
  • Longnight's song (age 200): they can sing during the longest night of the year to influence the weather for the next six weeks.
  • Midnight sun (age 200): they can, once per year, summon the sun at midnight, bringing a cold sun into the sky for an extra four to six hours for that day, providing no heat in the light of day.
  • Blizzard form (age 250): they can take the form of a powerful blizzard once a year.
Most frostlings are from the southern parts of the region. They are an oppressed species in the colonies, facing great discrimination, but among their own, matriarchal, communal society. They have a love of fishing and hunting, and intricate dances. They have complex social rituals.

PRO 9 ATH 9 STR 8 AWA 9 WIL 9 PRS 9 STH 9

Guba

Finned people of the lunar dorsa.
  • Lifespan: 120 years
  • Diet: Lunar fare and energies
  • Habitat: Wrinkle ridges
  • Socioeconomic Status: Native or Oppressed

Gubas are 5' tall anthropomorphic fish-like beings with large fins on their backs. They are grey and blue in color. Their hands and feet are clawed, though one in ten have flippers for feet or hands.

The fins on the backs of gubas absorb light and energy, allowing them to regulate their temperature, internal pressures, and more. They have claws that help with climbing. If they close their eyes, they can see through stone. They have very high endurance. Those with flippers can swim through rock.

Gubas live among the lunar dorsa, the wrinkle ridges of the White or Grey Moons, where they live in large communities. Their communities are very egalitarianl; they are very welcoming and friendly, living as guides and protectors of their homelands. They view the wrinkle ridges as sacred, and they have a deep religious reverence for the moons themselves. Gubas love to sculpt imagery into the wrinkle ridges, often carven murals of extensive scenes of their histories and legends.

PRO 9 ATH 11 STR 9 AWA 8 WIL 8 PRS 8 STH 9

Hinkypunk

Motes of light that embody the wetlands.

  • Lifespan : 200 years

  • Diet: Moisture

  • Habitat: Wetlands

  • Socioeconomic Status: Oppressed

Hinkypunks are also called by many other names, including the following: will-o'-the-wisp, will-o'-wisp, ignis fatuus / ignes fatui, foolish flame, jack-o'-lantern, friar's lantern, hinkypunk, feu follet, irrlicht, irriwsch, naga fireball, paulding light, spooklight, abu fanous, Sainte Glorie light, hob lantern, corpse candle (erroneously), luces del dinero, luces del tesoro, fifollet, boi-tatá, luz mala, la bolefuego or candileja, aleya, spunkie, or min min lights depending on the area they are from.

They appear to be floating lights, usually a soft greenish white, though some vary in color depending on location. Some may take more solid forms for specific purposes.

All hinkypunks have the ability to sense when someone has entered their territory, usually within 500’ of their homes. More powerful hinkypunks can sense anyone within their entire wetland. They have some control over the wetlands they dwell in, being able to open paths through them for others or influence animals and vegetation around them. They also have excellent memories and know their territories in great detail.

A hinkypunk can blind someone by “taking the light from their eyes” if they are able to touch them. They can fade away at will, becoming invisible for up to five minutes while in their swamps, and for 30 seconds outside of them. They can see further at night.

If someone is a threat to the wetlands, they will lure them into dangerous areas to kill them or scare them. Anyone they kill, they will leave to the wetlands to decay, unless the body is toxic for some reason. Then they will expend some power to turn the body into a simple copper coin.

They float about 3’ off the ground. Because they are made of light, they can enter structures through the smallest cracks. Though they are made of light, they do not give off heat unless they choose to. If they choose to, it is a soft warmth that cannot cause harm.

If they leave the wetlands, they must find sources of water or moisture or they will die within a day. When they leave, they sometimes take on a human-like form that is surrounded by smaller lights; they cannot hold this form for long without returning to the waters of their home unless they have been given power from their entire community to go on some sort of quest for some purpose.

If the wetlands are in danger, they grow in number.

Hinkypunks live in small communities in deep wetlands. They consider themselves the souls of their territories, and they take protecting it very seriously. They do have a mischievous streak in their culture, but they are rarely malicious toward anyone who is not a threat to their homes. Some who see them catch them as they dance with one another or mistake them as they move about as offering guidance, and thus get led into danger, but if they are aware someone is nearby, they will usually do their best to help them through their territory unless they pose a threat. Their dances sometimes include long lines of hinkypunks that others believe to be a fiery serpent.

They view graveyards and burial grounds as sacred and will often shine more brightly within them.

Ancient tales claim they originated from people who were cursed or doomed to haunt the wetlands, but in truth, they were formed as elemental, protective powers. Because they sometimes lure rich and powerful polluters to their deaths, they end up having troves of treasure in their territories.

They only exist natively on the Green Moon.

PRO 8 ATH 8 STR 8 AWA 10 WIL 8 PRS 9 STH 9


Jiknjon

Elementals made of freezing air.

  • Lifespan : 50 years

  • Diet: Heat

  • Habitat: Polar regions

  • Socioeconomic Status: Oppressed

Jiknjons appear to be hominid figures made of blue or white air. They are made of freezing vapor.

Every jiknjon has the power to draw heat from anything they touch, leaving it frozen and nourishing themselves. If they do not do this every day - always from some physical, solid object - they will themselves become solid and frozen, dying.

They can float, but they do not have defenses against the high-strength winds and currents of the atmosphere, so most remain close to the ground.

If they are breathed into someone even partly, they can freeze that person and take over their body temporarily (for about an hour before they must leave).

Physical weapons cannot harm them if they are in vapor form, unless they are dispersed by them.

The average temperature inside a jiknjon is -400 degrees.

Jiknjons live in small family groups, surviving off the literal land, keeping it frozen solid for miles around as they nourish themselves. If the group gets too large for their territory, the most able will separate and either find a new group or form one. They have an egalitarian culture, not needing shelter and having no fear of food scarcity, but they are under constant threat from other living beings who blame them for the cold weather or area.

PRO 8 ATH 10 STR 8 AWA 8 WIL 8 PRS 7 STH 9


Ka'ar

Salamandrian fire elementals.
  • Lifespan : 100 years
  • Diet: Over-cooked mortal fare
  • Habitat: Arid mountains and volcanic areas
  • Socioeconomic Status: Ruling class colonizers, privileged oppressed, or oppressed, depending on nation
Ka'ar appear to be hairless humans with mottled, scale-like skin, usually reddish or orange in color. When they pass through a shadow or are in the dark, they glow as if surrounded by a faint flame.

Ka'ar require very little to drink and have small amounts of the various humors in their body. They can breathe smoke, and the most powerful among them can take the form of smoke, though they can only do this once a year.

Ka'ar are beings of aetherial flame, which courses through their blood. This allows them to create and control fire. They can bring fire from within themselves at will on any part of their skin, though they tend to use their hands. They can control any fire near them if they can touch it. Ka'ar are born with a natural talent at controlling and creating fire, and there is a genetic component to how powerful they are at birth. However, it is possible for them to learn better control or practice to be more powerful. In moments of intense excitement, their aura may appear even without shadow around them.

Ka'ar have the power to consume that which they personally have burnt, no matter what it is, to draw back the aether they used. Culturally, this practice is rare, as in their own communities, there are other sources of fire magic to restore them, but it is never looked down upon. Among other cultures, this can alarm people, especially if they have burnt something not usually seen as food.

Ka'ar are resistant to heat. The most powerful can touch lava without harm. Even the weakest ka'ar can walk on hot coals or put their hands in a bonfire. If they drink pure water, it will impact them as a poison. If they are submerged in water, it can kill them.

The native ka'ar are Imazari, or zan-ka’ar, in Imazar among the asteroids and other orbital bodies (including one city on the Grey Moon and one on the Green Moon), who wield starfire as well as elemental fire. They live in a sprawling nation that is led by various elected bodies; they honor the stars, whom they believe give them life.

In the colonies, most ka'ar belong to the Niazari nation. Niazari, or cef-ka’ar, dwell in a powerful city called Niazar on the border of two eastern empires, and the city has changed hands between the two for millennia, though always semi-autonomous. The ruler of the city is always the most powerful ka’ar there, no matter their birth, but they prove their power by wielding infernal fire, infernum, which they gain from deals with demons. Their culture encourages ruthlessness and cruelty, and only those who embrace these live long. Regardless of which empire they are part of, they retain some of their original culture and send a force of fiery warriors to serve the imperial military. They worship themselves and sometimes demons. The Niazari are a ruling class nation in the empires and colonies.

If a player chooses to be a Niazari ka'ar, they will have to be one who has either lost their demonic contract, never had one, or is in violation of it and being hunted by their demon.

Other ka'ar who come to the colonies are privileged because of their association with the Niazari, but they are still oppressed and sometimes enslaved. Their cultures vary, being from different parts of the world, and they mostly assimilate for fear of being discriminated against.

PRO 8 ATH 8 STR 8 AWA 8 WIL 8 PRS 9 STH 6

Krousian

Small beings made of meteorite metal.
  • Lifespan: 50 years on a world, 50,000 in space hibernation
  • Diet: Metal and stone
  • Habitat: Meteorite craters
  • Socioeconomic Status: Native or Oppressed
Krousians are beings of meteorite metal. They stand 4' tall. They have black, metallic flesh. Their bodies are smooth, and they have no faces save for a massive mouth with an orange inside. They have claws and fangs.

Krousians can breathe fire. They are immune to heat and radiation. They can control molten rock or metal, and they eat solid rock and metal. If they are on a meteor in space, they hibernate.

Krousians live in small communities in craters that still have the original meteorite within them. They worship these as their creators, though the truth is they came to the world on these, usually from another world they no longer remember. Colonizers hate them and enslave them.

PRO 9 ATH 9 STR 8 AWA 8 WIL 8 PRS 7 STH 9

Living Metal

Metallic figures forged into life.
  • Lifespan : Unknown
  • Diet: Heat
  • Habitat: Underground
  • Socioeconomic Status: Oppressed
Living iron appears to be mundane iron unless forged into something, at which time it begins to take on a darker hue and have a little bit of mobility, depending on its shape.

Living iron responds to other metals. If the metal comes near living iron, it will thrum quietly. If the living iron is directed toward the other metal, the metal's response will intensify. If living iron has been forged, its form will determine the response of the other metal. For example, if living iron is forged into a blacksmith's hammer, other metals will be easier to smith. If it is made into a sword, other metals will be easier to cut through. If it is made into a horseshoe, it will make it easier for the horse to ride over metallic ground (or ground with metal in it - even microscopically).

Forging living iron gives it purpose and raises its consciousness to a new level. They describe it as "awakening". The form they are forged into determines their consciousness to a large extent. If they are turned into a tool, they crave to be useful. If they are turned into armor, they want to protect. It is only when they are given the form of a person that they begin to awaken more profoundly.

As mentioned above, living iron takes their purpose from the form they are forged into. Before they are forged, they are only partly conscious and live as the veins of the world. After they are forged, they find purpose and function and try to fit their form. In most forms, they do not have a coherent communal culture. The exception is when they are forged into a person-like form, at which time, they find that their purpose is usually to preserve themselves.

In the colonies, living metal beings are enslaved as miners, factory workers, and soldiers, and those who gain freedom generally assimilate into the local culture because they are heavily indoctrinated. The forging of them is not an art known locally, but they are often stolen from the deep underground colonies to be enslaved above.

PRO 9 ATH 8 STR 10 Toughness 15 AWA 8 WIL 9 PRS 8 STH 7

Nightgaunt

Elementals of darkness.

  • Lifespan: 150 years
  • Diet: Energy
  • Habitat: Places where light is rare
  • Socioeconomic Status: Oppressed

Nightgaunts are impossibly thin, with black, slick, rubbery skin. They have no faces. Their horns curl inward. They have prehensile claws and a barbed tail. Their wings are large and membranous. They make no sound, not even when they move.

Their claws and tail cause an intense tickling sensation if not used as a weapon. They have acute senses despite not having faces, and they can control the darkness around them. They fear nothing and are impossible to control. They can survive in deep space and frigid cold.

They feed off energy of any kind, which they absorb through simple proximity, which is why they dwell near the Spirit Gate under Shem or in areas of the moons where energies are high.

Nightgaunts dwell within shadow and can wrap it around them protectively, command it to consume anything that has ever reflected light or cast a shadow itself, or use it to move through nearly instantly. When something is consumed by shadow, it ceases to be and often never was, and its substance is absorbed by the nightgaunts. They rarely do this except in cases of extreme danger, however, and only the most powerful can do so. Shadowwalking is also energy-consuming and only used to retreat into the safety of pure darkness.

There are six nations of nightgaunts, but one dwells on the Grey Moon: the Annogtl, living in the shadowy areas of the far side of the moon.

The far side of the Grey Moon has a region that never sees sunlight, and there, strange flowers grow. The Anoggtl keep these strange gardens and protect the night itself.

PRO 8 ATH 9 Flight 11 STR 9 AWA 9 WIL 9 PRS 7 STH 17

Ugriz

The lupine beings of the night.
  • Lifespan: 150 years
  • Diet: Meat-heavy lunar fare
  • Habitat: Moons
  • Socioeconomic Status: Oppressed
Ugriz have lupine heads, feet, and tails, with mostly human-like bodies, save for the sharp, black, flexible spines along their arms. They are pitch black from head to toe, save white fringes on their jaws, ears, and arm spines.

Ugriz cannot bear direct sunlight and avoid it at all costs. They are only active during the long lunar nights. During this time, they can see in the dark, smell anything within three miles with great accuracy, and can hear radio waves. Their teeth can bite into shadows, and their howls are silent to all except other ugrizes.

Ugriz society revolves around avoiding sunlight, operating at night, and hunting the lunar fauna on which they survive. They are skilled and ruthless in their hunting, which means they are often recruited or enslaved by imperial powers. They have a deep religious belief in night spirits who guide and protect them and a cultural reverence for silence, meditation, and mindfulness.

PRO 10 ATH 10 STR 10 AWA 9 WIL 8 PRS 7 STH 10

Urtharian

Cats of the farside.
  • Lifespan: 40,000 years
  • Diet: Meat-heavy lunar fare
  • Habitat: Farside of the moons
  • Socioeconomic Status: Aloof
Urtharians appar to be black wildcats. They are a little larger than the average house cat. Some have patches of white after their 10,000th year.

Urtharians are powerful wielders of shadow and lunar magic. They gain a new power every century for their first millennium, then a new power for every millenium after that. Powers can be anything within the realm of shadow and the moons, but some common ones include shadowwalking, shadowspeech, dark sight, cold resistance, immunity to radiation, shadow tendril, reflective patch, farseeing, longleaping, aura of gravity, ice breath, dust form, crescent slash, gibbous shield, halving gaze, full moon dance, new moon dark, and more.

Urtharians are keepers of secrets, wielders of shadow and the new moon, and dwellers on the far side of the moon. There, they live in secret city-states none know about and wield magicks few can fathom. They are powerful witches.

PRO 9 ATH 15 STR 5 AWA 10 WIL 10 PRS 9 STH 11

Viridianite

Living elemental energy.

  • Lifespan : Varies

  • Diet: Natural energies

  • Habitat: Unsettled regions

  • Socioeconomic Status: Oppressed

Viridianites are elemental embodiments of different forms of aether, with a core of viridian aether that binds them together. They take on different appearances depending on the kind of aether that surrounds their core, which is always a green orb of energy. Those that are pure viridian aether usually take the form of a figure that combines features of plants, animals, fungi, and landforms.

Viridianites have near absolute power over nature within their locality. They have influence over other living things near them that are part of their sphere, and they are capable of drawing from their core and channeling viridian aether in its purest form to alter nature around them.

Some viridianites draw other forms of aether around their core, becoming elementals of different kinds. None have multiple forms of aether around their core - it's always one form of aether plus the viridian core. They therefore have forms and powers that reflect the different aethers they wield.

  • Chaos: these primordial elementals usually have fluid forms that can generate any natural thing.

  • Lifeforce: these elementals of lifeforce often take on the form of silvery flames or silvery living things.

  • Metal: these elementals of metal take on the form of metallic humanoids or animals, usually tigers, unless shaped into objects by mortals.

  • Weather: these elementals of storms take on the form of storms, sometimes with faces within them in order to relate to mortals, or humanoids made of clouds.

  • Light: these elementals of light take on the form of shining humanoids or flashes of bright light.

  • Water: these elementals of water take on the form of fluid, watery humanoids or faces within bodies of water.

  • Creation: these elementals of creation take on the form of stony figures with tools for hands.

  • Sand: these elementals of deserts take on the form of humanoids made of sand or faces in sand dunes.

  • Flower: these elementals of spring and flowers take on the form of green beings encrusted with flowers.

  • Ice: these elementals of ice and snow take on the form of humanoid figures made of snow or faces within snow drifts.

  • Island or Volcano: these island elementals take on the form of humanoids made of the island landscape (varies by island) or humanoid figures made of lava.

  • Earth: these elementals of earth and stone take on the form of humanoids made of soil or rock or of faces in rocks or mountains.

  • Wind: these elementals of the wind take on the form of humanoids made of wind.

  • Fire: these elementals of fire take on the form of fiery humanoid figures.

  • Grass: these elementals of the grasslands take on the form of earthen figures covered in grass.

  • Moons: these elementals of the moons take on the form of lunar stone and ice with soft reflected light flowing from them.

  • Sun: these elementals of the sun take on the form of golden flames with humanoid figures.

  • Animal: these elementals of animals take on the form of chimerical animals.

  • Swamp: these elementals of the wetlands take on the form of watery, vegetal humanoids.

  • Death: these elementals of death take no form whatsoever.

  • Wood or Plant: these elementals of plants take on the form of humanoid masses of vegetation, especially trees and moss.

  • Star or Cosmos: these elementals of stars and the cosmos take on the form of humanoids of starry expanses.

  • Sound: these elementals of sound take on the form of vibrating air in the shape of a mortal form.

  • Time: these elementals of time take on the form of ecru light that rapidly ages and de-ages everything within range of them. These are not playable as PCs.

  • Harvest: these elementals of harvest take on the form of earthen humanoids covered in fruit and vegetable.

  • Shadow: these elementals of darkness take on the form of mortal shadows.

  • Conifer: these elementals of the taiga take on the form of earthen figures covered in plants, dry leaves, and conifer needles.

Viridianites have an affinity for other elemental beings, whether elementals or of other species with natural aetherial energies. They can influence them or even control them if they are powerful enough, but they only do so if they feel it necessary to protect their sphere.

Viridianites are embodiments of an element and exist mostly individually, manifesting within areas that are heavy with the energy they reflect - i.e., viridianites within a forest reflect the forest, etc. They exist in communion with the aether around them and therefore fight to protect and preserve it.

Most mortals think of viridianites as nature spirits, which are a separate but similar thing (and invisible), and generally, they are feared because they are willing to kill to preserve their spheres. Many class societies try to either control and harness them or to destroy them in order to exploit the lands they protect. Some, however, try to work with them cooperatively and build around and with them.

Most of the viridianites on the moons are lunar viridianites, obviously.

PRO 14 ATH 17 STR 19 AWA 19 WIL 19 PRS 14 STH 14


Vox

Living sound.

  • Lifespan : 200 years

  • Diet: Echoes

  • Habitat: Canyons and caverns

  • Socioeconomic Status: Oppressed

Living sound, vibrations, only visible when interacting with visible matter; voxes take up about the same volume of space as an average human. They can control their shape, insofar as they have one, to some degree if they wish to, often forming anthropomorphic forms by drawing the vibrating air together. Usually, however, they are amorphous, conscious vibrations in the air.

Voxes are living sound. They build size and volume by absorbing other sounds that echo within the areas they dwell - they can only consume echoes, not original sounds. Many sounds echo in ways that others cannot perceive, a bird’s trill echoing off a branch infinitesimally or the click of a bug’s foot against a leaf on the forest floor nearly silently bouncing off the crack in the leaf. Voxes can absorb these if they can perceive them, which they can as living sound. It takes thousands of these to make the vox grow.

Any sound a vox produces will echo as well, and they can consume these echoes. But in order for this to be worth it, the echo must be more substantial than the original sound, which is extremely rare. Therefore, voxes find places that amplify sound to dwell in - usually echo canyons, caves, and special buildings.

If a vox fills solid matter with their vibrations, they may possess and shape it, sometimes using it as a surrogate body if need be. This lasts as long as they wish or until the material is vibrated to pieces.

Voxes can control the sounds generated by other things, as long as the sounds are either unaligned or aetherial (celestial, infernal, and fey sounds are much more difficult to influence). Some sounds that may seem mundane - a person singing a beautiful song, a story being told, a command being given - are actually aligned - beautiful song may be celestial, stories may be fey, commands may be infernal. Context matters, including the purpose and source of the sound.

To a vox, sound is as solid as stone is to a human. Their control of it is “manual” in that they do so by bodily interacting with it, their living sound touching it and moving it by wrapping around it. If they choose to consume it, they surround it entirely and absorb it. If they choose to control it, they handle it and alter it by altering its shape and speed (pitch and rhythm, frequency and volume, amplitude and intensity).

Most voxes in the region dwell in the wilderness in their own small communities or embedded with native nations. Those who are in the actual colonies are usually enslaved and captured in some kind of magical device.

PRO 8 ATH 10 STR 10 AWA 8 Hearing 14 WIL 8 PRS 9 STH 7


Wakuda

Electromagnetism elementals.
  • Lifespan: 100 years
  • Diet: Energy
  • Habitat: Space
  • Socioeconomic Status: Oppressed
Wakudas appear to be spirals of colorful energy representing the entire range of electromagnetism.

All wakudas have some influence over the full spectrum of electromagnetism, but most specialize in one area: magnetism, electricity, infrared light, ultraviolet light, radio waves, gamma rays, x-rays, visible light, or microwaves. Some choose two to focus on, usually ones closely related within the spectrum. They have varying degrees of control, depending on how often they use their powers. They absorb energies when they interact with them.

Wakudas exist mostly in space, amongst the various streams and waves of their kind of electromagnetism, often near to the sun itself. Those who live out in space are free and often very individual, observing the universe and learning, seeking sustenance amongst the energy-rich regions, and interacting curiously with other living beings. When they meet a living being, sometimes, they try to create a lightform image that mimics them, so they might better communicate. Those on Shem or her moons are often captured and enslaved by imperial powers to use as tools to control electromagnetism.

PRO 8 ATH 10 STR 10 AWA 14 WIL 9 PRS 7 STH 7

This topic: Shem > Campaigns > ThirdShemCampaigns > TheTallShips > TTSCharacters > TTSCharGen > TTSSpecies > TTSElementals
Topic revision: 26 Sep 2025, SallyJaneBlack
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