Elementals
Species made of or representing a fundamental element.
Darqshan
- Taxonomic Order: Construct / Elemental
- Alignment: Elemental
- 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 aetherial 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 Endruin, 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
- Taxonomic Order: Adelfoi / Elemental
- Alignment: Elemental
- Lifespan: 300 years
- Diet: Meat-heavy mortal fare
- Habitat: Arctic boreal forest and tundra
- Socioeconomic Status: Oppressed
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.
Though most frostlings are from further north, some do live in Haenor, as the winters can be very bitter. However, they are an oppressed species, facing great discrimination. Many are there enslaved. They are often employed for humiliating purposes such as being living refrigerators for the rich.
From their own cultures, they still retain their love of fishing and hunting, their intricate dances, and their political acumen, but mostly, they have assimilated.
PRO 9 ATH 9 STR 8 AWA 9 WIL 9 PRS 9 STH 9
Ka'ar
- Taxonomic Order: Elemental
- Alignment: Elemental
- Lifespan: 100 years
- Diet: Over-cooked mortal fare
- Habitat: Arid mountains and volcanic areas
- Socioeconomic Status: Ruling class, 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.
In Endruin, most ka'ar belong to the Niazari nation. Niazari, or cef-ka’ar, dwell in a powerful city called Niazar on the border of Srisia and Deseria, 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 Endruin.
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 Endruin 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
- Taxonomic Order: Elemental / Construct
- Alignment: Elemental
- 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 Endruin, 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 Endruin has to be enslaved above.
PRO 9 ATH 8 STR 10 Toughness 15 AWA 8 WIL 9 PRS 8 STH 7
Melek
- Taxonomic Order: Elemental
- Alignment: Elemental
- Lifespan: 1,000 years
- Diet: Stone
- Habitat: Underground
- Socioeconomic Status: Oppressed
Meleks are living stone elementals, anthropomorphic stone beings. Each one resembles a specific kind of stone, which is passed down in their family. They stand about 5' tall and have eyes made of gemstones even if they themselves are made of other kinds of stone. If they are made of gemstones, their eyes will be a different color so as to be visible.
The kind of stone a melek resembles often means they have different powers based on that stone. Consult with the GM based on the list below. They are naturally as tough as the stone they are made of, and they can speak to, sense, and control mundane versions of the stone they are made of. (It should be noted, stones are not very good conversationalists.)
Meleks in Endruin are mostly limestone, clay, granite, sandstone, or slate. Quartz, mica, feldspar, fluorite, chalcocite, arsenopyrite, calcite, apatite, liroconite, wavellite, botallackite, cerussite, hematite, barite, boracite, pyromorphite, pyrrhotite, scheelite, linarite, mimetite, turquoise, witherite, chalcocite, galena, evaporite, olivine, mudstone, shale, marl, glauconite, lignite, saprolite, garnet, gneiss, schist, conglomerate, anorthosite, quartzite, and chert are also present naturally within the empire. Rarer stones are possible if they are from elsewhere. Any melek made of precious or semi-precious stones will be ruthlessly targeted to be cut to pieces and sold.
Most meleks are slaves in Endruin. Those who are free are still very oppressed. Most are assimilated into the local culture, though some retain fragments of their home culture, including the rhythmic music, ancient stories, and tendency toward not wearing clothing.
PRO 8 ATH 6 STR 14 Toughness 16 AWA 8 WIL 8 PRS 8 STH 7
Rychelley
- Taxonomic Order: Elemental
- Alignment: Elemental
- Lifespan: 10,000 years
- Diet: Fish and plankton
- Habitat: Bodies of water
- Socioeconomic Status: Ignored
NPC only
Rychelleys are elemental island turtles. They embody different kinds of islands, floating in water with some kind of island on their backs. They can be as small as a few feet or as large as a few miles.
The powers of a rychelley are determined by the kind of island they represent. Sandbar turtles and volcanic isle turtles are very different. But all of them are very perceptive, can sense fluctuations in the waters around them, and can control the island on their back at will. They are sea turtles who will protect their island at all costs, and thus, they do not dive or go on land.
The rychelleys in Haenor live in the river mouth amongst the muddy isles there. They are smaller, but still very powerful with their magic. They are feared even by the ruling class, so no one hunts them except the most vicious, ruthless, or suicidal.
PRO 9 ATH 9 Swimming 14 STR 25 Shell +10/+10 AWA 17 WIL 17 PRS 11 STH 7
Sylph
- Taxonomic Order: Elemental
- Alignment: Elemental
- Lifespan: 60 years
- Diet: Water vapor
- Habitat: Air
- Socioeconomic Status: Privileged oppressed
Sylphs are invisible beings made of wind. They can take on more tangible forms by gathering clouds, mists, vapors, dust, and other materials to them and coalescing into a shape. They often take winged shapes, either bird or moth wings, and will sometimes use clouds to give themselves beards. If they take a human-like form, they will be taller than humans. They also sometimes take animal forms, especially moth, horse, deer, bird, or lizard shapes.
Sylphs move through the air with ease, having no need of touching the ground. They fly at any height, so long as there is enough air to move through. If they take on physical form, they tend to be supernaturally strong; in their wind forms, they may be a breeze or a a gale.
Every sylph has a connection to a direction. There are four ordinal directions, four intermediate directions, and two axial directions.
Ordinal:
- North: cold winds.
- South: dry winds.
- West: rainy winds.
- East: warm winds.
Intermediate:
- Northwest: still air.
- Northeast: air pressure.
- Southwest: currents.
- Southeast: turbulence.
Axial:
- Up: whirlwinds.
- Down: gales.
Directions are determined when they come of age and embrace a wind from a specific direction.
Little of their original cultures remains, as they either come from an enslaved background or assimilate into Endruinite society. Though they are oppressed, they are considered a more privileged species becuase they are not automatically targeted for enslavement. They are stereotyped as mercurial and irritable, but this is in part due to their sensitivity to the air pollution in the area, which leaves them ill more often than not. They have very distinctive, flute- and percussion-based music that their families often still practice.
PRO 8 ATH 14 STR 9 AWA 9 WIL 8 PRS 9 STH 11
Undine
- Taxonomic Order: Elemental
- Alignment: Elemental
- Lifespan: 300 years
- Diet: Underwater mortal fare
- Habitat: Underwater
- Socioeconomic Status: Oppressed
Undines have fluid forms. Their base form is living water, anthropomorphic figures within the waters, with an unclear boundary between undine and the water they are in. However, they can draw in silt and kelp, coral and stone to create flesh and blood forms. These forms range from animal forms (bulls, cats, fish, serpents) to various mortal species. They have a preference for greens and blues in hair and skin.
Undines have the power to alter their form by drawing in materials from the waters they live in. They can hold these forms for as long as there are three moons in the sky; when any given moon is new, they must return to the water and restore their power. When they start to lose their forms, their flesh becomes very slippery.
Most undines have strong voices. If their lips touch a landdwelling mortal, they can will the landdwellers’ lungs to fill with water (if they have lungs).
They have inherent control of water. They can control water through gestures of their hands. This includes water within a person’s body, which they can influence with to either harm or heal. The most powerful thing they can do is restore fertility to someone.
All undines have an affinity to the waters they are born in. They are stronger in these waters, can restore their health in these waters, and can influence this kind of water more easily than others. There are seven kinds of waters:
- Brackish water: intermediary waters between salt and fresh bodies.
- Lake water: any freshwater that isn’t flowing.
- River water: includes streams, creeks, and so on.
- Sea or ocean water: most saltwater bodies.
- Swamp water: swamps, bogs, bayous, other wetlands.
- Urban water: canals, wells, sewers, aqueducts, any water in a mortalmade structure.
- Waterfall water: rapids, waterfalls, and other strong moving currents.
They cannot live in water that is too shallow to completely submerge them, non-liquid water (ice or vapor), or rain.
In Endruin, most undines are river-based, urban-based, ocean-based, or brackish. They are oppressed, with fewer rights, and often enslaved, but there are many of them who live in the area, and they have organized for more rights than some other species.
The river-based, urban water-based, and brackish undines are either locals or descendants of slaves, and their forms and cultures vary greatly. If they are local, they are mostly assimilated, though they are known for their disgust with the polluted state of the waters there. They have a reputation as disliking land-based species, but this is overblown.
The ocean-based undines in the area are the Cha-cl Ct’kin nation. They dwell in the deeps and keep dangerous secrets. Many believe they have been assimilated into the power of the Eldritch, but none live to tell the truth of it. They are also accused of cannibalism, though this is probably not true. They might instead be the last line of defense against the Eldritch. They often take on squid forms. Their human-like forms are as dark red as the deep waters they dwell in, making it easier for them to hide. They do not wear clothing, even when they come ashore into Endruin, where they are feared even by other undines.
PRO 8 ATH 10 Swimming 14 STR 9 AWA 9 WIL 8 PRS 9 STH 9