Post by Tigerkytti on May 25, 2011 8:04:52 GMT -8
Name of Race: Elementals
Basic Description: Forces of nature personified, Elementals are beings based on one of the four elements, Air, Earth, Fire and Water.
History: Elementals have a long history, being tied to the natural elements so intricately as they are. It is said they are the elements themselves, given free will and souls. Once an abundant people, they've been persecuted for many eras simply because of their natural abilities and the fear that if they so wished the elementals could conquer those without such abilities by banding together. Thus they were lumped in with those considered 'monster' races. Persecuted for this, their race has dwindled considerably until actual sightings of an Elemental has become uncommon. Because of this, Elemental settlements are hidden quite well and are hard to find and even harder to gain access to them and Elementals have become untrusting of others for this reason.
Personality: Their personalities tend to take after the element they are born to. For example, those of Wind Elementals tend to be of a carefree spirit, Fire Elementals tend to be intense, Water Elementals tend to flow easily through strong emotions, and Earth Elementals tend to be of a sturdy nature.
Physical Description: Again, Elementals tend to take after their element. Wind has long flowing features and light colors, Fire has bright intense colorings with dramatic features, Water has peaceful, and calm colors with flowing, smooth features and Earth has dark and warm colors with sturdy, firm features.
Morality: Generally elementals are fairly neutral in their nature, they don't tend to take well to non-elemental people due to persecution in the past. They vary just as much as any other race, like humans, and elves for example. However, if an Elemental gives you their word they will keep it barring extreme circumstances, seeming to be naturally instilled with a strong sense of morals.
Homeland: They originate from no specific country/continent, as they come from absolutely wordwide. Although they are rare, and hard to find these days, there is at least one Elemental settlement per each element in every country.
Wind Elementals- tend to create settlements in high up places, such as large trees or in cliffs.
Fire Elementals- hot places, such as deserts.
Earth Elementals- underground places, such as caverns or cave systems
Water Elementals- cooler places, such as along shores.
Relations with Others: Not openly hostile, but openly distrustful of all other races, even those who may be part elemental, unless they were raised within their own society. Even those who leave the settlements for trading and other reasons, are secretive and rarely trust anyone that is not a fellow elemental.
Society:
Their society in general is peaceful, at least partly because of the fact that they do everything possible not to attract any attention to themselves. Mating with a non elemental is frowned upon for several reasons, including how small their numbers are already in general, and the reasons for being distrustful of other races. Although not every Elemental settlement is like this, since it depends on the settlements leader, they have been known to exile an Elemental for mating with outside races.
Puberty is a big time for Elementals, because of the fact of how closely tied their magic and emotions are tied together. Once they hit puberty, Elemental youth are put through a ritual test to determine their ability to control their magic. Those who pass this test are then considered as adults in Elemental society. However the purpose for this test is two-fold, to determine those who still need to be taught control of their abilities, and to find those who have a rare dominant form of a gene that runs through all Elemental blood, but most often is recessive. Those that possess this gene are a danger to themselves and those around them for the simple fact their own elemental affinity is stronger then most and harder to control, and this gene while dormant in general, is unpredictable as to when it will awaken. The dormant magics which this gene possesses is sort of like an evolution of their base element, while still related directly to it, they are more as well. For example:
Wind Elementals become known as Storm Elementals because their abilities expand into controlling the elements of storms.
Fire Elementals become known as Lava Elementals because their abilities expand to control the element of lava.
Earth Elementals become known as Nature Elementals because their abilities expand into nature, such as plants.
Water Elementals become known as Blood Elementals because their abilities expand into the control of blood.
A greater explanation of their abilities are included with the rest of their abilities.
The reason why it is imperative to find those with this rare dominant gene is because if it's not found and awakened through a special ritual, it can also be awakened through extreme emotional situations, such as one that the Elemental is fully willing to die for. And if it is triggered through extreme emotional distress, there is a very big risk of those around the Elemental to be seriously harmed and that the Elemental will die because of how draining it is on them and because the awakening of the gene triggers a change in their physiology, almost like an evolution.
Those with this rare form of the gene are considered very special and important to their settlements because when they are discovered they are trained as protectors of their settlement and once fully trained are part of the settlements Council. Although they are not the leader exactly, they have the same importance and same sort of power in the settlement.
Also related to this, every Elemental family possesses a necklace that is passed down throughout the family bloodline and is considered a precious piece of each family. The reason for this is because it is made of a very rare metal that has the ability to absorb the excess power created by the Elementals that possess the dominant gene, in order to assist them in training their magics. Each necklace is different, custom made for each family line. Because of the scarcity of this metal it is considered incredibly valuable, especially to Elementals, however it is difficult to sell any of this metal to any Elemental without incredibly good proof that it was not smelted down from an already formed Elemental necklace. It brings a lot of shame down onto a family if ever one of these necklaces are sold, to the point that sometimes the settlement's community may drive the family out for fear of the family producing one of the gene which is very dangerous with this metal's assistance. It is even harder to sell a full necklace because most of them have been obtained through means such as murder, and even harder to prove was not stolen. This alone is enough to anger an Elemental.
Traditions: Traditions are dependent on the element of the settlement. For example, music and story telling is common to Wind communities, fighting techniques are common to Fire communities, cooking and herbal medicine to Earth communities and artisan crafts to Water communities. The one tradition shared amongst all Elementals however is the test of Adulthood, where each youth that has reached puberty is given a task that will test their abilities to control their magic.
Language and Literacy: Elementals have their own language, with each elements differing just slightly, written and spoken. Their languages are difficult to master outside of their communities. As well, a skill that all Elementals are born with is the innate ability to understand the language of their related sprite.
Names: N/A
Racial Traits/ Natural Abilities:
Racial Traits: Dependent on their element.
Wind Elementals- Lighter then average, making it easier for them to be carried or thrown, both a good and bad thing. Able to understand Sylphan- language of the Sylphs, aka Wind Sprites. Are generally well liked by Sylphs.
Fire Elementals- Can stand hotter temperatures with ease, cannot stand colder temperatures. Able to understand Salamandar- language of the Salamandar, aka Fire Sprites. Are generally well liked by Salamandars.
Earth Elementals- Heavier then average making it harder to move them, which can both be a good and bad thing. Able to understand Gnomish- language of the Gnomes, aka Earth Sprites. Are generally well liked by Gnomes.
Water Elementals- Can stand colder temperatures with ease, cannot stand hotter temperatures. Able to understand Undine- the language of the Undine, aka Water Sprites. Are generally well liked by Undines.
Natural Abilities:
In general, Elementals are born with the natural ability for two forms, their 'physical' form which they are born into and their 'natural' form which is based on their element. While physical means cannot harm them in their 'natural' forms they cannot take that form forever, and there are disadvantages to each one. One general disadvantage is the inability to eat while in their 'natural form'.
Wind Elementals- Strength: Can fly, have increased speed, and very difficult to physically catch. Weakness: Harder to actually grasp things, more vulnerable to fire.
Fire Elementals- Strength: Burns if touched, so very hard to physically catch and can compress form. Weakness: Burns things, so has to be careful what they touch, more vulnerable to water.
Earth Elementals- Strength: Increases greatly in weight, so cannot be moved without incredible force, increased strength. Weakness: Increases greatly in weight, so has to be careful with what they stand on in this form, considerably slower.
Water Elementals- Strength: Hard to physically catch, can change shape easily. Weakness: Harder to keep oneself together, harder to grasp phsyical objects.
All Elementals have the ability to directly control their element as long as there is some of it within a fair range. They can use their element to form shields, weapons and most other inanimate objects, however it does take a portion of their concentration to maintain the shape.They also all have naturally quick healing abilities, making it difficult to kill them without a fatal blow. However, most of their innate abilities are dependent on their element, same as their weaknesses.
Wind Elementals- Strengths: The fastest of the four elements, they're naturally very quick and agile, as well as acrobatic. They can use their control of wind to make carry sound directly to themselves or someone else, called 'Wind Whispering'. Also they are able to heat, or cool the wind that they can control. Able to manipulate the wind to boost her jumps, or even 'fly' or glide for a short time. Can call to Sylphs. Weaknesses: Injured worse by fire then average
Fire Elementals- Strengths: Natural fighters, they pick up on fighting techniques and such easily. They are the only Elemental able to actually create their element as long as the necessary 'elements' are available, including air, and fuel. Able to cause heat in pretty much any material. Unable to be burned, when concentrating. Weaknesses: Injured worse by water then average.
Earth Elementals- Strengths: Possess a great amount of stamina and are the strongest of the elements, are able to find precious materials that are nearby within the earth, can dig through stone and thick earth like loose dirt with concentration. Weaknesses: Injured worse by wind then average.
Water Elementals- Strengths: Very flexible, able to breathe underwater, and can even allow others too with greater effort, incredible swimmers. Weaknesses: Injured worse by earth then average.
'Evolved' Elementals: ~Coming Soon~
Storm Elementals- Their abilities include lightning, cloud (storm) control in localized areas, able to use the magic offensively and defensively. Can make almost anything electrified.
Lava Elementals-
Nature Elementals-
Blood Elementals-
Additional Details: Elementals mate for life. Although they will have sex and enjoy each other's company, they only ever fall in love once. If they lose that one, it has been described as the equivalent of what one would be like if they were to lose their soul, losing all vibrance and life and the will to live. Death has been known to occur because of it as well, through direct suicide, complete loss of will to live-including eating, or plain heartbreak. In rarer cases, Elementals have been known to mentally breakdown and lose their sanity.
Elementals can reproduce with each other, even if they are of conflicting elements however the child is only born of one element, and that is the element of the mother. This is thought of being because the mother's body shares the energy that the food she eats is converted into and of course her body would be unable to convert it into any other elemental energy. Thus in order for the child to live, it can only be of one element, and that's why the father's element will not ever show up in the family line.
Basic Description: Forces of nature personified, Elementals are beings based on one of the four elements, Air, Earth, Fire and Water.
History: Elementals have a long history, being tied to the natural elements so intricately as they are. It is said they are the elements themselves, given free will and souls. Once an abundant people, they've been persecuted for many eras simply because of their natural abilities and the fear that if they so wished the elementals could conquer those without such abilities by banding together. Thus they were lumped in with those considered 'monster' races. Persecuted for this, their race has dwindled considerably until actual sightings of an Elemental has become uncommon. Because of this, Elemental settlements are hidden quite well and are hard to find and even harder to gain access to them and Elementals have become untrusting of others for this reason.
Personality: Their personalities tend to take after the element they are born to. For example, those of Wind Elementals tend to be of a carefree spirit, Fire Elementals tend to be intense, Water Elementals tend to flow easily through strong emotions, and Earth Elementals tend to be of a sturdy nature.
Physical Description: Again, Elementals tend to take after their element. Wind has long flowing features and light colors, Fire has bright intense colorings with dramatic features, Water has peaceful, and calm colors with flowing, smooth features and Earth has dark and warm colors with sturdy, firm features.
Morality: Generally elementals are fairly neutral in their nature, they don't tend to take well to non-elemental people due to persecution in the past. They vary just as much as any other race, like humans, and elves for example. However, if an Elemental gives you their word they will keep it barring extreme circumstances, seeming to be naturally instilled with a strong sense of morals.
Homeland: They originate from no specific country/continent, as they come from absolutely wordwide. Although they are rare, and hard to find these days, there is at least one Elemental settlement per each element in every country.
Wind Elementals- tend to create settlements in high up places, such as large trees or in cliffs.
Fire Elementals- hot places, such as deserts.
Earth Elementals- underground places, such as caverns or cave systems
Water Elementals- cooler places, such as along shores.
Relations with Others: Not openly hostile, but openly distrustful of all other races, even those who may be part elemental, unless they were raised within their own society. Even those who leave the settlements for trading and other reasons, are secretive and rarely trust anyone that is not a fellow elemental.
Society:
Their society in general is peaceful, at least partly because of the fact that they do everything possible not to attract any attention to themselves. Mating with a non elemental is frowned upon for several reasons, including how small their numbers are already in general, and the reasons for being distrustful of other races. Although not every Elemental settlement is like this, since it depends on the settlements leader, they have been known to exile an Elemental for mating with outside races.
Puberty is a big time for Elementals, because of the fact of how closely tied their magic and emotions are tied together. Once they hit puberty, Elemental youth are put through a ritual test to determine their ability to control their magic. Those who pass this test are then considered as adults in Elemental society. However the purpose for this test is two-fold, to determine those who still need to be taught control of their abilities, and to find those who have a rare dominant form of a gene that runs through all Elemental blood, but most often is recessive. Those that possess this gene are a danger to themselves and those around them for the simple fact their own elemental affinity is stronger then most and harder to control, and this gene while dormant in general, is unpredictable as to when it will awaken. The dormant magics which this gene possesses is sort of like an evolution of their base element, while still related directly to it, they are more as well. For example:
Wind Elementals become known as Storm Elementals because their abilities expand into controlling the elements of storms.
Fire Elementals become known as Lava Elementals because their abilities expand to control the element of lava.
Earth Elementals become known as Nature Elementals because their abilities expand into nature, such as plants.
Water Elementals become known as Blood Elementals because their abilities expand into the control of blood.
A greater explanation of their abilities are included with the rest of their abilities.
The reason why it is imperative to find those with this rare dominant gene is because if it's not found and awakened through a special ritual, it can also be awakened through extreme emotional situations, such as one that the Elemental is fully willing to die for. And if it is triggered through extreme emotional distress, there is a very big risk of those around the Elemental to be seriously harmed and that the Elemental will die because of how draining it is on them and because the awakening of the gene triggers a change in their physiology, almost like an evolution.
Those with this rare form of the gene are considered very special and important to their settlements because when they are discovered they are trained as protectors of their settlement and once fully trained are part of the settlements Council. Although they are not the leader exactly, they have the same importance and same sort of power in the settlement.
Also related to this, every Elemental family possesses a necklace that is passed down throughout the family bloodline and is considered a precious piece of each family. The reason for this is because it is made of a very rare metal that has the ability to absorb the excess power created by the Elementals that possess the dominant gene, in order to assist them in training their magics. Each necklace is different, custom made for each family line. Because of the scarcity of this metal it is considered incredibly valuable, especially to Elementals, however it is difficult to sell any of this metal to any Elemental without incredibly good proof that it was not smelted down from an already formed Elemental necklace. It brings a lot of shame down onto a family if ever one of these necklaces are sold, to the point that sometimes the settlement's community may drive the family out for fear of the family producing one of the gene which is very dangerous with this metal's assistance. It is even harder to sell a full necklace because most of them have been obtained through means such as murder, and even harder to prove was not stolen. This alone is enough to anger an Elemental.
Traditions: Traditions are dependent on the element of the settlement. For example, music and story telling is common to Wind communities, fighting techniques are common to Fire communities, cooking and herbal medicine to Earth communities and artisan crafts to Water communities. The one tradition shared amongst all Elementals however is the test of Adulthood, where each youth that has reached puberty is given a task that will test their abilities to control their magic.
Language and Literacy: Elementals have their own language, with each elements differing just slightly, written and spoken. Their languages are difficult to master outside of their communities. As well, a skill that all Elementals are born with is the innate ability to understand the language of their related sprite.
Names: N/A
Racial Traits/ Natural Abilities:
Racial Traits: Dependent on their element.
Wind Elementals- Lighter then average, making it easier for them to be carried or thrown, both a good and bad thing. Able to understand Sylphan- language of the Sylphs, aka Wind Sprites. Are generally well liked by Sylphs.
Fire Elementals- Can stand hotter temperatures with ease, cannot stand colder temperatures. Able to understand Salamandar- language of the Salamandar, aka Fire Sprites. Are generally well liked by Salamandars.
Earth Elementals- Heavier then average making it harder to move them, which can both be a good and bad thing. Able to understand Gnomish- language of the Gnomes, aka Earth Sprites. Are generally well liked by Gnomes.
Water Elementals- Can stand colder temperatures with ease, cannot stand hotter temperatures. Able to understand Undine- the language of the Undine, aka Water Sprites. Are generally well liked by Undines.
Natural Abilities:
In general, Elementals are born with the natural ability for two forms, their 'physical' form which they are born into and their 'natural' form which is based on their element. While physical means cannot harm them in their 'natural' forms they cannot take that form forever, and there are disadvantages to each one. One general disadvantage is the inability to eat while in their 'natural form'.
Wind Elementals- Strength: Can fly, have increased speed, and very difficult to physically catch. Weakness: Harder to actually grasp things, more vulnerable to fire.
Fire Elementals- Strength: Burns if touched, so very hard to physically catch and can compress form. Weakness: Burns things, so has to be careful what they touch, more vulnerable to water.
Earth Elementals- Strength: Increases greatly in weight, so cannot be moved without incredible force, increased strength. Weakness: Increases greatly in weight, so has to be careful with what they stand on in this form, considerably slower.
Water Elementals- Strength: Hard to physically catch, can change shape easily. Weakness: Harder to keep oneself together, harder to grasp phsyical objects.
All Elementals have the ability to directly control their element as long as there is some of it within a fair range. They can use their element to form shields, weapons and most other inanimate objects, however it does take a portion of their concentration to maintain the shape.They also all have naturally quick healing abilities, making it difficult to kill them without a fatal blow. However, most of their innate abilities are dependent on their element, same as their weaknesses.
Wind Elementals- Strengths: The fastest of the four elements, they're naturally very quick and agile, as well as acrobatic. They can use their control of wind to make carry sound directly to themselves or someone else, called 'Wind Whispering'. Also they are able to heat, or cool the wind that they can control. Able to manipulate the wind to boost her jumps, or even 'fly' or glide for a short time. Can call to Sylphs. Weaknesses: Injured worse by fire then average
Fire Elementals- Strengths: Natural fighters, they pick up on fighting techniques and such easily. They are the only Elemental able to actually create their element as long as the necessary 'elements' are available, including air, and fuel. Able to cause heat in pretty much any material. Unable to be burned, when concentrating. Weaknesses: Injured worse by water then average.
Earth Elementals- Strengths: Possess a great amount of stamina and are the strongest of the elements, are able to find precious materials that are nearby within the earth, can dig through stone and thick earth like loose dirt with concentration. Weaknesses: Injured worse by wind then average.
Water Elementals- Strengths: Very flexible, able to breathe underwater, and can even allow others too with greater effort, incredible swimmers. Weaknesses: Injured worse by earth then average.
'Evolved' Elementals: ~Coming Soon~
Storm Elementals- Their abilities include lightning, cloud (storm) control in localized areas, able to use the magic offensively and defensively. Can make almost anything electrified.
Lava Elementals-
Nature Elementals-
Blood Elementals-
Additional Details: Elementals mate for life. Although they will have sex and enjoy each other's company, they only ever fall in love once. If they lose that one, it has been described as the equivalent of what one would be like if they were to lose their soul, losing all vibrance and life and the will to live. Death has been known to occur because of it as well, through direct suicide, complete loss of will to live-including eating, or plain heartbreak. In rarer cases, Elementals have been known to mentally breakdown and lose their sanity.
Elementals can reproduce with each other, even if they are of conflicting elements however the child is only born of one element, and that is the element of the mother. This is thought of being because the mother's body shares the energy that the food she eats is converted into and of course her body would be unable to convert it into any other elemental energy. Thus in order for the child to live, it can only be of one element, and that's why the father's element will not ever show up in the family line.