The Elementals
When the Gods of Meztrailov descend upon the earthly realm, their spiritual energy is left behind, and the first element to absorb this energy forms a living humanoid attuned to the element which they have absorbed. These beings are called elementals. Because of this occurrence, Elementals will be rare in the realms, but those who cross one will not lightly take their power for granted.
The physique of the elementals varies depending on the development of the child when the element is formed. The elements which can be accepted by the spiritual signature; earth, wind, fire, water, void, cosmos.
The physique of the elementals varies depending on the development of the child when the element is formed. The elements which can be accepted by the spiritual signature; earth, wind, fire, water, void, cosmos.
Racial Stats (for all elementals)
Earth Elemental
Wind Elemental
Fire Elemental
Water Elemental
Void Elemental
Cosmic Elemental
Racial Traits
Racial Abilities
Please select one ability.
Elemental Aura
Racial Detriments
- Average Adult Height: 5’5” - 6’5”
- Average Adult Weight: 105 - 285 lbs
- Average Lifespan: 5,000 years
- Languages Known: Common, and the language of their element (firespeak, earthspeak, waterspeak, windspeak, voidspeak, cosmispeak, etc)
- Creation: All elementals upon formation are the age of five years old.
Earth Elemental
- Formation: When the signature touches the ground and is allowed to absorb for 24 hours without another element passing or manipulating it, an earth elemental will form.
- Physique: Earth toned hair color, brown and hazel eyes, olive toned skin, heavy toned body build.
- Attitude: Very grounded demeanor, very unyielding in their disposition, others that are around them feel drawn toward them and those with flighty attitudes are calmer, more settled around an earth elemental.
- Blood & Tears: Mercury
Wind Elemental
- Formation: When a bolt of lightning or a strong wind such as a gale, tornado, or hurricane picks up the signature, a wind elemental will form.
- Physique: Light colored hair, platinum, silver, or blue toned hair, blue to grey or silvery-white eyes, pale skin tones, light and soft build of body.
- Attitude: Very carefree and impetuous. Living in the moment, very big daydreamers and imaginative. Others may see the wind elemental as flighty, shallow, and having their head in the clouds. However, wind elementals are spot on in their imagination with seeing all perspectives and determining best courses of action towards problems.
- Blood & Tears: A warm and white mist; like clouds.
Fire Elemental
- Formation: When fire saturates the signature, or the signature lands upon exposed lava, a fire elemental will form.
- Physique: blonde, copper, and red tones of hair, with eyes that have a flicker of fire in the pupils. Warm to the touch, lean and fighting formed body.
- Attitude: Impulsive, emotional, passionate, and driven. Like fire, they are quick to sear a path for others to follow or be burned in their wake.
- Blood & Tears: Lava. Warning! Blood from a fire elemental will set fire to flammable materials and raise the temperature surrounding the elemental.
Water Elemental
- Formation: When a body of water such as a river, lake, sea, or ocean, or even a small pond absorbs the signature, a water elemental is formed.
- Physique: Deep and faded colors, as though the color has been faded; soft sea greens, light blondes, and grayish dark hair, with rich blue to green eyes, and a body with a swimmer's build.
- Attitude: Emotional and intuitive, often going with the flow and easy to get along with. Though, the water elemental possesses empathic abilities, sensing the 'flow' of the world around them and the feelings of others.
- Blood & Tears: Normal
Void Elemental
- Formation: When a void creature passes through a God's signature, the void creature will die within 24 hours, and a void elemental will form, rising from its remains.
- Physique: The skin and hair alternatively is void of color, leaving the elemental appearing to have pure white skin, or pure white hair. Eye color is usually clear, gray shaded, or absent of irises, except when invoking his power, his eyes will fill completely black.
- Attitude: With an air of superiority, he's rather adroit in his endeavors, and often will absorb the mood which others influence
- Blood & Tears: A black ichor which will turn living creatures it touches into a voidspawn if not cleansed within 72 hours.
Cosmic Elemental
- Formation: When the signature passes through magic or is manipulated by magic, the signature will possess cosmic energy, such as the ability to draw power from the moon, the stars, the heat of the sun, and can even command gravity. The spell does not matter, as it is the magic behind the spell that is absorbed.
- Physique: The skin and hair alternatively shimmers with the light of galaxies. Varying colors add pigment to the skin, and the eyes are weaved with the brightness of a galaxy in varying color.
- Attitude: Calm and collected, the Cosmic elemental is in tune with the pulse of the universe and is a steady sage of action and advice, and take the world by the heart with their child-like demeanor, enjoying simpler things, and echoing a happiness in others.
- Blood & Tears: A shimmering translucent ichor which removes all impurities and illnesses from the areas and living creatures it touches.
Racial Traits
- Ageless Body: Elementals stop aging at 25 years old and cannot die of natural causes. Elementals that die permanently simply return to their source element. The God essence remains on earth and can be touched by another element, but the new elemental that rises from the essence is not the same character as before, and must be played and start over as a new character.
- Element Opposition: Elementals can neutralize the presence of their opposing element in an area, ward, or in a creature, however, they will take damage to themselves upon doing so.
Racial Abilities
Please select one ability.
- The Blood is Strong: The elemental is immune to poison, sleep, and paralysis, and serums, potions, spells, or skills that would cause these.
- Elemental Aura: The elemental gives off an aura that grants a boon for one hour. While with an active aura, the elemental does not take damage from their own element even with a critical, and damage taken from their opposing element is aggravated. Please use the chart below for your element type.
Elemental Aura
- Titan's Aura (earth): The skin hardens and takes on a stone-like appearance.
- Gale's Aura (air): The body becomes mist-like and can move through walls, people, and objects. The elemental cannot be contained, cannot take damage from physical attacks or falling, and cannot physically attack other opponents. The elemental can still take area of effect damage, condition damage, and spell damage.
- Flame Aura (fire): The aura around the skin sets on fire, and the body itself becomes lava-like and can produce flames.
- Frost Aura (water): The aura around the skin is freezing, and the skin itself is cold as ice. and is capable of producing ice.
- Gravitational Aura (void): The elemental amplifies the field of gravity, pulling individuals in combat closer to him, thus negating ranged combat and all effects of
- The Living Tarot (cosmic): The elemental draws a card (roll 1d6), and is imbued with the following boon depending on the tarot card she draws.
1 – The Dragon: The elemental becomes Draco, and is considered a dragon and takes on all abilities, strengths, and weaknesses of a dragon in dragon form.
2 – The Hunter: The elemental becomes the Hunter. Granted a bow and a quiver of arrows made of starlight that brightly explodes on impact dealing aggravated damage and blinds target and surrounding foes for 1d3 rounds. The blinding effect can only be reapplied once every 5 rounds of combat.
3 – The Healer: The elemental becomes the Healer and may perform the healing spells that are listed.
4 – The Emperor: The elemental becomes the Emperor. Granted a Sword that gives the wielder and all allies a protective magickal aura that protects against projectiles.
5 – The Empress: The elemental becomes the Empress. Granted a Scepter that gives the wielder and all allies gain a temporary increase to their magickal capabilities (some gain magick if they did not have it before, including psychics, at the cost of needing 1 day of rest to regain full strength.
6 – The Fool: The elemental becomes the Fool. Granted a jester hat that must be passed onto a new wearer (ally only) each round of combat and is capable of shadow stepping to avoid damage once per combat turn to negate an entire attack. This only works once per day.
Racial Detriments
- Elemental Opposition: Elementals will take double damage from their opposing element (water/fire, earth/wind, void/cosmic) in either form whether physical, psionic, and magical.
- Nervous Tick: Each elemental has a nervous tick that they develop when they are not surrounded or near their natural element (example: a water elemental may seem agitated if she's landlocked or not near a water source, fire elementals may become panicky in perfect darkness, an earth elemental may have a paralyzing fear of heights when they are on an airship, an air elemental may feel claustrophobic in closed spaces, a void elemental may feel nervous in crowded places, and a cosmic elemental could feel cut off if they cannot see the skies where they are).