
We are the primordial, the watchers from the beginning and the ones that helped shape the world. The elements that have made everything possible.

Primordial beings born from the very fabric of creation, the Elementals are living manifestations of nature’s fundamental forces. Crafted by cosmic hands to shape the land and maintain its balance, they are guardians of the primal order. Each Elemental is a unique echo of Seyruun’s heartbeat, tied to powerful natural ley lines and ancient biomes across the world.
They are not mortals, but sentient magical constructs formed from pure elemental essence. Their bodies are powered by Cores of raw magic, shaped by fire, water, air, earth, or other fundamental forces. Though often mistaken for spirits, Elementals are fully conscious entities with will, memory, and purpose. Many assume humanoid forms to interact with other races, though their true nature always pulses beneath the surface.
Some are peaceful gardeners of the wild. Others are catastrophic reminders of nature’s wrath. Every Elemental exists to preserve the balance of the world, whether by nurturing growth or enforcing destruction.
ELEMENTAL DESCRIPTION
~~ ORIGIN & LORE ~~
At the beginning of the planet’s formation, Io created two Eternal Engines that would be responsible for stabilizing the surface of the planet. One was made of stardust, light, masculine energy, and ruled itself through orderly thought, called Lux. One was made of darkness, void, feminine energy, and ruled itself through chaotic action, called Nox. There were four primary naturally occurring elements that were collected by the engines and constructs were forged to complete their task.
Following the creation of the first eight elementals, their elements were imbued with either light or darkness, which allowed them to forge the mountains, valleys, rivers, oceans, trenches. It also allowed them to craft the first carbon for animals, insects, and creatures that would live harmoniously in every biome. Io granted the breath of life to every creature.
Their first encounters with intelligent life started in the Obraxus region, where the first kingdom formed. Humans were enamoured with the elementals, who were able to teach the elementals their language. In return, the elementals taught humans how to harness magic found in nature. As their knowledge grew, so did their understanding of the nature of a human. In response, elementals adapted to humanity by being able to assume the form of any humanoid population that was abundant in an area or region.
~~ HISTORY ~~
First Epoch: The Age of Divine Foundations
The Elementals had not yet come into being. During this time, I.O. dreamed Seyruun into shape and laid the foundations for divine order.
Second Epoch: The Age of Structure and Stewardship
In the year five million five hundred thousand, I.O. shaped the Elementals through the sacred forces of Lux and Nox. The eight firstborn emerged, each embodying a distinct primordial force. These ancient beings began shaping the crust and terrain of Seyruun. Mountains rose under their guidance. Storms circled the sky. Oceans were poured into the planet’s wounds like salves of motion and memory.
By the year six million five hundred thousand, their task was complete. Lux and Nox withdrew. The Elementals remained as caretakers of the world, sleeping within its veins and bones until needed again.
Third Epoch, First Age: The Rise of Mortals
The first contact with other intelligent beings occurred in Obraxus. There, the Elementals shared ancient knowledge with the early kingdoms. They taught the tribes of the jungle how to hear the pulse of the land and bend water and wind to their survival.
Though most returned to slumber, a few remained to guard sacred places or act as silent witnesses to the changes that swept the land.
Second Age: The Age of Empire and Betrayal
The Elementals watched the rise of the vampire progenitors and the first mortal empires. Some aligned themselves with Miharu seers or ancient elven circles. Others vanished into the shifting folds of time as the Old Elysian Empire reached its peak.
When Genevivia rose to power and the divine balance was betrayed, the Elementals mourned. They were not easily deceived, but their warnings were ignored. Sanctuaries were desecrated. Temples of fire and stone fell to the hunger of war. The balance began to fracture.
Third Age: The Fall of Balance
Avalonia’s rise ushered in an age of exploitation. Sacred ley lines were drained, corrupted, or sealed into relics. Elementals began awakening again, slowly and with great fury. The world screamed through them as they defended the last places of power. Many fell. Some were bound. A few still remain, hidden in untouched places where the Avalonian eye has not reached.
Fourth Age: The Time of Reckoning (Present Day)
Now, in the year five hundred sixty-one After the Great War, the world stands on the brink. Avalonia controls much of the land, and the ley lines weep beneath steel and spell. Elementals are stirring again. Some have chosen mortal companions. Others fight alongside rebels in secret.
Across the world, whispers speak of the Gathering. If the surviving Elementals unify once more, it is said they may awaken the World Pulse itself and restore the land’s ancient balance. But whether this will save Seyruun or break it further remains unknown.
~~ RELATIONS WITH OTHER RACES ~~
Aasimar
Aasimar frequently revere Elementals as sacred aspects of the divine balance. Light-aligned Elementals often form alliances with Aasimar to cleanse corrupted lands or purify blighted regions. In times of divine war, Aasimar and Elementals have fought side by side as forces of celestial and natural order.
Anthromorphs
Relationships between Elementals and Anthromorphs vary depending on region. Beastfolk living in harmony with nature, such as those in jungles or plains, often coexist peacefully with Elementals. Some even form druidic tribes that honor specific elemental forces. However, more urbanized or militarized Anthromorph societies may see Elementals as unpredictable or dangerous.
Celestials
Elementals and Celestials share a sacred bond that traces back to the first Epoch. The Celestials were created to protect the Elementals during the Age of Shaping, and that legacy remains etched in the memory of both races. Elementals regard Celestials with respect, not as masters, but as guardians who honored their purpose. Celestials, in turn, see the Elementals as the purest expressions of IO’s first breath, living embodiments of balance and power.
Although they do not always interact directly, the two races rarely find themselves in conflict. When they do, it is often a sign that the natural order has been disrupted. Their connection is both ancient and honored, rooted in mutual origin rather than hierarchy.
Relationship Summary: Deep ancestral respect. Celestials are protectors and equals. Elementals view them as trusted allies in the greater cycle.
Djinn
The Djinn are considered estranged cousins by the Elementals. Both were born of raw primordial essence, but where Elementals remain one with their domain, Djinn were given shape and purpose by outside forces. Some Elementals pity the Djinn, bound to vessels and mortals, while others envy their unique gift of will and transformation.
Interactions between the two are rare and often ceremonial. When they do meet, it is with a shared understanding that they are both anomalies of creation. Djinn show deference to Elementals as elder kin, though not all accept their place in that legacy. Some Elementals consider Djinn tainted by their entrapment, while others wish to see them unbound.
Relationship Summary: Kindred forces with diverging destinies. Elementals view Djinn as altered echoes of themselves. Djinn acknowledge the Elementals as primal ancestors.
Dragons
Elementals and Dragons both claim dominion over natural forces, which creates a complex relationship of both rivalry and deep respect. Elder Dragons often treat ancient Elementals as equals or even old friends from the dawn of the world. Younger dragons may view them as relics or rivals for elemental territory, especially in volcanoes, mountains, or storm-swept skies.
Dwarves
Dwarves, especially those who dwell deep within the mountains, revere Earth and Fire Elementals as living manifestations of the forges and stone they work with. While they value the strength and durability of Elementals, they are cautious and keep interactions formal, believing that disturbing an Elemental without purpose could awaken a catastrophe.
Elves
Elves and Elementals share an ancient bond through the ley lines and natural forces they both revere. Forest Elves, in particular, often consider Elementals sacred kin, and many elven rituals and circles include elemental summoning or communion. High Elves respect Elementals as ancient beings of wisdom, often consulting them in times of magical crisis.
Fae
The Elementals and Fae represent two different interpretations of the world’s raw magic. Elementals are stable, cyclical, and defined by nature’s eternal patterns. The Fae are fluid, chaotic, and defined by transformation and dream. These differing outlooks have led to both awe and frustration between the two.
Fae often find Elementals fascinating but unyielding. They may attempt to bind or charm them through riddles and illusions, only to be met with stoic resistance. Elementals tend to view Fae as unpredictable forces that must be watched carefully. In rare cases, alliances have formed through shared domains, such as a water elemental allying with Seelie river spirits or fire elementals dancing with Unseelie flame dancers during a solar eclipse.
Relationship Summary: Philosophical opposites with rare moments of alignment. Fae admire Elementals but struggle to influence them. Elementals respect the Fae’s power but remain wary of their motives.
Humans
Elementals once served as mentors and guides to early human tribes, teaching them to cultivate the land, respect nature, and master the first forms of magic. In rural and untouched regions, humans still revere Elementals as nature spirits or local deities, leaving offerings at elemental shrines. However, urban and imperial humans, especially those in Avalonia, now view Elementals as archaic threats to technological progress or wild forces to be harnessed or eliminated.
Lycans
The primal and instinctive nature of Lycans often puts them at odds with the detached, metaphysical existence of Elementals. However, certain druidic Lycan tribes view Elementals with reverence, forming rare spiritual pacts in which Lycans serve as guardians of elemental sites. Most Lycans, however, remain wary or openly hostile, especially toward Elementals who enforce natural law against their feral instincts.
Orcs
Orcs tend to view Elementals with awe and a mix of fear and reverence. In warlike tribes, Elementals are sometimes seen as omens or wrathful spirits. More spiritual Orc cultures have been known to forge shamanistic bonds with specific Elementals, offering sacrifices and prayers for guidance or protection.
Tiefling
Tieflings often experience a strained relationship with Elementals, especially those aligned with purer elements like Light, Water, or Air. However, Fire or Shadow-aligned Elementals may find kinship with Tieflings due to shared domains. Despite tension, individual alliances are not uncommon, particularly among Tiefling scholars and mystics.
Undead
Undead are abominations to Elementals, much like Vampires. They represent stagnation, decay, and magical perversion. Elementals, particularly those of Light, Fire, or Life-essence elements, will instinctively seek to destroy undead forces. Necromancers who tamper with elemental sites often face devastating retribution.
Vampires
Elementals view vampires as violations of the natural cycle, immortal parasites who defy death and twist the life-energy of the world. Conflict between the two is nearly inevitable, especially with Fire, Light, or Water Elementals. Vampires, for their part, tend to avoid direct conflict with Elementals unless they can strike with overwhelming force or manipulate them from the shadows.
Warforged
Elementals are curious about Warforged, seeing them as unnatural constructs powered by arcane design. Earth and Lightning Elementals may admire their durability or function, while others remain aloof or suspicious. Some rare Warforged communities have attempted to attune with Elemental ley lines to emulate their power, with mixed results.
ELEMENTAL PHYSICAL INFORMATION
~~ APPEARANCE & PHYSIOLOGY ~~
Elementals are not creatures of flesh and bone, but living conduits of magical energy. At the center of their being lies a radiant Core, a crystalized nexus of elemental magic that sustains their existence. This Core pulses with life, attuned to their specific elemental subtype, and serves as both soul and heart.
Around this Core, Elementals shape a humanoid shell, often inspired by local racial forms to blend among mortals. These shells vary in detail and composition, but always retain signs of their elemental nature. Flames may dance along their shoulders. Frost may glisten from their breath. Stones may ripple beneath their skin. Their voices often carry tonal distortion that resonates with their element—crackling like fire, echoing like wind, or rushing like water.
Elementals can shift between two states:
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Anchored Form: A stable humanoid guise with distinct elemental traits. This form allows them to interact with the world in conventional ways.
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Planar Form: Their true state, where the physical shell dissolves and they become pure elemental force. In this form, they appear as storms, tidal waves, living flame, animate boulders, or other manifestations of their Core nature. This transformation usually occurs during intense emotional states or battle.
~~ ELEMENTAL SUBTYPES ~~
Planar Form
The Planar form is a unique stasis in which the elemental sheds the shell form that they have assumed, and become the element in which they are imbued with. This transformation makes them vulnerable to magic and holy or unholy attacks, but take reduced damage physical attacks. The only way a physical attack can land on an elemental is that the weapon or throwable is enchanted with any element apart from their own, holy or unholy imbuement, or is wielded by an undead.
Elemental Corruption
The long standing battle between the undead and elementals started when it was clear that Undead were a corruptive presence among nature. The effect of an undead on nature was clearly to spread necrosis, death, and withering on nature. Plants and trees mutated, stone does not shimmer, the air becomes ashen, fire spreads the spores, and water does not breathe. Elementals learned that this corruption can affect them, to a point that their own core becomes a tool of the undead. For that reason, cordial encounters can quickly shift if an undead encroaches upon sacred ground to the Elementals. An elemental must assure they can fight off an undead, lest they become one.
The Reign of the Oracle
Time is marked by Elementals differently than other races. Since the creation of the race to execute terraformation, growth, and spiritual barriers that separate the layers of realms that exist within Io’s vision, there has always been a singular Architect. One who receives instruction, duty, or visions from Io or the World tree, Taryn, and her children. This individual is named the Oracle. An age of Elementals begins at the hatching of the Oracle, and ends with their death. Because there is only one Oracle per age, the Oracle is the highest regarded elemental in the realms during their reign.
Current Oracle: Persephone
Elemental Description
Shadow/Manipulation
“The Spark birthed from Darkness.”
Apperance
In their human form, the shadow elemental takes on a greyscale appearance to hair and skin tone ranging from pallid off-whites to gloaming greys and eventually to utter black. Devoid of albedo, their features are matte and even absorb the light around them, ironically becoming shadowless and allowing for their features to more easily shift and change.
Temperament
Water Elementals are emotionally guided. Their behavior shifts like the tide, calm one moment and overwhelming the next. They are deeply empathetic, yet easily wounded by betrayal. Kindness can make them lifelong allies. Cruelty can awaken a cold fury that freezes out all warmth.
Light/Willpower
“Light grew from the Spark.”
Appearance
In their human form, the light elemental has a silvery or golden sheen to any array of gray, white, and blonde hair color. Like a reflective metal in the sun, their eye colors are shades of white,
Temperament
The light elemental is rather personable, and can ease the mental uncertainty of others. However, it is difficult for a light elemental to not have a large personality, one usually filled with unyielding hope and perpetual positivity. Very little can bring a light elemental to gloom, though if one succeeds, the elemental is quick to find silver linings in the grayest of times.
Fire/Blood
“The Spark birthed the core of the planet.”
Appearance
In their human form, the fire elemental may have vibrant hair ranging from fiery yellows, reds, and oranges, to ashen and coal black. Their eyes will contain a glow of yellow or orange, and their veins may emit a warm light as though lava runs through them on the thinner areas of skin such as their wrists, neck, and ankles.
Temperament
The cliche of a fire element carrying a temper is not as accurate as their thin line of patience. The fire elemental has little time and energy to invest in those they perceive as weak, and gradually build annoyance to circumstances that are dire or disadvantageous. Once you are on the bad side of a fire elemental, there’s not much you can do to redeem yourself. Their mood seems unsalvageable despite the growing warnings they may give you, and once they are ready to blow their top, it will be due to pressure over time.
Earth/Poison
“Earth protected the Spark.”
Appearance
In their human form, the earth elemental may have the most striking appearance, with their hair colors ranging from shades of grain, flowers, and ivy. Their eye color may be shades of amber, rust, hazel, and spring green. Their shimmer is subtle along the edges of their figure, like gemstone dust.
Temperament
The earth elemental is open, kind, and paternal to those around them. In groups, their presence can provide stability and assurance that may be needed. While this disposition can be disarming, if you betray an earth elemental, forgiveness is off the table. You can expect an earth elemental that you have harmed to shell themselves around you like a gray rock.
Water/Frost
“Water encircled the Spark.”
Apperance
In their human form, the water elemental may have colorful hair ranging from the purest white, to an array of coral colors, or oceanic colors. Their eyes will contain a glow of white or blue, and their skin shimmers in light.
Temperament
Like their element, the behavior of a water elemental is dependent on their treatment. Guided by emotions, they can be as calm as the surface of a placid lake, or as destructive as a tsunami. They are led by their emotions, and can easily be your friend in a flood, or ice you out if you are cruel to them.
Air/Lightning
“Air breathed life around the Spark.”
Appearance
In their human form, the air elemental has hair colors ranging from white, grays, blues, purple, and bright blonde hair. Their eye color may be shades of bright blues and ashen gray color. Their shimmer is warm, like sunlight, atmospheric.
Temperament
The air elemental is perceived as snotty, or know-it-alls, but their thirst for problem solving and solutions are only rivaled by the storms in which they control. That being said, they are less likely to react emotionally, and do not respond well to emotional outbursts, manipulation, or acts that try to garner their sympathy, as it simply poses no benefit to any situation at all.
Creating an Elemental
When creating your elemental, you must select three different core stones. Each element contains four core stone types. The three core stones you select do not have to all come from the same element, however, there is an order to your elemental core selection.
Pure Cores: A pure core is achieved if your starting three cores come from the same element. If an elemental has a pure core, life expectancy is increased to 10,000 years and can assume an animal form akin to their pure element.
Chaotic Cores: A chaotic core is formed when two opposing elements exist in the same being. If an elemental has a chaotic core, life expectancy is reduced to 2,500 years. Chaotic cores cause residual damage to the elemental when they cast spells that are the direct weakness of their primary element. The damage is equal to half of the damage caused, half of damage healed, or half the casting cost for non-combatant spells. Passive spells do not cause harm.
~~ FOOD, DRINK, AND MISC ~~
Drinking and Eating
Elementals do not require food or drink in the conventional sense. Sustenance for them comes from proximity to natural forces, such as standing in a rushing river, resting in a thunderstorm, or meditating within an untouched grove. Their magical Core absorbs ambient energy from their environment, and this serves as both nourishment and rejuvenation.
Despite this, Elementals are capable of mimicking the act of eating and drinking while in their humanoid shell. Some do so out of curiosity, others as a method of social blending or ceremonial tradition. However, the experience is purely sensory and has no effect on their physical well-being.
Consuming artificial or heavily processed substances may disturb their equilibrium. Pollution, corrupted matter, or magical toxins can interfere with their Core's resonance, causing physical destabilization or minor environmental effects such as localized tremors, temperature shifts, or spontaneous magical discharge.
Certain natural substances can be harmonized. A Fire Elemental may be calmed by sipping volcanic mineral broth. A Water Elemental may simulate intoxication by absorbing enchanted mist. These practices are rare but known among ancient elemental circles and druidic orders.
Alcohol
Elementals do not become intoxicated through alcohol in the normal way. However, they can be affected by magical or alchemically infused liquids that resonate with their specific element. For example, a storm-infused elixir may enhance the clarity or aggression of a Lightning Elemental. A brew laced with glacier powder might numb a Frost Elemental's senses or cause a hibernation-like state.
Elementals who attempt to indulge in mortal drink without alignment to their Core often find the act meaningless or mildly disruptive. Those who do engage with elemental-infused alcohols usually do so in ritual settings, often to deepen their attunement, unlock ancient memories, or amplify specific powers temporarily.
Prolonged exposure to conflicting substances, such as fire in a water-aligned Elemental, can cause internal turbulence, emotional instability, or spontaneous transformations into Planar Form. This is one reason Elementals rarely indulge outside of controlled environments.
Weather and Environment
Elementals are deeply connected to the natural world and are affected by environmental forces based on their subtype. While their Cores grant them great resistance to ambient conditions, their reactions vary depending on alignment and elemental affinity.
Water and Frost Elementals
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Cold: Thrive in icy climates and gain resilience. Cold strengthens their Core.
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Heat: Prolonged heat weakens their stability, causing their form to destabilize.
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Rain: Restorative and soothing, often amplifying their magic.
Fire and Magma Elementals
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Cold: Can function in cold environments, but with reduced efficiency.
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Heat: Draw strength from heat sources, including lava flows and wildfires.
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Rain: Can cause minor Core suppression. Prolonged storms may force dormancy.
Earth and Flora Elementals
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Cold: Hardens their exterior, which can be both protective and restrictive.
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Heat: Encourages growth in flora types, though drought may induce a dormant state.
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Rain: Nourishing. Restores strength and connection to ley lines.
Air and Lightning Elementals
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Cold: Neutral effect. Air remains adaptable regardless of temperature.
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Heat: Energizes lightning alignment. May cause overcharge if uncontrolled.
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Storms: Vitalizing. Thunderstorms act as both fuel and emotional stimulant.
Corrupted or Tainted Weather
Exposure to magically corrupted environments, such as blighted forests, alchemical smog, or desecrated ley zones, can cause Core interference in all Elementals. Symptoms may include visual instability, disconnection from their element, or involuntary elemental discharge. Extended exposure can reduce their Power Pool or trigger uncontrolled shifts into Planar Form.
Elementals thrive in natural terrain. Weather is not just climate to them, it is breath, memory, and soul.
Miscellaneous Physical Traits
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Elementals frequently manifest visual or sensory effects when emotionally charged. Their bodies may shimmer, glow, crackle, steam, or pulse in rhythm with their Core. These effects are most visible in darkness or natural surroundings and often reflect intense emotions such as joy, fury, sorrow, or awe.
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Their senses are attuned to the resonance of ley lines, elemental balance, and terrain memory. Without rolling, they may instinctively sense if an object, person, or place is corrupted, artificially altered, or environmentally unstable. This instinct is not based on logic or detection spells, but on a deep, primal intuition inherited from their original shaping of the world.
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Elementals do not sleep. Instead, they enter a dormant state, often within natural terrain that mirrors their Core. During dormancy, they experience elemental dreaming, visions of ancient tides, shifting stone, roaring flame, or boundless sky. These dreams are personal and symbolic, revealing layers of the world's memory to the Elemental alone.
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Prolonged exposure to corrupted environments may disrupt their equilibrium. Symptoms may include elemental distortion, flickering between forms, loss of communication ability, or emotional suppression. In some cases, their Core may attempt to forcibly root into nearby terrain to stabilize itself.
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In rare moments of extreme emotion or divine alignment, an Elemental may unintentionally trigger small environmental miracles. These can include water swirling against gravity, wind speaking in their voice, fire changing color, or plants blooming at their touch. These events are purely cosmetic and cannot be controlled, but they often leave lasting impressions on those who witness them.
~~ AGING ~~
Elementals do not experience aging in the mortal sense. Time does not erode their bodies, and their forms remain untouched by decay or biological frailty. Their existence is measured not in years, but in harmony. So long as their Core remains intact and connected to natural forces, they are functionally immortal.
Elementals are not born, but awakened. Their emergence occurs through convergence, when environmental energies align in a perfect pattern of elemental resonance. This may happen during a great storm, a volcanic eruption, a ley line flare, or a sacred ritual. Once awakened, an Elemental passes through three primary phases of existence.
1. The Formless Core (Dormant State)
In this pre-conscious state, the Elemental exists as a Core without shape or awareness. It lies buried in terrain or suspended within its element, slumbering within magma, drifting inside glaciers, humming in clouds, or rooted in ancient trees. During this phase, the Core absorbs elemental energy from its surroundings, waiting for the spark of resonance to awaken.
Natural disasters, divine events, or mortal rituals may trigger the Core’s transition into consciousness. Until that moment, the Elemental remains silent, timeless, and undetectable to most forms of magic.
2. The Anchored Self (Awakening and Manifestation)
Once awakened, the Elemental creates a humanoid shell based on its surrounding region. This shell allows it to speak, move, and act among mortals. Its physical appearance is influenced by local culture, terrain, and the balance of elements present at the moment of awakening. This stage marks the beginning of memory, identity, and will.
The Elemental does not age during this phase. Its form remains as it was at awakening. The only changes that occur are intentional—adjustments to reflect mood, growth, or cultural adaptation. Some Elementals may shift appearance subtly across centuries, while others remain visually unchanged for thousands of years.
3. The Eternal Pulse (Immortality and Resonance)
Once fully harmonized with their element and environment, the Elemental enters a state of complete stasis. They cease all physical transformation and become a perfect expression of their elemental force. Their memory grows vast. Their connection to the world deepens. Their magic resonates naturally with the cycles of the planet.
They are considered immortal and can only be destroyed if their Core is shattered or corrupted. This may occur through powerful anti-elemental magic, the severing of ley lines, or destruction caused by divine or apocalyptic forces. Otherwise, Elementals may walk the world indefinitely, unchanged and unshaken by the passage of time.
In rare cases, an Elemental who is destroyed under extraordinary cosmic conditions may reawaken centuries later. This is known as the Resonance Echo, a phenomenon where the original Core reconstitutes itself within a natural site that mirrors the conditions of its previous life. These reborn Elementals often retain fragmentary impressions, dreams, or symbols tied to their former existence, though their identity must be relearned.
Such events are exceedingly rare and considered sacred omens by druids, elemental cults, and ancient ley scholars. Some believe that when the land itself cries out for protection, the Echo awakens an ancient Core to answer.
~~ PROCREATION RULES ~~
Elementals are not born through mortal biology. Their creation is a convergence of elemental forces, terrain resonance, and cosmic rhythm. While they may form close bonds with other beings and even simulate romantic relationships, the birth of a true Elemental is a metaphysical event, not a biological one. Each new Core forms when the balance of a region demands it, calling forth a being to restore harmony or preserve natural order.
True Elemental awakenings are rare and always meaningful. They occur in places of extreme elemental purity or crisis, such as during wildfires, volcanic eruptions, glacier shifts, monsoons, or leyline collapses. These awakenings are often interpreted as the world answering a spiritual imbalance.
Elementals may engage in intercourse for pleasure while in their humanoid form, but are only capable of procreation with other elementals. The process involves both elementals taking planar form and through touch, offer a piece of their elemental core that passes through both elementals. The new core will exit both elementals between them and form into a hand-sized crystal that grows as the new elemental does. The new elemental must emerge by breaking the crystal, and must be protected until then. This time can take up to a year, in which the elemental emerges in planar form and remains in planar form until they can learn how to assume a physical form. The age of the elemental upon emergence is subjective, and is not bound to infancy. New elementals can become a played character once they enter adulthood.
Core Convergence Conditions
An Elemental may awaken when the following conditions are met:
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A leyline crosses a sacred elemental site in perfect alignment
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An ancient elemental shrine is reactivated by ritual, catastrophe, or sacrifice
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A mortal of great elemental affinity dies within a resonance pool or sacred terrain
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The surrounding biome is thrown into existential crisis, demanding an elemental steward
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A dormant Core reconstitutes through natural echo or resonance from a fallen sibling
Signs of Elemental Awakening
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Sudden environmental shifts, such as silence followed by tremors, snowfall, or wind gusts
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Elemental symbols etched into stone, trees, or flowing water near the awakening site
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Animals gathering or reacting in unnatural harmony or fear
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Localized weather anomalies or auroras at the moment of manifestation
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Spontaneous blooming, geysers, rock fractures, or firebursts as the Core forms
Fertility and Ritual
Elemental creation is not a question of fertility, but of balance. Sacred rituals may call forth a Core if the land is ready and the intent is pure. Druidic orders, shamanic rites, or arcane geomancers may attempt to initiate awakenings by aligning terrain, offering sacrifice, or channeling ley energy. However, success is not guaranteed and often requires divine timing.
Some Elementals are created during acts of mourning, where a bonded soul calls to the land in grief. Others are born in triumph, called forth by the harmonious end of a long conflict. Twin awakenings are rare and are believed to represent dual aspects of the same force—such as flood and tide, magma and ash, gale and stillness.
The Echoform Phenomenon
Occasionally, a fallen Elemental’s Core reawakens through a phenomenon known as Echoform. These rare individuals emerge not from fresh convergence, but from the memory of a destroyed or dormant Core. They often form in the same terrain as their predecessor and display subtle memories, elemental scars, or instincts from their previous existence.
Echoform Elementals are carefully observed by elder Elementals, druids, and ley scholars. Some believe they are the key to restoring ancient sanctums or reclaiming territories lost to Avalonia. Others fear them, believing their existence may herald an elemental catastrophe or a return of the world’s wildest forces.
ELEMENTAL RACIAL GROUP INFORMATION
Elemental Gatherings – The Coreborn Union
In Seyruun, Elementals do not form families, lineages, or courts. Instead, they align with Gatherings, sacred collectives of awakened Cores bound by shared elemental philosophy, purpose, and natural resonance. A Gathering is more than an alliance. It is a reflection of balance within a specific biome or elemental truth, formed when Elementals unite to maintain harmony, restore lost terrain, or defend primal memory.
These groups are echoes of the first Circle of Creation, where Elementals emerged in unison during the Age of Shaping. Gatherings are shaped by ancient memory, terrain-specific rituals, and seasonal alignment. Each one forms naturally when Cores awaken in tandem or are drawn together by environmental purpose. Through their unity, they become stewards of the world’s rhythm.
Gatherings function as formal racial groups under the Seyruun system and follow the standard five-dot advancement path. They do not unlock new disciplines but grant lore influence, ritual structure, and growing power within the natural world.
What Is a Gathering?
A Gathering is a spiritual collective of Elementals united by:
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A shared elemental belief or principle tied to a natural cycle
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A purpose rooted in the restoration, preservation, or transformation of a biome or force
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Seasonal rituals, awakening rites, and elemental memory practices
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An oath of equilibrium or resonance, often expressed through symbols or terrain marks
Gatherings serve as local anchors of natural power and act as balancing forces during times of environmental unrest. Some maintain sacred groves, volcanic sanctuaries, or storm altars. Others roam across biomes, interpreting the elemental will and preserving leyline integrity.
Forming an Elemental Gathering in Seyruun
To form an official Gathering:
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Gather three or more active Elemental characters
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Define your Gathering’s name, elemental focus, and guiding purpose
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Submit a Gathering sheet including:
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A glyph, crest, or resonance mark
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Natural domain or environmental site of influence
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Ritual calendar or seasonal events
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Rank system or mantle progression
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Oath of Balance (sacred vow of purpose)
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Maintain regular in-character presence through rites, seasonal shifts, or regional restoration efforts
Once approved by Storytellers, the Gathering becomes an official racial group and begins progression through the five-tier advancement system.
XP may be shared between members. All progression is moderated by Storyteller approval based on ritual significance and regional roleplay.
GATHERING BENEFITS BY RANK
CREATING THE ELEMENTAL CHARACTER
To create an Elemental character on the Seyruun server, follow the base rules for character creation in the modified oWoD system, with the following race-specific additions and expectations:
Step 1: Choose Your Elemental Subtype
All Elementals must select a subtype at character creation. This choice determines your appearance, temperament, and specific elemental abilities.
Available Subtypes include:
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Water or Frost
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Fire or Magma
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Earth or Flora
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Air or Lightning
Your subtype defines your environmental alignment, unique racial powers, and the form your Planar transformation takes. Once chosen, your subtype cannot be changed, as it reflects your Core’s elemental resonance and origin.
Step 2: Assign Attributes and Skills
Use the standard character creation rules:
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Attributes: 7 / 5 / 3 across Physical, Social, and Mental (in any order)
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Skills: 13 / 9 / 5 across Physical, Social, and Mental (in any order)
Elementals may emphasize attributes and skills based on their subtype and environmental purpose. For example, Fire Elementals often prioritize Brawl and Intimidation, while Air Elementals may focus on Tactics and Reflexes. Your choices should reflect both your origin terrain and your awakened role in the world.
Step 3: Assign Elemental Abilities
Elementals begin with a unique set of eight racial abilities, tied directly to their subtype. These abilities are preassigned and cannot be altered at creation. Each is fueled by your Essence Pool. These powers reflect your alignment with the elemental plane and include effects such as:
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Regeneration near water
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Fire teleportation
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Earth-based damage reduction
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Lightning speed or evasion
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Terrain manipulation
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AoE debuffs tied to your element
See the Elemental Subtype Section for complete ability lists.
Step 4: Assign Backgrounds and Environmental Ties
Elementals begin with up to 5 Background Points, representing sacred connections, gathered wisdom, or environmental resonance. Suggested Backgrounds include:
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Sanctum (a natural site you are tied to)
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Resonance Echoes (allies or memories of ancient terrain)
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Elemental Kinship (other Elementals you share energy with)
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Druidic Ally (mortal or immortal figures who maintain your shrine or grove)
These connections define your influence in the natural world and may expand over time through roleplay.
Step 5: Apply Racial Mechanics
Elementals automatically receive their racial strengths, flaws, and innate traits (see the next section).
You may also choose racial Merits specific to Elementals, in addition to standard Merits and Flaws.
All Elementals begin with an Essence Pool of 20 (see Power Pool section for more details).
Step 6: Write Your Awakening Scene
Elementals must provide a written Awakening Scene that details the moment their Core formed or was activated. This scene should include:
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The terrain and conditions of your emergence
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What caused your Core to awaken (crisis, convergence, ritual, or natural evolution)
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How you took on your humanoid form
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Whether you remember a past life or emerged fully formed
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Your first moments of awareness and contact with the world
If you are a Resonance Echo (reborn from a fallen Core), you must document what terrain you were called from, any fragmentary memories you carry, and how your past life influences your current one.
Once these steps are completed and your sheet is approved, your Elemental will be ready to shape the living memory of Seyruun’s terrain, serve in a Gathering, and walk the ley-bound path of balance, fury, or renewal.
~~ STRENGTHS, BANES, AND FLAWS ~~
Elementals are not spirits or magical beasts. They are Core-born embodiments of the world’s primal memory. Shaped by terrain, awakened by resonance, and guided by balance, they are eternal echoes of creation. Their bodies are constructs of environment and arcane energy, and their purpose is bound to the elemental cycle. Their strengths are drawn from the land itself, but their stability comes at a price.
These benefits apply to all Elemental characters unless altered through magical severance or permanent narrative consequence. They reflect the innate traits granted by their awakened Core and the element they embody.
RACIAL STRENGTHS
Natural Magic
Elementals do not require any components, words, or materials to channel their magic and may cast any spell composed of their elemental core.
Arcane Mimicry
Elementals can cast magic and spells that are precisely listed as their primary core element from any race that is of or below their level for a -2 reduced cost.
Elemental Output
Attack and defense spells will take the form of the selected element being used.
Planar Form
Elementals may take a planar form. This planar form reduces physical attacks by half. Attacks that are their weakness cause aggravated damage while they are in planar form.
Elemental Core
Elementals have a core that represents their existence, which is composed of three to five different stone aspects. This dims over time and eventually expires, with the core turning into a round marble at the end of its cycle. This life cycle can last up to 5,000 years. For pure cores the life cycle is 10,000 years. For chaotic cores, the life cycle is 2,500 years.
Elemental Immunity
Elementals are immune to magic of their primary element, disease, cancer, and viral infections, including lycanthropy and vampirism.
Adaptive Evolution
The appearance of an elemental changes by adapting the physical appearance of the primary race in a region they reside for more than 12 hours. For example, if they were in a region with a majority population of vampires, their skin would pale and their incisors would protrude slightly for cosmetic effect.
Dark Vision
Elementals can see in perfect dark or low light conditions.
Attribute Advantage
Each elemental type receives an automatic +1 attribute success dependent on their element.
These weaknesses apply to all Elementals unless mitigated by powerful story intervention, purification rituals, or artificial transformation. They are the consequences of having a fixed Core and metaphysical structure.
RACIAL BANES
Elemental Instability
If separated from your natural terrain for more than 72 hours, you begin to suffer a spiritual decline. Each day beyond that imposes a cumulative –1 penalty to Essence regeneration. After a full week, you begin taking 1 Lethal damage per day until reconnected.
Core Exposure
If your Core is directly struck or targeted (via specialized rituals or Core-sensing magic), you suffer double damage from the triggering attack. A shattered Core results in instant death. Shielding it through armor, enchantment, or sacred relics is advised.
Elemental Weakness
Opposing Element: Elementals take double damage to their opposing element. Damage from these elements may cause scarring or imperfections.
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Water is weak to Air/Lightning
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Fire is weak to Water/Frost
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Earth is weak to Fire/Blood
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Air is weak to Earth/Poison
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Shadow is weak to Light.
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Light is weak to Shadow.
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Mortal Enemy, Undead: Elementals are mortal enemies to all Undead types.
Celestial Magic: Elementals take aggravated damage from holy or unholy sources.
Undead Magic: Elementals take aggravated damage from undead magic.
Resonance Echo
Your dreams, memories, and thoughts may be overwhelmed by ancient terrain echoes. When exposed to old sites tied to your element, you may become distracted, entranced, or momentarily lost in ancestral memory. Resolve + Composure check (Difficulty 6) required to maintain focus.
Planar Fragility
Using your Planar Form more than once per day without meditation causes strain. Each additional transformation after the first requires a Stamina + Occult roll (Difficulty 7) or you take 1 Aggravated damage from Core overheating.
You may take one of the following thematic flaws at character creation for additional Freebie Points. These flaws encourage deep environmental and metaphysical storytelling.
OPTIONAL FLAWS (+3 Freebies Optional)
Dissonant Terrain
You suffer discomfort or Essence loss when spending extended time in terrain that opposes your element. Fire Elementals in frozen regions, Water Elementals in volcanic areas, and so on. After 12 hours, lose 1 Essence and take –1 to all rolls until relocated or ritually stabilized.
Echobound Mind
You experience ancestral dreams so vivid they affect your waking state. After each long rest, roll Resolve (Difficulty 6). On failure, you suffer –1 to Mental rolls for 1 hour due to disorientation or memory bleed.
Fragile Vessel
Your humanoid form is poorly anchored. When below half Health, all soak rolls are made at –1 die, and your Core glows visibly, making stealth nearly impossible.
Wounded Leyline
Your Core formed in an unstable region, and your Essence does not regenerate naturally. You must meditate or rest in terrain aligned to your element to regain spent Essence.
Temper of the Element
Your emotions reflect your element and are difficult to suppress. You must succeed on a Composure check (Difficulty 7) to avoid emotional outbursts in high-stress situations. Failure may result in unwanted elemental surges (burning aura, tremors, storms, etc.)
Unbalanced Resonance
You were born of a failed ritual or dying region. You take +1 damage from spiritual or divine attacks and cannot enter hallowed ground without triggering nausea or resistance penalties.
~~ INNATE BENEFITS (Free Merits/Traits) ~~
All Elementals in Seyruun gain the following innate Merits and traits automatically at character creation. These represent their Core-stabilized origin and elemental embodiment forged during the Age of Shaping. These Merits do not cost XP or Freebie Points and cannot be removed without a full race change or metaphysical destruction of their Core.
Innate Merits
Core Stability (2 pt Merit)
You gain +1 die to any Stamina-based roll when resisting environmental harm or physical stress (such as extreme cold, heat, or pressure). Your body is formed of terrain, and you bend but do not break.
Elemental Bond (3 pt Merit)
You gain +2 bonus HP beyond your base maximum. When standing in your aligned terrain (e.g., water for Water Elementals), you regain 1 lost HP per hour passively without needing Essence. This healing does not function in foreign terrain.
Primordial Presence (2 pt Merit)
You gain +1 die to Social rolls when interacting with druids, elementally attuned NPCs, or nature spirits. This reflects the awe and reverence your elemental aura inspires in those aligned with the natural world.
Ritual Immunity (1 pt Merit)
You receive a +2 bonus to resist magical rituals or effects that attempt to bind, banish, or imprison spirits or extraplanar entities. Your Core repels magical control unless you are weakened or consent.
Elemental Surge (2 pt Merit)
Once per scene, you may channel your elemental aspect through your body to gain a one-turn environmental advantage. Fire may create light or heat, Earth may cause a tremor, Water may obscure movement with mist, and Air may knock back foes with a sudden gust. No roll required unless contested.
Innate Systems Access
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Power Pool: Begin with access to the Essence Pool (see Power Pool section). You start with 20 Essence Points. These are spent to fuel racial abilities, elemental techniques, and Planar Form transformations.
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Terrain Synergy: You regenerate 1 Essence Point per hour when immersed in your native terrain. Standing within that terrain for 5 or more turns in combat also grants +1 die to any one roll per scene. This does not stack.
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Immunity to Mundane Harm: You are immune to natural diseases, non-magical poisons, suffocation, drowning, and aging. You cannot be incapacitated by fatigue or hunger, and you do not sleep as mortals do.
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Core Anchoring: If reduced to 0 HP, you do not die unless your Core is directly destroyed. Instead, you collapse into a dormant state. You may be revived by being returned to terrain that matches your elemental type, followed by a full meditation or ritual performed by an ally.
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Terrain Memory: Once per week, you may call upon the ancient memory of your element. This allows you to learn a secret, hidden truth, or event tied to the terrain around you. Use of this ability requires Storyteller approval and may yield lore, clues, or narrative influence.
~~ RACIAL MERITS (Unique to This Race) ~~
These are exclusive Merits available only to Elemental characters in Seyruun. They reflect the metaphysical harmony between Core, terrain, and primal essence. Elementals are echoes of creation, and their Merits draw from their alignment with the leylines, storms, and seasonal cycles of the world.
Players may purchase these Merits with XP or Freebie Points during character creation or later through significant roleplay milestones (pending Storyteller approval). These Merits are unavailable to other races. Some require a specific elemental subtype or regional origin.
Minor Racial Merits (1–2 XP)
Living Terrain (1 XP)
When standing on terrain aligned to your element, gain +1 die to Perception + Survival rolls. Your body feels the shifts of the ground, currents, or wind around you.
Planar Drift (2 XP)
Once per scene, you may partially phase into your element to move through natural barriers. Earth Elementals pass through stone, Air through narrow cracks, Water through grates or gaps, Fire through embers or vents. You reappear up to 10 feet away, ignoring one obstacle.
Elemental Echo (2 XP)
You may spend 1 Essence to gain +1 die on any one Mental skill roll (Occult, Lore, or Investigation) related to natural history, ancient places, or terrain resonance. This reflects the whisper of forgotten places within your Core.
Ambient Spark (1 XP)
Once per day, while in your aligned terrain, you may roll Wits + Empathy (Difficulty 6) to detect the emotional tone of the land. Success reveals recent trauma, magic, or corruption in the area.
Standard Racial Merits (3–5 XP)
Resonant Pulse (3 XP)
You may spend 1 Essence to pulse elemental energy through the environment. Roll Resolve + Survival (Difficulty 7). On success, all foes within 10 feet suffer a –1 penalty to Defense rolls for 2 turns. This may only be used once per scene.
Ritual Conduit (4 XP)
You may serve as a living conduit during magical rituals involving nature, weather, or elemental forces. Gain +2 dice when participating in or anchoring such rituals. This does not apply to purely arcane or divine rituals unless nature-based.
Mantle of Stone or Storm (5 XP)
Choose one environmental condition aligned to your element (rain, snow, earthquakes, sunlight, etc.). When this condition is present, gain +1 to all Intimidation or Presence rolls. Your form surges with environmental power.
Adaptive Core (3 XP)
You may spend 1 Essence to temporarily ignore penalties from an opposing terrain type for 1 hour. You do not gain bonuses, only negate hindrances. This may only be done once per day.
Advanced Racial Merits (6–10 XP)
Elemental Avatar (6 XP)
Once per week, you may enter full Planar Form for up to 5 turns. While transformed, gain immunity to mundane weapons, +2 dice to all Elemental ability rolls, and gain flight, burrow, or swim based on your subtype. At the end of the scene, you lose 5 Essence and cannot use Planar Form again for 24 hours.
Core Rebirth (7 XP)
If slain in terrain aligned to your element, you may roll Stamina + Occult (Difficulty 8). On a success, your Core reforms after 24 hours within the terrain itself. You return at 1 HP and 5 Essence. This Merit may only trigger once per Chronicle.
Leyline Threading (8 XP)
You may spend 2 Essence and meditate for 10 minutes in any natural location. Roll Intelligence + Rituals (Difficulty 7). On success, you learn if nearby elemental sites, spiritual beings, or corrupted anomalies exist within a one-mile radius. This information is symbolic and must be interpreted.
Voice of the First Shaping (10 XP)
Once per Chronicle, you may invoke your origin and channel the elemental breath of creation. For one scene, all environmental hazards related to your element obey your will: fire parts before you, stone reshapes under your feet, storms scatter, or waves rise. You gain +2 to all elemental ability rolls. At the end of the scene, you fall into a dormant state for 8 hours, during which you cannot be awakened by normal means.
~~ RACIAL POWER POOL NAME & FUNCTION ~~
Power Pool Name: Essence Pool
Elementals draw their power from the core of the world itself. Their Essence Pool represents the primal energy stored within their Core, a metaphysical crystal that hums with the resonance of their originating terrain. This energy fuels their elemental techniques, supports their Planar Form, and sustains their connection to the world’s natural leylines. Without it, their forms begin to crack, and their bond with creation begins to erode.
Power Pool Basics
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Starting Pool Size: 20 Essence Points
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XP Advancement: +1 Maximum Essence per 5 XP spent
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Hard Cap: 50 Essence Points (unless increased by Storyteller approval, rare relics, or sacred environmental fusion)
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Refill Method: Absorption through elemental terrain or planar meditation
How Essence Recovery Works
Elementals do not feed. Instead, they must reconnect with their source terrain to restore their power. The recovery process depends on both proximity and elemental alignment.
Recovery Methods:
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Terrain Immersion:
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Standing within your aligned terrain for one uninterrupted hour restores 3 Essence.
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Examples: Water Elemental in ocean or lake, Fire Elemental near flame or lava, Earth Elemental in forest or underground, Air Elemental on mountain or wind-swept ridge.
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Planar Meditation:
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Meditating for 30 minutes in solitude in a natural area restores 2 Essence. Requires no distractions or combat.
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Leyline Nexus:
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Resting for 10 minutes at a leyline node fully restores Essence. These nodes are rare and often guarded or contested.
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Druidic Blessing or Ritual Conduits:
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Elementals may recover 1–5 Essence through the aid of nature priests or Core-bonded rituals. Requires cooperation and roleplay.
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Sacred Stones or Core Shards:
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Rare items found in the wild or crafted by ancient tribes may hold crystallized Essence. One shard restores 1d6 Essence. Use is regulated by Storytellers.
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Using Your Essence Pool
Essence may be spent in the following ways:
Elementals with Merits or special traits may have unique interactions with their Essence usage. Abilities vary based on subtype and core attunement.
Note: The Essence Pool does not regenerate over time like Willpower or Stamina. Elementals must be intentional about restoring power through environmental or metaphysical means.
Essence Pool at 0
When your Essence Pool reaches zero:
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You suffer –1 to all Physical and Mental rolls
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You lose access to all racial abilities and Planar Form
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You become fatigued and glow dimly or flicker depending on subtype
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After 24 hours without recovery, your Core begins to crack. Roll Stamina + Composure (Difficulty 7) every hour or suffer 1 Lethal damage from spiritual collapse
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If reduced to 0 HP while at 0 Essence, you cannot stabilize unless immersed in terrain or healed by ritual
Special Notes:
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Elementals aligned with abundant or thriving terrain may find Essence easier to recover. Urban zones, corrupted lands, or anti-magic fields severely hinder recovery and cause metaphysical distress.
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Some Elementals may develop addictions to certain terrains or resistances to others. This should be roleplayed and may be rewarded with bonus XP or unique flaws.
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A shattered Core is a death sentence unless another Elemental offers part of their own Essence in a sacrifice ritual. This rite is ancient, painful, and rarely used outside deep bonds.
FINISHING THE CHARACTER
~~ FINISHING YOUR CHARACTER ~~
Once you have chosen your Elemental's origin, sub-type, elemental resonance, and unique traits, your character is ready to be finalized. As embodiments of nature’s purest truths, Elementals in Seyruun are walking aspects of the world’s design. They are not born—they are manifested, and every Elemental is both a force and a will.
Checklist for Finalization
Complete each step below to finalize your Elemental character before joining the server’s roleplay systems.
1. Attribute Assignment
Assign Attributes in the standard allocation:
7 / 5 / 3 distributed across Physical, Social, and Mental categories.
Elementals often emphasize their Mental or Physical scores, depending on their sub-type and elemental affinity. Earth and Fire tend to lean Physical, while Air, Water, and Aether lean toward Mental or hybrid builds.
2. Skill Allocation
Use the standard skill spread:
13 / 9 / 5 across Physical, Social, and Mental skills.
Your Skill choices should reflect your elemental nature and purpose. For example:
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Fire-aligned Elementals may focus on Melee, Intimidation, Endurance
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Water-aligned may favor Empathy, Medicine, or Survival
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Air-aligned often excel in Stealth, Academics, or Rituals
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Earth-born may pursue Craft, Reflexes, or Tactics
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Aether-touched often specialize in Occult, Lore, or Inspire
3. Discipline Selection
Begin with 3 Discipline Trees:
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One Discipline must be chosen from your Elemental Racial Discipline List (e.g., Flamebinding, Tidal Spirit, Tempest Soul, Stoneborn Might, or Aetheric Veil)
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Two additional trees may be selected from compatible general or thematic disciplines
Each begins at ● unless otherwise approved.
You may develop a 10-dot custom tree later through roleplay and XP investment with Storyteller guidance.
4. Merits and Flaws
Apply the following:
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Choose from Elemental Racial Merits (listed in your race document)
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You may also choose from the server’s standard Merits and Flaws
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Optional Racial Flaws may be selected at character creation for +3 Freebie Points each
Merits and Flaws should reflect your elemental subtype and interaction with the world. Fire Elementals might be volatile. Earth-born may be stubborn but unyielding. Air may carry speed but struggle with grounding.
5. Backgrounds
Elementals begin with 5 Background Points.
Recommended options for Elementals include:
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Locus – a sacred or environmental site that empowers you
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Elemental Kin – other elemental spirits who serve or accompany you
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Allies – mortals, druids, or nature priests who honor your form
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Sanctuary – your lair, elemental chamber, or anchored domain
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Tether – an anchor in the mortal world that prevents dispersion
Elementals may also earn unique backgrounds based on their role as guardians of balance or natural phenomena.
6. Power Pool: Essence
Elementals draw strength from Essence, their racial Power Pool. Essence represents the raw, unfiltered energy of nature and is used to power Disciplines, defenses, transformations, or natural phenomenon.
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Starting Pool: 20 Essence
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Spending Essence: Fuels all racial and learned Disciplines, enables reactive elemental effects (such as water-flow movement, stone shielding, or flickers of flame), and reinforces elemental resistance
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Regenerating Essence: Accomplished through:
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Resting within your native element
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Meditating at a leyline or elemental shrine
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Absorbing raw natural energy (storms, quakes, tides, etc.)
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Fulfilling your elemental purpose or being honored in rites
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Your sheet must describe your source of regeneration and how you maintain harmony with the world’s cycles.
7. IO Blessings and Saving Throws
All Elementals begin with:
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5 IO Blessings – the renamed Willpower system from World of Darkness
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IO Blessings represent spiritual resolve, purpose, and alignment with natural law
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May be spent to succeed at challenges of spirit, will, or conviction
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Used in intense moments such as resisting corruption, surviving suppression, or invoking deeper force
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Saving Throws, each starting at 1, unless increased through XP or Merits:
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Willpower: Resists domination, coercion, or spiritual distortion
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Reflex: Avoids sudden area effects, magical bursts, or chaotic terrain
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Fortitude: Endures physical punishment, exhaustion, and elemental backlash
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These saving throws use the standard WoD dice pool mechanic and are vital to surviving high-intensity threats.
8. Health and Defense
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Base HP = 10 + Stamina
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Defense = Reflex + any bonuses granted by elemental form, passives, or active Disciplines
Elementals who manifest in physical form are subject to injury, but often wield enhanced defense or resistances tied to their subtype. For instance, an Earth Elemental may ignore falling damage or an Air Elemental might glide from impact.
At 0 HP, Elementals may:
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Disperse into raw elemental energy (with proper Merit or Ritual)
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Collapse into dormancy until Essence is restored
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Die, if completely severed from their elemental plane or consumed by opposing force
9. Profession and Wealth
Assign both your Profession and Wealth:
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Profession Rank should reflect your character’s current role or purpose in the mortal or spiritual world
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Wealth Rating ranges from ● (Wandering Spirit) to ●●●●● (Elemental Lord in service of powerful factions)
Elementals rarely engage in commerce directly, but may receive offerings, serve in roles as guardians, or be employed by mortal kingdoms, druids, or divine orders.
10. Racial Group Registration: The Gathering
All Elementals are tied to a structure known as The Gathering, a fluid, spiritual network of Elemental beings united in cycles of balance, creation, and purpose.
To create or join a Gathering:
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Join with 3 or more Elemental characters with aligned philosophies (preservation, cycle guardianship, etc.)
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Submit your Gathering sheet with:
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Name and Elemental Focus (e.g., “The Verdant Axis,” “Crucible Pact”)
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Subtype representation and unifying goal
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Sacred leyline, node, or anchoring place
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Roles within the group (e.g., Flamecaller, Stone-Ward, Breathwalker)
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Advance through the 5-rank system for Gatherings
Gatherings are not militaristic. They serve as spiritual alliances, sentient manifestations of the planet's consciousness.
Storyteller Reminders
To complete your character, submit:
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A finalized Elemental sheet using the server template
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Background including your emergence, elemental domain, and purpose
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Custom Merits, artifacts, or subtype requests
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Confirmation of your Gathering, if any
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Description of your elemental behavior, environment needs, and vulnerabilities
Once approved, your Elemental joins the living lore of Seyruun, part mystery, part memory, and entirely real.