Showing posts with label elementals. Show all posts
Showing posts with label elementals. Show all posts

Saturday, 28 March 2020

Image Response Ping Pong 14

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 Here we are , here we are , IMAGE RESPONSE PING PONG NUMBER 14 , in which we act as CHALLENGING MUSES in order to keep a lively series of blog posts , so to keep the sly flame of promotion burning .

 (DCOhas a kickstarter to get a limit print run, it's fully funded, but you still have the opportunity to back it and so get a print copy reliably , instead of waiting for them to be available via mail order or store front)

Patrick has envisioned a visionary god

 And given us the above to respond to ..





















This is a Abeyantal Ambassador   ,a would be an elemental if the natural of reality was configured differently. This Ambassador, the Coruscate-Illuminant, is on its way to present itself before  the protean metabeings in the process of creating a reality.
The Coruscate-Illuminant argues for light as mass, energy as tangible solidity , a world where fire is a brick .

 It is unlikely it will successfully argue its case, it would help if the Coruscate-Illuminant would form an alliance with other Abeyantal Ambassador, but it can't envision sharing reality with any other. It desires to be an endlessly neon highway in a void forever.


Okay , now back to you Patrick.

Who be these?

(the answer is here!)



Tuesday, 7 February 2017

More on the Elementals

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Anathema, Spectrum, Azure (source unknown, maybe?)
Anathema , Spectrum , Deep (Zdzisław Beksiński)
Anathema , Spectrum, Verdigris (Gareth Pugh, Fashion In Motion, 2007)




Anathema, Spectrum , Stark (Jean Tinguely Le Soleil)
Anathema, Spectrum, Slurring (“spacehunter: adventures in the forbidden zone” (1983)










Anathema, Duality, Teragen (photo from here)




Anathema , Duality, Entropy (Spider embryo from here)
Fire, Blasphemy , Conflagrating Muse (Jean Paul Gaultier spring 2007)


Earth, Blasphemy, Monsterwomb , sculpture by Maximo Pedraza)
Air, Blasphemy, HysteriaWinds (Francis Bacon)

Water, Blasphemy, Remembering-Seas ( Epimeria larsi , Stefano Schiaparelli click for source)

Usurper Wood (Hyperolius spp. )

Usurper Flesh (found here, ??)

Zdzisław Beksiński
Usurper Fungus (Zdzisław Beksiński)



I got caught up (I'm directing a play, google Limbo Cabaret Wellington Fringe) and can't remember where the fuck I was going with this, but here's some replies to questions people had on g+ regarding the previous post here

- Volcanos and lava:

there's no "molten core" but there are magma lakes. A complicated deal between Earth and Fire mean fire have provided the heat to melt stone , providing a liquid sled, so Earth can crash around mountains easier. So teutonic drift is a thing , but it's potentially a lot faster and the faultlines are way more erratic. 
Going down it's caves and deep time all the way down.
The elementals found in herding and corralling the lava are "legally" earth elements, though technically a mongrel element. They don't realllly see themselves as Earth elementals and simultaneous held in high regard for their aid in moving continental plates and looked down on because their mixing with fire and it's potentially a volatile situation  .


-Why does Earth care where continents are ?

time share agreements between the August and Gross aspects mean any patch of earth needs to be periodically cycled between them. So mountains raised up and then eroded down , then compressed and pushed up again. 
The status of various elements means different priorities on how fast it's done. An Elemental not in command of a section of earth means it has less status so it's a complicated situation when they hand terrain over and when they hold onto it.

Holding on it too long means there corresponding aspect will also hold onto to stuff and the ideal situation is to arrange for someone else's terrain to get cycled early in exchange for yours to be delayed.

-Does Fire have a Terrain?
the sun yo. It's smaller and closer that we would assume. The surface is cool enough to walk on though, it's just the corona that's super hot.  Some stars are smaller , weirder suns (like fringe political groups or hippy universities) others glowing eldritch trash , aeon old eggs, gem prisons, space whale spoor etc.

-What other mongrel elements?
Magma and mire would be the biggest, most coherently identifying. Magma chaffing under their "honorary Earth" status and Mire being near pariahs , with barely concealed cabals with Wood and Fungal Heresys . Mire are swamps , bogs and marshs and are difficult and unpleasant to access for the other Elements. It's like .. small towns , way off from any highway or railway, running on some drug economy. 

Other things that could be seen as combinations , such as deserts or cloudscapes are firmly Earth or Air respectively , though a young gauche elemental might identify as Sand or Cloud.

-Why does Weather?
because it's interesting . As in interesting stuff happens if you keep watering land , and both Air and Water like interesting things and so have this arrangement to make weather.
This why stagnant empires wind up in deserts, less weather happens in boring places.

-What is the mind of Fire?
Fire likes purpose and direction and energy but doesn't really care what or why , only that someone is very much doing it.  They can be capiarious fire and also deeply focused slow burn fire.
Fire doesn't like or even really understand passivity or indecisiveness . Do the thing and if it's the wrong thing just do the other thing next.


Fire likes purpose and direction and energy but doesn't really care what or why , only that someone is very much doing it. They can be capiarious fire and also deeply focused slow burn fire.

Fire doesn't like or even really understand passivity or indecisiveness . Do the thing and if it's the wrong thing just do the other thing next.

Fire has no crimes outside of the sun.

The thrill -junkies and experience seekers and sensates will descend from there and woe to those that catch their eye.

Destruction and Consummation is often considered the height of appreciation.

However what is gauche and inconceivable is passivity or indecisiveness . A gauche fire elemental is indifferent, unmotivated and if they really feel like pissing off the Sun-Courts , Making a Point about it.

Which should be more understandable but it's even more infuriating to the Courts.

A Gauche fire elemental deliberately act against themselves, burn things down that they don't really care about, merely observe


-What do they look like again? Like not just fire but all these dudes
Well lose the Elemental need to made solely of an element thing and have Elementals look like anything that would be cool for that Element. So a Water Elemental could be a Coral Shark festooned with skulls. Elementals look like a range of weird shit, think classical uses of terms like fairy or demon. The actual stats and abilities of any elemental are going to vary greatly as well


-Speaking of Water , what's something that they do that would make them and the players paths collide?

crime  (I swear that this wasn't thought up to make a shitty "crime-wave" pun) 
Water demands tribute and respect by those that move or feed from it, and punish with storms, drownings, tidal waves etc.

A criminal water elemental would be one who is destroying stuff without care about tribute, one who is skimming tribute and not paying their tithe to the Sea Kings

Basically the ocean is a giant protection racket teeming with both larger operations and small independent operators trying to get an edge


so a Water Element could be going from village to village demanding tribute right under the nose of the established operators and then they have to fuck off inland pretty quickly

Tribute is anything people care about, the elementals don't really care what is exactly, they just care that you care about. There's a certain amount of potency they gain from it but it's more for display of status to other Elementals and status corresponds to territory and lobbying power



So yes an Elemental would pay someone to rip off another Elemental tribute stash, especially if said stash was stored not in the ocean




Earth :
The Parliament of Earth's are extremely concerned with the procession of terrain moving from August to Gross aspect. A criminal one*is not into this and is very into something else. Some get into being something else, a mass of cracking rock and dustfalls pretending to be cow, a walking tower,a colony mind of mud children .

Some get into gardening even growing things on themselves. A garden is not remotely limited to plants, entire towns can be carefully curated as a garden by a rogue earth elemental, "weeds" removed, buildings "pruned" , interesting new features forcibly added, like a couple of lions in the town square
The rogues tend to still be fascinated by cycles though.

*okay only a criminal if it starts acting against or ignoring Parliament Earth decrees .





How do they  get along with each other?:


None of them are officially enemies , it's far more petty and vindictive than that. 
Earth's August and Gross aspects are like a seelie unseelie court but if they were also politicians and stockbrokers , so even if they are complete alien to each other , they are so heavily entwined in each others interests , they get along like a dangerous family.



Earth has a long term deal with fire for the maintenance of magma lakes which greatly add the Progression. In exchange the magma lakes act as embassy for vacationing Fire elementals . August Earth regards everyone else beneath them (ironically?) and barely acknowledges they even exist , while Gross Earth has creative , sometimes heated exchanges with Air and Water outliers , like proponents of various art schools and left wing philosophies arguing fiercely but admiringly?

Fire in its August aspect is in the sun, while the Gross in the poles. Gross Fire is moody and weird and Gross Water is there and they are moody and weird together.

Fire basically claimed the upper sky all to itself and Water and Air have been extremely passive aggressive about it ever since. They tolerate and pretend to humour Fire touching down but it better not get comfortable.

Water concerns itself mainly with bullying people for tribute, with the weirdos engaging with Air (as the Weather) and Gross Earth .

Air is the most interest in people for the sake of them being interesting, and it's not accident that a stagnant empires are often in deserts. The weather stops showing up regularly to where it's dull .
Gross Air is weird and hidden all over the place being very interested in things happening very slowly , though sometimes one will just flat out kill an entire town , and then roll back into the bottom of the lake it spend the last 30 years watching sediment fall.


Air is like academia but if all the canon works were written by manic pixie dream girls.
Which is terrifying when it's the justification for a hurricane .

The Sun-Courts are def a decadent aristocracy and keep back handedly reminding everyone that they have near sole domain over the outer sky.
Water and Air pretend to be polite , friendly and interested but you know it's going to rain torrentially anytime the Fire Courts make the mistake of telling them their plans.

The weather cycle actually does not involve evaporation anymore , Water got that petty. Clouds just form from the action of wind on the sea.

(August) Earth resolutes refuses to acknowledge everyone except Fire , while (Gross) Earth is constantly co-authoring weird shit with all the fringe elements of Water and Air.

Earth's primary interest is the Progression in which territory is passed from August to Gross and back.
Fire's primary interest is stimulation , consummation , and trends in court
Water's primary interest is exploiting offering reasonable rates to insure safe travels
Air's primary interest is studying and experimenting on anything below them but in a "free spirited poetic way"


so Elementals are made up of elements but not all elements are elementals.

They have "coherent gestalt of central agency" aka a soul , but calling it a soul is actually joining in with any number of religious arguments 


Ice is water in its gross aspect, gross fire is an easy way to convert water to gross aspect, however technically here ice doesn't need to be cold and categorically salt crystals, ice, various participates, limestone are all kind of the same thing.

(Note : think of the elements like nation states. While they make sense as broad entities, they make less and less sense the smaller you go)

Magma are , legally, earth elementals, but have an uneasy relationship with the Parliaments of Earth

Lightning is august air, and a lightning elemental would just be August Air Element, but a hyper focused one.

Dust is classic Gross earth



Further More:
the underlying logic is similar to the underlying logic behind categorys like Europe, Africa, Asia and the Americas.
As in it's more deeply invested power interests, a long bloody history, xenophobia and some coherent landmarks and differences.

So there's 4 elements because it kinda makes sense, and the people (Elementals) with the most to lose with it not making sense are utterly willing to crush any threat to it.

So there's no logical limit to usurper elements and if they gain enough belief and physical territory , the nature of reality will actual shift (possibly even retroactively) to line up with them.

It's possible that a new hegemony wouldn't both with the August & Gross aspects (the elemental blasphemy are an attempt to established a further aspect to the elements that makes the ruling party's uncomfortable, so it's wrong and bad. The 4 humours would also be an elemental blasphemy but no-one has dreamed that up yet)



The Usurper Elements have Gross and August aspects?
 at a guess August wood would be actual wood and Gross would be anything herbalicious i.e green floppy stuff. It could be easily be argued the other way though.

August mind would prob be Introspection and gross ; Empathy. Again depending on what Mind elemental winds up being on top could be the other way.
The thinking being anything that opens the mind to others also threats to dissolve it while Introspection cements the individual entity but risks isolation and stagnation.
So which is the "bad" one depends on how much you prize individualism vs collectivism

Flesh : the 2 aspects I guess are "growth and mutation" vs "coherence , structure and specific adaptation" so Womb and Bone maybe




ARe golems elementals? Skelemans?
 So the theory that there was an "animating spark" in the base physical nature of a body , the thing that made a dead frogs leg twitch, is basically true here.
So Coral golem animated by elemental force is basically animated by something like elemental-soul-skinflakes.

However the smarter you want that golem the more complicated the animating force you need to put in it. At a certain point it risks have a runaway cognitive loop strong enough to awake it into consciousness.

Elementals can "bud" like sea-anemones so it's a real risk it might just be growing smarter by itself.

And generally you don't need to have controlling magics in a simple golem, it doesn't have enough awareness to not want to do what you tell it. Controlling magics are a significant invest of time and power and many wizards won't bother.
Many wizards then keep investing more elemental essence to make their golem less dumb when they get frustrated with it walking through doors or getting stuck on corners or otherwise acting like bad AI and then one day it goes full "I'm Sorry Dave I can't Do That" on them.




A skeleton or a zombie is just turning up the remaining animating spark inside a body so it does what you want it to do but a motile corpse without a soul is like an empty building with open windows but instead of pigeons you get hungry ghosts and malign spirits showing up








Tuesday, 27 December 2016

you are on fire but like gravity fire

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" The Greeks name the hoopoe (upupa) thus because it would settle on human waste, and feed on foul dung. It is a most loathsome bird, helmed with a protruding crest, always dwelling in tombs and human waste. Anyone who anoints himself with the blood of this bird and then goes to sleep will see demons suffocating him."



"Many people know from experience that bees are born from the car- casses of oxen, for the flesh of slaughtered calves is beaten to create these bees, so that worms are created [from] the putrid gore, and the worms then become bees. Specifically, the ones called ‘bees’ originate from oxen, just as hornets come from horses, drones from mules, and wasps from asses"



"They are called birds (avis) because they do not have set paths (via), but travel by means of pathless (avia) ways."

"Pythagoras says that a snake is created from the spinal cord of a dead person. Ovid mentions this in
his Metamorphoses when he says (15.389): There are those who believe the human spinal cord is
changed to a snake when the spine, in the sealed sepulcher, has rotted. This, if it is believed, occurs with some justice, in that as a human’s death comes about from a snake, so a snake comes about from a human’s death. It is also said that a snake will not dare to strike a naked human."




These are from St Isidore's Etymologies and they are great.

I bring them up because it's easy to resort to real world physics and chemistry to determine how something should go down. 
But this is a fantasy world , and maybe lamarck theory is actually right here. (Arnold is playing with this here too


The trick however would be making an underlying system that either is too buried in the background for the players to notice OR is something that might break things if the players get their hands on it.

Like "spontaneous creation" and having snakes formed from the trailing part of a women's dress left in a rain barrel; and this being weaponized by the players to make a shit tonne of snakes.

This might not be a problem and it would give a certain fairy tale aspect to play, however if it starts raising questions on why no-one has done it before, then it could be a problem

For example if you establish you can eat snakes, and snakes form in the above manner, then why are these people starving when they can make snakes from cloth and old clothing?


Which can lead to either adding on additional caveats (the amount of snakes made from water is limited by the amount of stillborn children that year) or further consequences (if you eat a diet of snakes you become a Yuan-Ti ) .


So depending on how good you are at making up additionally layers of weirdness and bullshit might become a boon or burden. 


Something that you see in a lot of books like St Isidore's Etymology is that underlying principles are established and referred back to, sometimes , incorrectly,to explain an observed phenomena (the descriptions of some snake bites are actually fairly accurate , e.g The haemorrhois asp is so named because whoever has been bitten by it exudes blood, with the effect that as the veins dissolve it draws out through the blood whatever life there is –  Which is hemotoxin being a classic hemotoxin . Classic.
 ) or a supposing on one , e.g "Venom (venenum) is so named because it rushes through the veins (vena), for its destructive effect, once infused, travels through the veins when bodily activity increases, and it drives out the soul.  Hence venom is unable to cause harm unless it reaches a person’s blood


 So start with some underlying principles that effect something the players will interact with, but not something so innate to existence that everything is overturned (unless you can be bothered) .






Here's my example:

Elemental energies can be found in all things . Energies can either August (postive) or Gross (negative). 
The most obvious energy is fire. August fire is fire , Gross fire is cold. 

Confusingly , because fire was discovered first , the concept of burning is also used to describe when any elemental energy spreads and cause the release of more of the energy in nearby objects.

Something can affected by a elemental energy without "burning" . However the harder something is to burn by an energy often the more dangerous and contagious it is when it begins to.

FUN FACTS:

- Fire when burning can be stopped by overwhelming it with any other elemental energy . This is why Fire can be blown out or drowned. 

-Gross Fire causes Water to take on its Gross aspect (crystallization) i.e Ice. When you warm yourself up by jumping up and down you are actually reply the Gross fire with August earth (impacts)

-August Earth Burning is basically a localised gravity well and can be incredibly difficult to escape, and it doesn't seem to be able to be "put out" like other elemental burnings.

-Acid is just Water with higher amounts of August energy  ,  it's just turning things into water! Alkaline is not a thing here, and Acid injuries will look more like putrefaction than a chemical burn.

-Things are Heavy and Solid because they have August Earth Energy. Pumice rocks are full of Gross Earth Energy. Any impact is a release of August Earth Energy. Stomping out a fire is overwhelming the fire with August Earth Energy. If you hit someone really hard with a hammer it could cause a localised black hole!

-There is no separate Elemental plane they are all just folded into this one . Elementals have no consistency of form from individual to individual and can be anything from bestial wrecks to sly man-whore connivers. What constitutes an elemental seems to be the ability to call yourself an elemental and not be destroyed by other elementals.
Their actual physical form might technically be incorporating other elements including "usurper" elements like flesh or wood , and it's a really bad idea to point this out.  The fights between different Elements are nothing compared to the internal fights in that Element itself.

The wizard first level spell "Catalytic Spear" is where players are most likely going to start finding the weirdness.

This spell ignites and releases the dominant element energy in a held object*, which is ranged attack (hit roll modified by perception , damage roll modified by knowings) doing a d8 damage.

A wooden stick will shoot a fire blast  (August fire).  August fire is the most contagious of the elements, so they will start to burn taking an another d4 damage until they put themselves out.
If the die rolls a 4 it goes up a die size, if it rolls a 1 it goes out by itself.

Something that has been super burned like a charcoal stick or a glass vessel will release Gross fire energy , i.e a cold blast, which causes numbing , a disadvantage on Initiative, Str and dex checks.

Rocks and Metals, heavy or refined earths : Positive earth energy, which is imploding, gravity and mass. After striking someone with a gravity blast , the target will take increased damage from falls and blunt attacks will have damage Advantage

Crumbling earths, sands, pumice, clays: Gross earth which is erosion , disintegration and reduces their defense by one

Basic Water and Liquids : August water which is dissolution and liquefaction , what we would think as acid but more "turning into liquid". Does a d8 on the next round  . Rolling a 1 on the damage means it does a d8 on the next round too.

Salt Crystals and any other Crystals formed from dissolved solids :Gross Water which is crystallization , which looks like big faceted shards forming out of your bloods and liquids. This means it the target has to choose between taking disadvantage on str and dex checks or take damage again.

Air but needs to be under your agency so from a bottle or your entire breath. Fulgurites.
August Air : Lightning : Spasmodic jolt, Str check or lose action

Air from corpses, or from long term enclosed spaces: Gross Air :withering , stagnation, dry gangrene. Damage from this attack negates the first attempt to heal it , and gives fortitude disadvantage.



Gems get weird, some of them are going to be  fire, others water, air or earth.

And then there's the elemental heresys , the suggestion that core 4 are not the only ones. As it's not actually fixed and the Elements themselves jealous defend their cosmological relevances.  Flesh , Fungus, ,Thought and Wood are Usurper Elements  . Studying them risks being marked by the elements and more likely to catch fire , drown , break limbs from a fall, or hit by lightning.

The Mongrel Elements risk less from studying them , only provoking ire from the involved elements (Lava provoking Earth and Fire for example).

Elemental Blasphemies are suggestions that there are other energetic properties to the elements, homeopathic memory for water , monster-wombing for earth, inspiration for fire, and hysterias for air.

The Anathemas reject the elements entirely :the Duality: Teratic and  Entropic

The ultra-spectrum of Azure, Stark, Verdigris, Slurring, Deep

Finding texts or scholars covering this is difficult as destroying these is a easy to empower any  (regular) elemental magic.



*it's important to magic if you are holding i.e physically supporting or wearing something , it's "under your agency" and affecting that means you are going against the soul of the target. That's why it's not routine to teleport an object into someone's head and soulless automata are extremely vulnerable.





Some pictures of Elementals!
(sources to follow)

Earth (August)



 Stephen Fabian 's cover for The Metal Monster
 Stephen Fabian 's cover for The Metal Monster

Earth (Gross):

Smiljan Radic and Marcela Correa, Extension to the charcoal-burner's hut, 1998, Santa Rosa, Chile. Photo by Smiljan Radic.

Water (August)

Ringwraith from Ralph Bakshi's Lord of the Rings


Water (Gross)



Radiolaria, single specimen from arranged slide by Wim van Egmond, photograph by David Walker

Fire (August)

From here


Fire (Gross)


photo of "The Garment Distinct" by Bart Hess


Air (August)



 "The Negative Pole of an Electric Spark"  from Camille Flammarion's Thunder and lightning 



Air (Gross)



From Smithsonian’s National Collection of Fishes "X-ray vision Fish inside out exhibition see here

Friday, 3 June 2016

ELEMUNTALS , Goop

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the definition of elements changes with time .
  How or why and if theory creates the facts or facts just wander around their own is a question without any definite , or, more importantly , an interesting answer at this time.

The elemental planes exist outside of time so when one them shifts into the official canon it retroactively inserts itself so it's always been that way.

If the elementals are aware of this , their massive sense of importance will prevent them admitting it.

Anyway Elemuntals are elementals for things that are not going to see an inclusion in anyones understanding of the fundamental nature of things anytime soon. 

                                    GOOP

Jun seo Hahm

Goop is the stuff that appears on a kitchen bench in a damp flat. Goop is anything with questionable providence. It's not quite from something alive or previously alive , it's too gross to just be a product of minerals and water, you kinda want to smell it but you really don't.

While slime is happily a lurking acid, a life that has hunger and nothing more complicated that that, a comrade of disease and corruption, goop is just.. there.

It lacks purpose, it lacks hunger , it wanders in and out of the properties of animate and inanimate .

It erodes boundaries however. It can and will split up into distinct entities and recombine them later.
Maybe into 2 goop elemuntals maybe all but one will burst into regular goop.

It's only dangerous when it touches you ,decides it is you or is part of you , tries to move past you or generally gets in the fucking way.

Its temperament is vague, confused, slightly anxious, and muddled.  Like someone deliberately being dumb to get on your nerves but also with the impression that it will burst into tears.



The effect of touching it :

1.  Confused location , as a Blink spell until they look at a map
2. 1d4 major organs and possessions switch functions, so their hat is responsible for their blood moving around they body
3.Random limb becomes independent and develops its own personality. Until it gets a name.
4. A chuck of flesh wanders off somewhere. 5 hitpoints worth. Eat it if you want that back.
5. Player of character struck now controls Goop Elemuntal. Player to their left controls their character.
Lasts until someone drops a die or knocks something over.
6.Damage done to character also comes out of their exp. Lasts until some other too-clever mechanic messes with their exp as well.
7. All worn possessions become part of body. Lasts until they paint themselves so they look nude.
8. Random possession melts becomes part of Goop Elemuntal. Goop Elemuntal gets its properties
9. Goop Elemuntal gains 1d10 of your hitpoints.
10. You gain 1d10 of the Goop Elemuntals hitpoints
11. You gain its memory of the last 2 days.  People tend to remember the Goop Elemuntal in the background in memories of you from now until basically forever.
12. It disappears in them and reappears an hour later





Wednesday, 9 January 2013

Elementals

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SO this is a thing I had sitting around waiting for me to draw some art for or someone else possibly, but since Patrick Stuart keeps posting awesomely weird abstract elemental stuff , I felt the neat to post this before he DOMINATES


elementals:
Elementals remember themselves as before anything and everything. They exist as matter's understanding of its self.
The home of any elemental is it's source. Out modeled cosmology would call it the relevant elemental plane. The source is like, for example , of fire is.. well fire. As in all fire has the same idea of fire and that idea is also a place and all fire is in the place at the same time.
Make sense? Well okay imagine a sheet of paper, the paper is crumbled , but opened  out again, no longer smooth but a mass of peaks and troughs. It has been laid flat on pool of ink.
 The ink seeps through where the paper touches the ink. All the ink is more or less continuous even as seems separate (as blotches on the parts of the paper that made contact. THe paper is the world, and the pool of ink the Source, and the blotches are what seem to us as isolated fires.

From a fire elementals perceptive when you are lighting a fire, you are actually warping the fabric of the world to make some of it nearer the fire elemental plane. It's impossible to actually go to an elemental plane, only that element can exist there. Indeed thinking of it as a location is a mistake. Time, depth and other familiar dimensions are not found there.

Of the 4 major planes ( fire, air, earth, water) the interests of the intelligences there are represented by a collective.
The collective will argue amongst themselves who first discovered the world, in any case they were quick to discover they could infuse it with themselves, and promptly had a giant shit fight about it.
The clash of the elements twisted and stretched the world into wondrous complexity and novelty unimagined by the elementals.
 The mindless tug of war settled down into a more experimental era, each of the elementals seeing what the stacking effects of their individual influences would result in.

Each elemental however had a different idea of what was best done with the world, and fire and earth found themselves unable to shape things to their liking, fire too fragile to match waters smothering and airs tempests.
And Earth being too slow to keep up with the rapid changes air and water were capable of.

The first of the pacts was soon formed. Earth agreed to shelter fire under its stone bulwarks, and in exchange fire gave blood and muscle to earths bone, allowing earth to shift its massiveness.

Water and air saw this and grudgingly  explored the possibility of an alliance, and began to shape the first weathers.
The world was thus interesting and novel enough for some elementals to begin a "sojourn", shifting their awareness into the world itself.

Earth elementals took on the forms of wizened stooped things, with huge dark eyes the better to walk in the vast black veins of the world, The Gnomes.

Fire was next, receiving a gift from earth, for fires aid in shaping the stone, in the form of obsidian, which fire build on, and its Primary skipped along the world with bones of compressed ash and obsidian, like needle lizards, the billowing flame of their substance barely staying put on their frames. The Salamanders.

Air and Water , however, have naturals forms too fluid to enter the world in any way conclusive to experiencing its unique quality.
 So being too huffy to bargain with earth for matter, they brewed up something between themselves, with stolen dust and heat as well as their own natures.
Thus the first flesh was crafted.

Now this is what is claimed by Water and Air , but Flesh is its own council and has its own source and claims to have always been waiting.
The very nature of reality changes over time, and the  core elements shift, and countless forms of matter lie sleeping somewhere.
Each element is willfully ignorant of anything outside its own perspective.
Air made a pact with flesh and gave breath to fleshes multitude forms. The Sylphs flew over the land, while Water entered the seas, contrarily choosing to reject the option of flesh and choosing the mercurialness of its own nature as the Undine.
Other ways of matter snuck in, and also claimed to have always been.
 The lines blurred, smaller elements carved out their niches.
Flesh succeeded and become its own realm. Fungus and Flora entered the world.

A clear timeline was mocked, for all of  this is malleable. An element can enter the world as if it has always been, and an older element can suddenly splinter into a 1000 others, each claiming to have always been.
 Countless impossible , implausibly , and not quite elements exist frozen somewhere, like cysts in the flesh of the not-real.

The collectives are instinctively away of this, although refusing to acknowledge their fragile position in the broil of metaphysics , they actively attempt to intercept , distort , silence or spread magics and heresy they think will maintain their importance in the nature of things.
They are nearly clueless of what to be spreading and what to be suppressing and so the collectives compete with each other in a elaborate game of blind poker.


Collectives, , Pacts, Tiefs, Sojourners,Exiles:
 A collective is the gestalt will and intelligence of elementals in their source.
A pact is what is entered in so one element can make use of the materials of another.
Fire and earth have a pact to order for fire to live under the earth and earth to move it's mountains and continents with the aid of fire.

A tief is on going use of materials for another element.
The obsidian bones of the salamanders are the result of a tief.

Sojourners are elementals who maintain a continually existence in the world, rather than temporally manifesting. The first four sojourner races are Gnomes, Salamanders, Undines and Sylphs. They are born on in the world and return to their Source when they die

Exiles are elementals determined to stay in the world, and resenting the source's pull on them.


earth,:
the collective of earth elementals is known as Arena of Soil


gnomes:
    shriven little men with big black eyes and not much other features to speak of. THey scuttle in the darkest of tunnels and they can whisper to the mountains to make them wake.

Sand taken:
    Sand erases but sand can remember. Sandtaken are forms of sand in the exact likeness of someone buried and rotten to nothing in a particular vast sandy desert. The Sandtaken believes it to be the person who's form it has taken and whole cities are in the desert with crowds of sand people acting out the lives long gone that were never theirs to begin with.
. After centuries of false life they start losing their form, and appear less and less detailed, and clumsier in the duplications of life. Eventually they cannot remember anything and they then hunger for identity, smothering and drowning people in themselves.
 They will then believe to be this new person. This will last only a month though and so become far more dangerous in this stage of their existence. Sandtaken are excellent at denying evidence of their false existence, but convincing enough arguments or strong evidence can make them lose their grip and become ego-cannibalistic.
 Any Sandtaken however has a 1 in d10 chance (modified by the int modifier of the form it has now) not immediately descending in egocanniblsim, but is likely to be pretty fucking depressed knowing its life is a lie.
Sandtaken are not undead or ghosts. The are original earth elementals desiring of new life who are now fixed on their path of egotheft.

 Mud horror:
Mud Horrors are belligerent and cantankerous , preferring to shun the company of their own kind, preferring swamps or bogs were there is plenty of water to draw into their form to give them a fluidity otherwise unknowable to earth elementals. While water is drawn into their form, the actual essence of a Mud horror is dirt, and completely drying a mud horror out renders it sessile and inert, its ability to shape an earthen form atrophied. A Mudhorror will cling to this form (as opposed to returning to the Source) however if it has pressing business of revenge, waiting and waiting for water to allow it to move again.
In addition to using water , a mud horror will also decorate itself, weaving (or appropriating out right) a skull from vines, with branches for horns, roots for claws, sphagnum moss for a hide.
They prefer to spend their time contemplating  the endless dramas of the swamp life, but happily kill for fun , as they cannot take flesh beings that seriously. They will also respond with great malice if the existence of the swamp itself is threatened.

walking hills:
 walking hills are more of hillock than a full grown hill. ANd they walk with the aid of 2 stump stone legs, emerging from underneath like a old dame pulling her skirts up to cross a puddle. Most Walking Hills are merely temporarily roused into action by the whispers of a gnome, but some areas have a few hills that regularly amble around. Walking hills motives when not obeying the directives of a gnome are generally pretty much a desire to shuffle about the area seeing whats changed recently before returning  more or less to their original spot. If attacked and the attack actually manages to get their attention they defend themselves by stomping.
Its unknown if all hillocks can move, (and most choose not to), or if the gnomes spark life in them, or summon their kin to possess the hill.
What is more worrying is that gnomes refer to mountains as Grandsires, and stories (and some geographically evidence) suggest all mountains are in fact elementals and capable of being roused into action by the gnomes.



 Mattocks:
mattocks are named both for their blunt relentlessness  as well as their popularity as default summoning creature for elementalist. The appearance is that of a great earthen bear, with a rupture of a face, all stone tusks and gape. The intellect is comparable to a bear as well, and temper to boot.
 It is rare they are found in the wild with out the actions of a gnome, elementalist or wizard bringing them into being. Left to their own devices they generally curl up and sleep, become part of the landscape. It is possible to awake such dormant Mattocks, and it is very inadvisable.


water:
collective is the Union of Seas


Undine:
undines are water mimicing many humanoid forms all at once, back and forth , something like a hydra and something like a orgy of water people. The Undine have most of political clout in the Parliament of waves, and individual Undines get up to all kinds of schemes to advance they own personal whim and/or the machinations of the parliament of waves. A young Undine can command a limited amount of water and attacks with buffeting, but experience and training allow them to shape some of their form to ice or steam, and some are rumoured to have learned secrets from the flesh elementals, allowing them to manipulate the blood in a living body.

Cold one:
The cold ones are rogue faction of the Parliament of waves, believing that water should try and replace earth as the principal solid material, and currently wander the polar areas in monastic existence arguing among each other which is the best and truest expression of water. They appear as figure of snow and ice, at least 8  feet sometimes up to 15. This figure is hunched and has a crude face, wide circles for eyes and a gaping pit suggestive of mouth, shaping an endless moan.


Kraken:
Kraken are enigmatic. Rejecting the commonness of water as a form, the Kraken have made pact with flesh elementals, giving them vast and mighty forms, in exchange for this, Kraken lurk in the deepest depths, shifting through various nightmare forms, and surviving environments seemingly impossible for flesh to survive, thus giving the Flesh Cabal new insights. Kraken have the ability to see dreams, even from countless miles down in the dark trenches. This is were the Kraken get their inspiration from. So a Krakens form will be quintessential distillation of human fears of alien depths of the sea. Kraken occasionally come to the surface to wreck terror and thus stir up fresh material for their dark artistry.

From concept art here

Merrow:
The merrow have looked to the squat , brutish forms of fish , eels , lobster and crabs, and stolen them for their own. While the Kraken have their flesh forms through arcane mercantiling , the Merrow merely took what they wanted, claiming that the innate water content makes flesh theirs by right. Flesh elementals are generally hostile to Merrow and take any safe opportunity to inflict woe on merrow. Merrow appear as ogrish brutes, with eelish skin and vast chitin jags and claws. The forms vary, but all are chosen for violence and terror. Merrows are raiders and marauders, relishing in destruction and conquest. The Merrow are loathe to return to the Parliament, and are far more invested in their survival here than other elementals.

Nereid:
Nereids are another water elemental charmed by the seas multitude of forms. They make pacts with mermaids and others near the sea. In return for a great boon, the being must surrender their body to the Nereid at a certain date. The Nereid  will then shape the body, adorning it with its favourite aspects of sea life, such as a sea horses tail, dragon fish's handsome and toxic fans, the eerily light of a nudibranch.
Such things nereid can offer include rescued people lost at sea, healing sickness, drowning enemies. The time before the claim is due varies.
The negotiation ability of the being and the desperateness of their circumstances being the most common influence on this..
 Most Nereid are happy to wait a year and a day, but some waiting 10 years is not unheard of. Trying to welch on the claim is going to really piss the Nereid off, as anyone entering a contract with a nereid will have their location always know to that nereid.
 Unless, of course,  they have all their blood drained until they are a husk and then replaced with fresh blood.
A Nereid seeking vengeance is a terrible thing. You will never be safe near water. The only water you can drink is rain falling from the sky or magically created. Drinking any other water will allow the Nereid to immediately possess your body and eject your soul.
Some particular vindictive Nereid will hold on to your soul as well, keeping it trapped in their back of your former head, as the Nereid proceeds to destroy everything you love and value in your former life while wearing your form and forcing you to watch the whole time.
 Other Nereid will actually find a way to access the Gloaming or Twilight and dump your soul straight into the mouth of a Consumer or journey further and see if they can get a good price for it.


Nuckavee:
Nuckavee lurk in rivers and other land waters. They will patiently assemble a form of their own from drowned bodies and melding it together. They then play out the animal hungers of the forms, gaining great joy in being a lurking hungry thing. They seem to favour horses but with a mismatch sizes of parts, and slime for skin. Nuckavees are generally not very bright, the smarter elementals tending to take more sophisticated sojourns, but its not  impossible that a nuckavee could be a  sojurn for one more cunning and cruel.

Blood rider:
Blood riders appear as many long legged worm, the legs stalactites  of scrabrous blood. The legs are temporarily made when they need to move about outside a host. They can pour themselves into any living being with blood, and take control or merely passively ride. When in a host they can provide improved healing, congealed blood armour and weapons. They are esoteric assassains who especially target doppelgangers and other flesh elementals who the Union of Seas feels is gaining too much influence. Sometimes form an alliance with a willing host.

    Air:
Collective is known as The Tempestial Mob

 Sylph
Sylph appear as winsome people with scraps of cloud and incandescent motes for wings. The sky endless falls in their eyes and to maintain a sylphs stare is to be subject to an crippling attack of vertigo. They maintain the weather system, migrating in vast cloud herds, their tief with water is guide the clouds to shape the land.
They are mostly flesh but with wind for blood and organs, and can shape the weather to their defense.

Whirlygig:
Whirlygigs are intelligent sand devils, disruptive and annoying but with no real blood  lust  or malice

Cloud whale
Cloud whales aid the sylphs in herding the clouds. THey are titanic and capable of exhaling vast balls of lightning.
Excess use of weather magics has brought ruin to more than one city by cloud whales, broking no usurpation of their realm.

zephers
Glossmers
Glossmers appear half delicate youth or maiden and half glowing jelly fish. THey are predatory and dangerous, feeding off nuances and breath. They will leave alone some, and drink another dry. They can hypnotize with song and light display and their tendrils freeze like northern winds.

Breath thief
Breath thief are nearly invisible, appearing only if there is enough dust or impurity in the air to show their form. In this case they appear as swollen child with mocking slit of a mouth. They are junkies and their fix is the breath stolen from human lungs, the younger the better.

Thunder horse
Mighty thunder horses stamped across storm skies reveling in noise and power. They sometimes descend to the earth to eat of rare flowers, and if one can mount one and stay on it for the night they will remain a companion and steed as long the rider seeks glory and excitement.

    Fire:
The source of fire is known as the Burning Society


Salamanders:
 like needle lizards, the billowing flame of their substance barely staying put on their bones.
Their bones are sharp edged obsidian and compressed ash. Conquestal and violent, flaring out from their waste land homes to burn and despoil. They respect only strength and long winded jokes.

Heath ghost:
somewhat loyal talking fires that provide protection and heat for a house in exchange for feeding.

Corpse light:
A drifting orb, a hollow sneering face that eats the last heat of the dying. Skilled illusionists.

Pyroclasts:
Weaker salamanders are compressed in a great pressure oven until they burn into each other, their bones snapping to scouring powder and forming the cloud of utter destruction known as a pyroclast. Pyroclast are more siege engine that creature, a blacking choking cloud of terrific speed , heat , and stone shredding grit.

Hellions:
happy playful snakes of fire, their gaze makes you explode. If not appeased with elaborate gifts of fruit they come out of the fumarole lairs and start fires to dance and sing in.

Flit:
tiny little spark people, the sign of a forge of quality is a troupe of flits living in it. IF a blacksmith sleeps besides their forge, the Flits, on rare occasion, send dreams. These dreams elude to the materials and fuel for crafting wondrous things.
But beware some dreams will not be ignored, striking down the blacksmith with cruel fevers unless they make the thing from their dream. Even if requires stoking the forges fires with their own children.


other "lesser" elements:


    smoke/ash:


smother hound:
Long legged dog things that will pin you down , clamp its face over yours and fill your lungs with ash.

Miasmatic  serpent
Long twisting hazy thing, conjures mirages of past burned things for its own inscrutable purposes.

Grey cat
cats that light is loath to rest upon, that drink the breath of babes.

    magma


Lava children
brutish lumpish things of crude humour. Will scoops hunks out of each other to throw at people , like a cannibalistic orgy and food fight.

Crucible Hag
A cruel figure in smouldering black iron, attending their great stone cauldrons and sending spys of poison gas out into the world.

    flesh:
collective :Cabal of Flesh


doppelganger:
as original.

tumourling:
A tumour that can be a familiar. How much this relationship is parasitic depends on the individual personality of a tumourling. Weirdly enough they often seem to have the opposite personality of their host, bastards sprouting timid selfless healers and saints sprouting selfish devourers. They are easy to transplant however, and a long suffering tumourling of tyrant will happily make a new home on a heroes meat.

skin ghost:
A cloud of dust which collects your discarded skin intil it has enough to become you.

    plant:
plant has a source , and a collective the Parliament of Trees

dryad
as original

shambling mound
as original

Reaping Tree
Mostly a sinister looking tree, but when it's a cloudless night with no moon, they go on a rampage, squeezing people in their massive hands to feed the earth.


click for source

    fungus
fungus has the Myconic web as its source


myconid as original

Devourer:
Festering fluffy dank mass that infects dead bodys one by one , fresher the better (more moltile), dull blue fuzz growing from the orifice.
 All its puppets are linked to it and when it has enough (24) it combines them to a big shambling abomination and makes a killing field to lay its spores. It will consume a puppet within a week so it will remain dormant until it thinks there's enough around to make it worth it's while infecting them. The original mass can attack with a blast of flesh eating spores.

Hidden King
Like ring worm but makes a crown shape. Mostly benign , will infect a population , providing immunity to disease and poison but the population won't change or progress.


    Dust

Old stranger
Looks like a skeleton half dug up from dry mud. Hides this under robes and cloaks. Will travel around , does not talk but waits outside a residence. IF it's not invited in it will leave after a night and a day, and nothing will grow there for a year. If invited in and politely received the land will be abundant for a year. If its attacked or treated rudely or with indifference by the host, it will throw back its hood and scream out an abrasive wind of dust, scouring flesh  off bone in a mere instant.



Mote
Little bundles of soot and dust, found in abandoned places. Will leave if too much noise or life. Intelligent and will offer information about area if offered a suitable place to live.

Errodent
Looks like a mummified rat. Can chew through anything. Attack in swarms , live in ruins and appoint themselves as guardians of the ruins, declaring the ruin is the property of entropy and is to be left to its slow destruction.
(etymology note: the word rodent and erosion share the same root word; erodere "to gnaw away, consume")

Crystal:


Shardling:

Like a crystal vessel, half broken and in the shape of a person. Its delicate limbs are very sharp and its reflective surfaces can store echos of past event, which it can release to its defense. Often confused by the memories they contain and think they are someone from them. Sometimes changing from one false identity to another, carrying out arguments or duels with them selves.



Prismatic Doom:

Like the gayest dragon ever as interpreted by an alcoholic Polish painter. Segmented, incandescent , barbed and absurd. Mad and destructive and capable of shooting all kinds of impossible energy beams.


Rust:


iron bear:
Hulking, festooned with blooms of rust . Grinding plates of flaking iron compose it's form , like armour made from dueling contients.
Territory and attend great "gardens" of scavenged steel, iron, and other metals.
Patiently harvesting the rust that forms over centurys on its hoard. The longer something takes to corrode , the sweeter the meal to the iron bear. Generates a choking cloud of dust, its claws and fangs drip with a strange red oil that cause blood to congeal rock hard in the vein.
(their gardens often have the remnant of intruders slain this way, the flesh having long rotted, and only the circulatory system remaining now impervious to rot through the poisons ferric alterations).
 Also brutally strong as benefits a bear made from iron.

junkcrab:
Its unshelled form is a  tangled mass of red rusted steel wool , twisted and knotted into the proximity of an arthropod. They are like hermit crabs, taking discarded helms, bowls and other concave metal objects as a shell and home. They also, like the iron bear, have hordes which they tend for the rust that forms on them. They defend their hordes with barbed far striking tongues that inflict a form of organic rust, which eats away at the bone and skin.

Void:
void, weirdly enough has a Collective known as the No School


Nullus:
A undulating rubbery thing. Like a form fitting skin of a youth, black and glistening , inverting and swallow itself endlessly.
Philosopher knights prone to kidnappings and marooning people on barren peaks and plains as sport. Surviving this ordeal is to earn their respect and tutelage

Light:
Filament:
Flimsy things like whisps of fabric burning softly with blue flame. Live in a black glass citadel l like a spiders lantern.
Which floats on moonlight and only the mad can decipher its scheduled arrivals. In this place the filaments dance their dances , which are part poem and part mathematical formula.
 It is said if they reach the perfection of this ritual the world will ignite and blaze in 3 seconds of perfection before oblivion. Bringing them a them a suitable poem , dance or theorem will hire their services as an assassins.
In combat their caress causes the skin to burn with a blinding light. They drift , start burning their target, leave the target t stumble around blinded and disorientated by their own essence incandescencing  and when this begins to fade they drift in again to reignite it.


Soul burster:
Like a 3 winged butterfly, wings extending in sharp rays of light. only dangerous after mating, when it will swoop inside a person and heal them a 1d10 hitpoints per round , until they reach twice their maximum, and which stage their soul explodes with a soul burster young (appear as smaller versions of the adult) who fly off at great speed. 1 per hitpoint before bursting.
Universally despised.

Shadow:
Umbral:
A whispering thing , like a long tangle of lost forms, a black tattered ribbon, a parade of might have beens. Some benign , some cruel. Attack with chilling grasps and destruction/recreation of memory.

Glass:
bottle imp : the spirit of well crafted glass, kinda of like a dryad in that its a small fairy like being and it is bonded to one particular glass ware. It can jump from reflective surface to reflective surface

Black glass fiend:
heart eating obsidian beast. A gorilla like thing with massive claws, a long regal neck and head more hooked beak than head.
Like setting them selves up as figures of worship, demanding regular hearts as tribute.

Brittlewing
glass butterfly of varying sizes, strange habits and stranger appetites

Mind: source is known as the Dreaming, but does not appear to have an Collective

cerebral parasite
Size of pea, look like shrimps but cuter, if you are infected by them, any mind based check you make you have to roll twice and take the worse result. Can only be removed with mind effecting magics, or particular brutal benders.

Brain mole:
Starts life as particularly weird book or puzzle or machine and if you try and figure it out for too long you become obsessed and your brain grows into a mole thing and then you go and make a bunch more puzzles.

Intellect devourer:
somewhat like a long eel  dark purple panther with a brain running down the length of its spine. If it eats your brain, it grows again on its back and you live in artificial reality of the intellect devourers design. Range of alignments from the cruel collector, enslaver types to ones that offer you an immortally or the ultimate witness protection plan. If you could work out which growth belongs to which devoured individual you could cut it out (with the aid of magic, technology or elite/lucky surgical skills) and stick it someone else and that person could live again! Sometimes people sell their brains to the intellect devourer , to be collected on the moment of their death or a fixed time period.

Nemesis:
 A not even really real but kinda real like a rogue thought. Gets inside your head, makes you think there's someone out to get you, hallucinations , paranoia etc , the more you act on these fears the more the Nemesis can distort your perceptions. Eventually it kills you from the stress on your body. This will spawn more Nemesis which will latch on to those who knew you.
("whoa something really did kill Grimaxe. Maybe there was something to all that crazy stuff he kept ranting on about someone out to get him..")

Bile (salt/acid/alkaline as well)

Desiccator , looks like some kind of shriveled up bleached weasel, mouth spits in 6 revealing a circular fan like maw with needle teeth.

Searing Toad: a toad that looks like a bowling ball made from crude oil. Can pretty much jump through people and walls because its so corrosive. Mostly animalistic, but actually has cruel and intelligence and malign humour.

Vile
Like a half chewed centipede a horse in length , thrown up and skittering forward on acid injecting glass legs.
Travel around sneaking into places and killing people with little rhyme or reason.




EDIT:
This guy http://milkinajar.tumblr.com/
drew a gnome, I like it