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Species of Mithbar Elementals

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Generic Traits of the Elemental Races Also Known As: Forcelings Species Bonus: Source Link Of all the Races in the world, Elementals are the ones tied closest to the Forces. This is hardly a surprise however as they were first formed out of raw elemental energy. It makes them able to use their native Force almost instinctively and they gain two dice for every such roll. Species Weakness: Forcebound The downside to their connection to those Forces is that Elementals are crippled when not in contact with their element in some way. For every hour they spend away from it, they suffer a penalty of 1 to all actions. For Aerials, this translates into penalties when in enclosed spaces. Species Averages Height: 2.50m for males, 1.80m for females Weight: 500kg for males, 100kg for females Lifespan: 300 years Physiology Appearance: The specifics vary from one Race to the next, but all Elementals look as if they are made of the primary element of their native Force. All of them are humanoid in shape, at least most of the time, but the details vary greatly. Their size can also vary, with stronger Elementals being larger than the rest. A strange case among Species, not all Elemental Races have two genders. Of those that do, most display the usual differences found in most biped Races. Others manifest strange forms of sexual dimorphism that most find it hard to believe the two genders even belong to the same Race at all.

Most cannot tell exactly how old an Elemental is, but distinguishing between children, adults and elders is quite easy. The major difference between the age groups is size, though other changes do appear depending on the Race. Elder Elementals sometimes seem to be a lot more powerful than younger ones. Eating Habits: Elementals do not eat food as much as consume matter and energy. Generally speaking, they go through the motions of eating food like the other Species, but the internal process is very different. Their tastes differ from one individual to the next, but they tend to prefer foods close to their element in some way. Their eating customs depend greatly on where they were born, where they live and the company they keep. Different Races also display different attitudes towards eating groups or alone. Most of them treat food as a necessity and maybe an excuse to socialise with the other Races of their native region. Force Attunement: Being a living manifestation of the elemental Forces, the power that comes with it becomes a natural extension of themselves. While every single Elemental is Attuned, not all of them enjoy the longevity that often comes with it. Nobody knows why, but some of the most powerful Elementals lived as long as the rest. Population: Easily the least numerous of all Species, especially among the so-called High ones, Elementals count their numbers in the thousands in each of the Regions and the population remains stable. The birth or death of a member of the Species is generally worth noting and in some cases even warrants a celebration. The vast majority of the Species are what others would consider adults past their prime. Younger adults are almost as many, while there are few children and elders. Though the specifics vary from one Race to the next, children are kept away from other Species and in places where their element is abundant.

The Five Elemental Races found in the Realm of Illusions

Species of Mithbar Elementals

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Culture Arts & Entertainment: There is no uniform type of entertainment for all Elementals, each individual and Race has their own preference. One thing they all enjoy though is being around their native element and spending time around people in Attunement with it. They also enjoy using their abilities in creative ways. Daily Life: Having a very different mentality from every other Species, Elementals are apart from them even when in friendly company. Few are able to really understand them and most do not even try to. When left to their own devices, Elementals spend their time in their native elements or among their own kind. Family Structure: Families of Elementals in the traditional sense are quite rare. More often than not, one sees a single Elemental with their offspring, or a small group of them sharing a territory. Between members of the Species bonds of apprenticeship form, with those more experienced taking the role of mentor. Fashion & Dress: Generally speaking, Elementals are not big on clothes, nor do they actually need them. When they wear something, it is most likely a matter of fashion than actual need, with colours and designs that match their native element. Gems, jewellery and trinkets are liked by all, with each Race having their own style. History: Elementals first formed on Mithbar, during the early ages after the planet was created. Surprisingly, some of them were reported to appear on various areas on Earth, usually near powerful Attuned of other Species. Those Elementals were weaker than the rest, but not locked to a specific location. Language: Unique among the other Species, their language consists as much of words as it does of uses of Attunement. The common language is just starting to form, but members of a Race sometimes do not even have to utter a single word for whole conversations to be had. Their names follow the prominent style in their area. Medicine: Not having a comparable biology to other Races, Elementals do not care much about traditional medicine. They restore their bodies by using their native element, either through Attunement or as found in their environment. Still, there are a few that do take an interest in medicine and they become skilled healers or torturers. Religion: One would be hard pressed to find a religious member of the Species. They revere the Forces almost in the same manner however, letting their natures dictate how they live and interact with others. In the rare case that an Elemental reveres one of the ancient gods, it is because they feel they represent their native Force. Sexuality: With no single attitude towards sex, the Species displays behaviours ranging from apathetic to near-addiction. Most of them only bother with sex for reproduction, but many enjoy the act and often seek out compatible partners. For others, sex is part of their nature and they do not shy from any practices. Technology: Given their nature and connection to the Forces, it is no surprise that few Elementals Races bother dealing with technology, those that do, do so because it is their nature. They tend to view any technological advancements as amusing attempts to grasp some of the glamour and wonder of the Forces.

The Five Elemental Races found in the Realm of Illusions

Species of Mithbar Elementals

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Society Architecture: Nobody knows exactly where most Elementals live or what their buildings look like. Some speculate they do not use such at all, living instead from the land and as one with it. While there are those that fit this stereotype, Elementals do build houses and their design is following the principles of their native element. Calendar: There is no common calendar for the Elementals, in fact they do not bother with calendars at all unless it is somehow important to the region as a whole. The only real exception to this rule is holidays set by the Keepers and Guardians, but even then they only pay lip service and just join the festivities. Economy: Elementals do not care much about wealth or money unless they have to deal with the other Species of their regions. Despite that, some of them still follow the established paths of trade and banking, ending up with impressive fortunes. More are those that gather precious items for other reasons, including aesthetics. Education: All young Elementals are taught one thing as they grow up, how to understand their nature. Each of them learns how to use their abilities and to make the most of their connection to the elements. While most things regarding the elemental Forces are instinctive to them, certain aspects are only understood with age. Foreign Relations: Being the only Species with no direct contact among its Races, Elementals only have to worry about the others. They tend to focus on those with similar mindsets to their own and the highly Attune make for excellent ambassadors. They are quite sceptical of those attuned to more than one Force. Government: There is no single unifying body that governs Elementals and any such notion is met with ridicule and snide comments. When on their own, each is the leader of their own turf while when running in groups the strongest one is in charge. All Elementals will follow their respective Keeper and Guardian, as well as Archon.

We are the children of the Forces that created the world, we are their living manifestations. Why is it then that sometimes not even we can figure out their whims?

Legal System: Elementals have no uniform attitude towards law and crime, they just act according to their nature. Depending on the Race and individual, response to a criminal can be anything from apathy to violence. A notable exception is the murder of another Elemental, with all Races having the same answer: forced exile. War & Weapons: Who needs weapons and armour when the Forces dance at their fingertips? That is usually how Elementals feel about such trappings, preferring to use their abilities instead of crafted equipment. While not always the most practical or subtle way of dealing with enemies, it always leaves a lasting impression.

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Species of Mithbar Elementals

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Factions: Nobody can pressure an Elemental to join a faction they do not wish to. Nobody that is, except for the Guardian, the Keeper or Archon himself. Such a rare occurrence is monumental however and few Elementals dare ignore the request. Generally speaking, they follow factions that resonate well with their nature.

Settlements: With their native planet destroyed, the Elementals find themselves stranded in largely unfamiliar territory. Most of them have taken it upon themselves to remake their new home in the image of their native Force. While still few in numbers, their abilities have been instrumental in the establishment of these regions.

Death Factions: Elementals join these factions for much the same reason other Species do but without any inherent fear of death. Their desire to protect and safeguard is often enough, though some take a more clinical view and observe the effects of death on other Species. Chaos Factions: Even Elementals not native to these factions enjoy the freedom that often comes with joining them. For that reason, they are extremely popular with younger members of the Species willing to explore just what they can do with their abilities. Balance Factions: While most members of the Species agree with the tenets of those factions in theory, very few actually join them. Those that do tend to have a broader view of the world and see all angles before acting. Native Elementals still join of course as is expected of them. Life Factions: Some Elementals like to spend time with other Species, or they are interested in the world around them. Both kinds usually end up in one of these factions, using them as a gestalt from where to spread out and leave a mark on the lives of those around them. Order Factions: Quite a few Elementals end up in those factions but their concept of Order is not always what others may believe. Set on doing things a certain way, they often use these factions as the means through which they enforce their world view on others.

Atlantis: The Elemental district is one of the most volatile parts of the thriving city-state. Idurat: The Goliths of the region have spread out evenly across the mountains and dunes. Saguenay: The Goliths living here are often the first line of defence against outsiders. Kal Dhakhan: The Efreeti calling this region home live in spread out settlements. Ural Sibir: The Efreeti here help transform the area into something more suitable for them. Arcadia: The Dryads of the region have claimed the ancient forests associated with them. Taralsia: The Dryads living in the jungle use their abilities to protect it from all threats. Avalon: The Undines here have built a massive citadel to protect the sacred island. Fidessa: The Undines of this region are the indisputable lords of the depths. Kwazulu: The Aerials claiming this land live in remote but evenly spaced outposts. Sambala: The Aerials are right in their element up in the mountains of this region.

Stereotypes
Eldar: They believe they understand better than everyone else. It is almost amusing to see them being so close yet so far away from the truth. Humans: They spread over the land, ravaging it, it is impossible to root them out completely. Thankfully, a few of them actually listen to our counsel. Insectoids: In many ways they are like us, alien and inscrutable to the others. Get under the carapace and you will see they are more like them than either would admit. Reptilians: They adapt well but even when they seem to be in Attunement, they always follow their own instincts and agendas. A curious lot, they should be watched from afar.
The Five Elemental Races found in the Realm of Illusions

Species of Mithbar Elementals

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Force of Death - Goliths Also Known As: Golems Racial Bonus: Living Earth Goliths are essentially moving statues of rock, durable and almost impossible to destroy. Because of their resilient skin, they are immune to all normal slashing weapons. Such attacks simply fail to harm them in any way. Piercing or blunt weapons still damage them as expected. Racial Weakness: Rock Solid Given their nature and the Force they embody, it should be no surprise to anyone that Goliths heal slowly. Normal healing takes twice as long while any attempt to heal them by medical means or Attunement suffers a penalty of 2 dice. This does not extend to wounds made by Death Attunement. Racial Averages Height: 3m for males Weight: 1 tonne for males Lifespan: 400 years Physiology Appearance: When standing still, something they do often, Goliths look like statues. Stone skin and rugged features make it easy for the untrained eye to mistake them for inanimate objects. Tall and muscular, with four fingered hands and three toed feet and a near constantly serious expression they tower grimly over other Species. There are no female Goliths and if they ever existed they are long extinct. When they have to mate, Goliths can condense their form to a more manageable size and shape in which they can interact with most biped races. They have no hair at all but sometimes moss grows on them if they live near suitable areas.

The older a Golith gets, the more pronounced the protective layer of rock on them becomes. Elders of the Race have rather impressive rock plating covering their bodies but on some rare cases, they turn into creatures made of sand instead, able to emerge from the dunes without warning. Eating Habits: Goliths are omnivores by nature but prefer to consume inorganic matter when given the choice. Various types of rock and mineral are delicacies to them, especially when rare. It is easy to discern the diet of a particular Golith as they take on the traits of what they consume over time. Usually they eat alone or in small groups away from the settlements other Species use. When visiting one of those however they can be seen sharing a meal with the locals, following whatever custom is prevalent in that area. It is not uncommon for them to search local rulers in order to share food with. Force Attunement: Every single Golith is Attuned and they tend to develop their abilities from a very young age. While abilities related to the manipulation of earth come easy to them, learning how to use spirit takes a bit longer and most choose to learn from someone already skilled in its use. Population: While their numbers are average for the Species, the frequency in which they choose to interact with others makes the Goliths seem rather rare and hard to find. Their rates of birth and death are slightly lower than most Elemental Races and their numbers remain fairly stable throughout the ages. The vast majority of them are well past their prime, usually between the ages of 250 and 300, with slightly younger members taking second place. Elders in their final five decades make for a sizeable percentage, while children are the ones encountered least frequently and usually in the company of their parent.

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Culture Arts & Entertainment: Goliths can be quite artistic, especially when it comes to sculpting. Though they tend to prefer large designs that rely on monoliths and material too heavy for most to lift, there are some that have mastered the art of smaller scale. Dancing fails to move them but they enjoy contests of raw strength. Daily Life: Silent and usually more serious than a heart attack, Goliths watch over the desert dunes and barren mountains. Even though they don't speak much, they always get their point across. Their intimidating appearance makes them perfect guards, either for the oases, settlements or whatever they feel like protecting. Family Structure: Goliths only spend a few years with the mothers of their children. If the child is male, they leave with it to mentor and tutor it, if the child is female, they leave it with the mother. In the rare occasion more than three Goliths decide to walk together, the eldest one is in charge and first to throw himself in harm's way. Fashion & Dress: As a rule they do not wear clothes or follow the trend of whatever tribe is closer. Some Goliths however have taken to decorating themselves with precious gems, crystals and runes, each holding a special meaning to them. Elders sometimes take trophies from those they defeat in combat. History: The second Elemental Race to see the light of day, Goliths have been a staple of life in their native regions for millennia. Those that were spawned on earth usually ended up serving the Attuned responsible for their creation, something that led to the myth about Golems and statues coming to life. Language: With deep booming voices Goliths sound like a rock-slide waiting to happen when they converse in their own language. While some words roll easy off the tongue, there are just as many that sound slow and heavy. They follow no single naming convention, often going with whatever their non-Golith parent would prefer. Medicine: For a Race that does not heal fast, Goliths have a rather disinterested attitude towards the healing arts. While they are instructed since childhood in which types of material can be consumed to aid in a specific ailment or to mend structural damage, they leave proper medicine to Races that can actually benefit from it. Religion: Having a grim outlook on life, Goliths see Death in everything they or others do. They hold the belief that earth remembers everything and that all the knowledge of ages past can be reclaimed if one asks the right questions. They scoff at the idea of ghosts as souls of the dead, but accept them as memories. Sexuality: Rather practical when it comes to sex, they usually only bother with it when it is time to mate in order to ensure the next generation. When that happens, they go out into the cities and villages, seeking compatible mates. The whole affair is rarely passionate, though there are stories about skilled seducers among them. Technology: Rumour has it that Goliths are among the most skilled smiths. While it is the Khadazir that claim all the glory, some of the oldest living residents claim their craftsmanship pales before the works of the Golith masters of old. To this day, there has been no proof of any such artifact but much has been lost in the dunes.

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Species of Mithbar Elementals

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Society Architecture: Golith architecture is a matter of dispute among scholars. Some claim they construct elaborate buildings, tall and impressive with monolithic designs. The Goliths themselves say little on the matter. Those few that choose to occupy a building, prefer those that are embedded in the very rock of a mountain. Calendar: While their general attitude is similar to that of other Elementals, Goliths are unique in that they record and observe the date of death of every important figure in the lives of all Races they can reach. Once per year, the memories of these fallen heroes and villains are called to share their wisdom with the living. Economy: Even though they have no real need for money and wealth, most Goliths have collections of precious gems, metals and crystals that amount to a small fortune. When they need to trade with other Races, they offer their skills in exchange for whatever they require. Many Goliths work as guards or bodyguards. Education: Goliths believe in learning by example and experience. Older members of the Race accompany the younger ones for a couple of decades. Those that do not heed said advice tend to end up dead before long. Among the lessons given are survival in the desert, how to fight and maintaining the balance of the dunes. Foreign Relations: Solitary and laconic, Goliths walk alone unless they have to mate or they are mentoring a younger member of the Race. When they decide to visit settlements, it is to inform the elders of upcoming dangers or warn the tribe for something they have done that needs fixing as it goes against the rule of the desert. Government: Goliths have no form of hierarchy and each man is for himself. They answer only to the Keeper or the Guardian and have no problem to ignore the local rulers in order to get the job done. Most of the time they find it easier to just follow the local rules, avoiding any trouble or distraction.

It does not matter if you are a hero or a villain, in the end we all die. What really matters is that someone remembers the past so that the future can be build on solid ground.

Legal System: There is little to no crime among Goliths and every other rule that is broken falls to the respective tribe or Race to punish. When one of them is the victim, the ones responsible often find themselves encased alive in stone tombs. Some elders of the desert tribes, claim these are just the lucky ones. War & Weapons: Goliths generally forsake armour in favour of their stone hide. Even though some like to use their bare fists or Attunement to pummel their opponents, some go for mauls, warhammers and other bashing weapons. Quite a few prefer to draw upon the spirits to wreck havoc in the battlefield.

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Factions: Historically speaking Goliths are too solitary to care about Factions and how to deal with them. Those that did join a Faction, tended to give themselves fully to the cause and it is almost unheard of for a Golith to change their mind after making such a choice. Lately, there has been a surge of Goliths taking a cause.

Settlements: The Second Sundering almost cost the Goliths their archives and secret chambers. Forced to move to a different world, they now try to rebuild all that was lost. In many ways, they were the Elemental Race most easily adapting to life on Earth, slipping into old routines shortly after getting there.

Shapers of the Forge: There are many Goliths that join the Shapers now and they strive to surpass the old masters. While not as skilled in shaping metal as others, they have no peer when it comes to smithing or infusing their creations with Death energies. Blood and Bones: Very few Goliths are among the ranks of this faction. The unprincipled ways of the berserkers do not resonate well with their mentality. Those Goliths that end up there, do so because they have an axe to grind and a huge chip on their shoulder. Speakers of the Dead: Not many Goliths join this faction, but throughout the ages there has been a constant number of Golith Speakers. Their duty is to record everything and to learn from those that have fallen in battle. Their task is to maintain and protect these archives. The Great Desert Tribe: Sometimes it feels as if the majority of the Race join this faction. Spread throughout the desert, Goliths live as one with the land. Many among them have taken it upon themselves to guide or guard the other Races in their travels between safe havens. Hearth Guardians: When Goliths join this faction, it is not to uphold the laws of a specific tribe or kingdom, it is to uphold the laws of the desert itself. Their exact agenda is unknown, but they can often be seen in areas where their element is found in abundance.

Atlantis: It is no surprise that those Goliths that live on the city-state are among its most sought after smiths. Their section of the district allotted to their Species houses most of the large foundries. Some say the underbelly of the district is where the new archives are kept. Idurat: No strangers to either desert or mountain, the Goliths that moved to this region do all in their power to recreate their lost home. They have been the main force behind the terraforming of the lands that were before they got there and one can find them scattered throughout the area. Saguenay: Acting as a living wall, most Goliths in this region have taken it upon themselves to maintain the defenses against the outer world. In a constant state of battle, there has been a surge in births among them, as they seek out mates to replenish their ranks.

Stereotypes
Efreeti: Oooh, shiny. If only they had the necessary focus to do something with their abilities. I hear they are almost as close to Death as we are. Dryads: Like us, they are guardians of the land and rely on others in order to breed. Word is they are a lot more active about it than we have ever been though. Undines: Too fluid, too unstable, I bet one cannot even have a proper conversation with them. I wonder what it would be like to be able to heal like they do. Aerials: Their job is to keep their lands in working order, that is something we can respect. They sound too fleeting to be reliable at it though.
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Force of Chaos Efreeti Also Known As: Firelords Racial Bonus: Firestarter Efreeti are hot... really hot, in fact they are so hot they can make things ignite just by touching them. By succeeding in a Charisma + Attunement roll, they can cause one item or person to catch fire. The number of successes dictates the damage done each turn by the resulting fire. Racial Weakness: Consuming Just like normal fire, Efreeti need fuel in order to keep burning. For that reason, they have to eat something every two hours of being awake or they start to weaken, suffering a penalty of 1 for all physical actions. The more powerful they are, the greater the quantity that needs to be consumed. Racial Averages Height: 2m for males, 1.9m for females Weight: 90kg for males, 65kg for females Lifespan: 100 years Physiology Appearance: Looking like Eldar with fiery eyes, they are considerably taller. Their hands are clawed and their skin is red hot and glowing like lava. Even though they are able to cool down when needed, so they don't burn their clothes to ashes, it also means they have no real hair, just flames dancing on their heads. It's impossible for someone to confuse one gender for the other, as both display the usual characteristics found in most biped Races. Male Efreeti tend to be lean and athletic, either bald or with flames in strange shapes dancing on their scalp. Females are usually toned but with pronounced curves and long manes of fire.

While their looks remain the same after they reach adulthood, during the last decade of their lives their fire turns blue and burns hotter. The change only takes a few years but is gradual, with their eyes and hair turning blue before the rest of the body does. When they die old, they go out with an impressive explosion. Eating Habits: Given their unique metabolism Efreeti are rarely found without something to snack on in their hands. With food being a necessity for them, they are not very picky, if it burns it is edible for them. They do prefer spicy foods but seem to have a balance diet between meat, plants and inorganic material. Efreeti often find themselves in social situations where food is provided and they take advantage of it, both for nourishment and companionship. When eating in groups of their own kind, the portions are served according to need, with those that have eaten most recently waiting for others to eat first. Force Attunement: Efreeti use their abilities in their daily life in many creative and innovative ways. Always trying to create something new, they strive to push the limit of what can be done with attunement, as long as it sounds like an entertaining activity. Most of them learn through trial and error what they can do. Population: Efreeti boast the largest number of all Elemental Races and, unsurprisingly, the largest number of Amalgams spawned from them. Every few years, their numbers go up and down the whole time, with a high birthrate a slightly higher rate of death due to accidents or their lifestyle. The majority of the race are young adults, with older adults being slightly less. There are few children living among them but even fewer elders. Those with more experience tend to tag along with more passionate members of the Race, trying to teach them what they know and feel the flames of passion again in return.

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Culture Arts & Entertainment: Efreeti are easily amused, especially by things that burn. To the last, they border on pyromaniac and while young try to see what they can set on fire. As they grow older, they turn to fireworks and tricks of smoke. They love coming up with new ideas but they are quick to discard them and move on. Daily Life: Loud and impulsive, Efreeti like to fuel their passions and a good fight is as likely to entertain them as is a night of passion with one or more partners. They rarely keep their emotions to themselves and don't really care about the privacy of others most of the time. Fortunately they are fiercely loyal to their friends. Family Structure: Efreeti tend to form small families with one or two elders at the helm. These elders only serve a counselling function though as the young and strong are calling the shots. Efreeti believe that even though age brings experience, it is the passion of youth that best embodies their native Force. Fashion & Dress: When bothering with clothes at all, Efreeti like sparkly or shiny things. Precious metals, gemstones and fine fabrics are preferred by most. While many go for skintight outfits that show off their figure, others go for flowing clothes with hanging veils, scarves and robes that dance like flames when they move. History: The oldest of the Elemental Races, Efreeti were the first to appear on Mithbar. They were similarly old on Earth, appearing around volcanoes or powerful Chaos Attuned. Some believe they are the inspiration behind legends about demons and devils, especially since they were in the company of sorcerers. Language: Their language is one of contradiction, sometimes fast paced and sometimes slow and building. With many vowels and sharp consonants, it is fairly easy for an outsider to learn the basics. Mastering the nonverbal elements however is nearly impossible for others. Their names are a matter of whim chosen by them. Medicine: Most Efreeti know the basics regarding treating injuries and keeping themselves alive, that they should avoid places where the air is thin, how refreshing a swim in hot lava can be and that too much water is a very bad thing. Besides those key rules, few bother to learn much more about how their bodies function. Religion: Too anti-authoritarian to follow any sort of organised religion, Efreeti sometimes model their lives and appearance after beings of legend associated with chaos, disorder and wild passion. The more powerful among them often style themselves as demonic lords, with cults worshipping them. Sexuality: Efreeti are wild. Not necessarily open to all kinks or so-called deviant behaviour, they are very passionate when it comes to sex. Due to their nature, violence and sensuality are equally found in Efreeti lovers. Their eagerness to feed their passions results in a rather high number of Amalgams. Technology: Most of their technology is powered by fire and steam, while just as popular are devices that rely on tricks of light and shadow. They can be inventive and often come up with new ways to solve old problems. The main reason behind most of their technological wonders is their quest to find entertaining ways to pass time.

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Society Architecture: When Efreeti bother with buildings, they go for flashy and elaborate designs that draw attention easily. While the materials used are not always conventional, with lava and volcanic rock being popular, there is always a design in mind and the buildings are well ventilated to allow for better airflow. Calendar: As with many things, Efreeti do not always follow the rules and often ignore established holidays or even make new ones up on the spot, usually as an excuse to go out and party. Despite that they will not dare ignore any important date set by the Guardian, the Keeper or even Archon himself. Economy: Most of them simply take what they want and don't care about paying. There is always someone dangerous or strong enough to force them to though, so they know the value of money and wealth. Many have vast fortunes of gold and precious gems, collecting them as payment for their services. Education: Living such short lives by comparison, makes them embrace every moment to the fullest. They will explore things without abandon and go to find the light at the end of the tunnel just because they can. Not as mindless as some might expect, they will run and live to run another day if things turn bad for them. Foreign Relations: Efreeti are pretty social and like to mingle even when others want to stay away, and they usually do. They have absolutely no problem to associate themselves with known troublemakers like their Henlach offspring, or Rakhaz Dwarves but they will shy away from brutish thugs like Ogres. Government: Efreeti answer to a council of four Sorcerers but the hierarchy is pretty loose. They scorn the ruling systems of other Races. That said, they won't dare challenge their Keeper or the Guardian especially since he is one of them as it practically means suicide and even they are not that reckless.

Our passion is like fire, spreading where it can, consuming what it encounters. Come dance with us and be free, it is the only way for you to learn who you really are.

Legal System: No evil deed goes unpunished if caught and crimes of retribution are pretty common. Young members of the Race are encouraged to break the rules and do all they can not to get caught. As with other Elementals, one crime that is not forgiven is murder of another Efreet, it is always met with swift justice. War & Weapons: All in all, they are the first to jump into a fight and the first to pull out if it seems they are going to lose. When forced to fight, they will lash out with fiery and often explosive displays that leave behind smouldering ashes and scorched earth. When using weapons and armour, they prefer flashy ones.

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Factions: Live and let live, that is pretty much the whole of Efreeti philosophy regarding factions. A great deal of them prefers to stay unaligned, carving their own path lest they are ordered by their leaders. They will follow their hearts and just do what's right by them before they do anything right by someone else.

Settlements: Efreeti took the Second Sundering largely in stride. Used to change and turmoil, they saw it as a chance to start anew and rediscover ancient lands. A great deal of them focused on terraforming the new territories in an attempt to recreate familiar creature comforts while others turned to defense.

Army of the Bloody Hand: Not exactly drawn to fighting and violence beyond the occasional bar brawl, few Efreeti join this faction. The ones that do are wild-eyed berserkers that attack allies and foes alike when in combat, using their abilities to spread chaos and mayhem. League of Shadows: While most members of the Race belong to this faction, most of them are not stealthy or secretive about their goals or how they achieve them. Instead, these Efreeti focus on the self-serving aspects of the League, using it to gain wealth and power. Tamers of Chaos: Not many Efreeti are calm and collected enough to consider how to make their lands a better place. Usually, this faction requires a peace of mind and a perspective they are not prepared or willing to give. Those that do, are visionaries that leave their mark on the world. Firebringer Templars: Always eager to share their ideas with the rest of the world, Efreeti make some of the most fervent Templars. With words full of passion and wild clarity, they urge others to follow their instincts no matter where that might take them. Guild of the Crimson Knife: Not ones for order and structure, they find this faction too slow moving to be attractive to them. Those few that join, balance their careful planning with outbursts of passion. More often than not this is a response to those that wronged them in some way.

Atlantis: Living in the outskirts of the district given to their Species, Efreeti are responsible for its safety, acting as both police and criminal underground. The vast majority of them makes a living selling their time or services as entertainers, bodyguards or companions. Kal Dhakhan: Efreeti in this region spread out in almost all its territories, avoiding the northern end as it is close to water. Their settlements are evenly spaced out, with members of the Race traveling between them often. A good percentage lives among other Races. Ural Sibir: Since they first set foot in the region, Efreeti have been instrumental in its reshaping as something closer to what they were familiar with. Melting the frozen wasteland, they keep the cold away, preferring to live at the perimeter of the region, where they can help the most.

Stereotypes
Goliths: We don't get them. Seriously, how can someone sit still for so long? Some people say they cannot even tell if they are alive, let alone awake, most of the time. Dryads: We would probably not mix well together, but many say they can be as passionate and wild as we are when properly motivated.. it is almost tempting enough to risk death. Undines: They are more like us than most people realise, at least from what I hear about them. Living around so much water sounds really uncomfortable though. Aerials: I wonder how easily their wings burn. The ability to fly away from danger sounds rather awesome, imagine the tricks you could play with that.
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Force of Balance Dryads Also Known As: Nymphs Racial Bonus: Toxin Immunity Simply put, Dryads are more plant than humanoid and as a result of that, their bodies are incompatible with all natural toxins and venoms. Such substances have no ill effect on them and in some cases they can even provide sustenance instead of harming them. Racial Weakness: Bio-hazard While natural toxins and venoms do not phase them, chemicals can completely cripple Dryads, as can artificial toxins and venoms. When exposed to either, they suffer twice as hard as a Human would. Even after such a substance is removed, there can be lingering effects. Racial Averages Height: 1.57m for females Weight: 57kg for females Lifespan: Virtually immortal Physiology Appearance: The Elementals of the forest look like beautiful young Cuerryn women. This is however only at first glance, their pale skin has a green tint, their hair changes with the seasons from bright blond to dark brown and they have shorter ears. Sometimes, part of their body can be made of wood. Having only one gender, there are no male Dryads. Generally slender, they can be quite athletic without losing femininity. While most of them are of average height and built for biped females, some can grow really tall and strong. They have no hair from the neck down, but sometimes their body is covered with tiny vines.

Although they always look as if in their mid twenties, as they grow older their hair changes to black and they look a tad more serious. Their skin tends to harden with age and in some cases they can even come close to the texture of real trees. In some extreme cases, their hair is made of vines and leaves. Eating Habits: While Dryads in general can survive on sunlight, water and contact with the soil, they often take the needed ingredients by consuming plants and animals. In extreme cases, they have been known to consume sentient beings, especially when starving and their home is threatened by their dinner. They have no specific customs about eating and simply go with the flow of whatever company they have at the moment. When out in the wild, eating is simply a matter of survival and not much thought is put into it. It is rare for two or more of them to eat together outside mixed company, since they are territorial. Force Attunement: Like all Elementals every single Dryad is attuned to their native Force. Control over their abilities is mostly instinctual, but older members of the Race often teach younger ones advanced applications of their Attunement. Watching one work with their abilities can be magnificent, terrifying or both. Population: Unlike the other Elementals, Dryads don't have an average lifespan. They live as long as the forest they originate from and unless slain, they will only die when their forest is destroyed. Not as numerous as other Elementals, they make up for it with their uncanny connection to the land. The vast majority of them are adults, well into their second millennium of life. Younger adults are almost as numerous, while there is a good percentage of children. Those as old as the oldest forests in their lands are rare and hard to find, but sought out by their younger sisters when rumours about one appear.

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Culture Arts & Entertainment: Dryads love singing, dancing and storytelling, they also enjoy watching people paint but can be rather apprehensive of wood carving unless dead wood is used. They enjoy good company and spending time in the woods, but they can be quite easily entertained by the promise of a good meal or sex. Daily Life: Easy going, in good spirits and almost always in the mood for a party, Dryads are welcomed wherever they go. The only way a Dryad can get angry is if her favourite forest is in danger or if the balance of nature is somehow disturbed. Then, the wrath of the forest overwhelms the one responsible. Family Structure: Given their physiology, there is no real family for the Dryads. Most of them retreat into the wild when they are pregnant and choose to raise their children on their own. Some of them however stay with the father and play a more traditional mother role, based on the culture they are in. Fashion & Dress: Dryads like to put flowers on their hair and they don't really appreciate clothes much. It is not uncommon to see a Dryad walk around naked but when they are forced to be clothed, they prefer soft and thin fabrics. During the colder months, they can even use animal fur in order to keep warm. History: The first Dryads appeared on Mithbar once the land was covered by forest and jungle. On Earth, the first sightings were around the Mediterranean, where the first legends about them appeared. There have been reports of them throughout Europe, Africa and Asia with every culture adding their own twist to the stories. Language: When Dryads speak audibly at all, it is in a combination of forest sounds, from the crack of a breaking tree trunk, to the wind flowing through the leaves. Scents and colours also play an important role. They do not have individual names unless they are given one by the locals of the area they live in. Medicine: As a whole, Dryads are quite skilled in herbalism and the use of natural remedies. They know which extract can counter what venom and often aid local healers in producing whatever is needed for them to treat patients. Their can seem quite cruel to others however as they promote letting nature take its course. Religion: While not religious by any stretch, Dryads usually follow pagan rituals associated with ancient gods of the hunt, fertility and forests, the latter two more so than the first. They are particularly fond of fertility festivals, for the excuse to revel, the company and the symbolism behind them. Sexuality: Rather promiscuous, Dryads do not think of sex as anything special by itself. While capable of forming bonds or maintaining relationships with others, they view the act itself as just a physical need. Pretty open-minded about their sexuality, there are few practices they will shy away from. Technology: They have no problem with technology unless it harms nature or disturbs the balance of the area they call home. When they bother to utilise technological advancements, they do so with an almost naive sense of curiosity and wonder. Their own brand of technology always incorporates nature into it.

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Society Architecture: Nobody really knows where the Dryads stay, but some claim its within the very trees they protect. The truth of the matter is that Dryads are masters of arcology and can create complex structures within their native forests that look perfectly natural to outsiders and are completely self-reliant. Calendar: Dryads couldn't care less about calendars, important dates or anything of the sort. They do however care about parties and the general revelry of such festivities so they make a point of attending when they can. The first week of spring however is sacred to them as, with nature blooming, beautiful and savage like them. Economy: Perfectly capable of understanding trading and monetary systems, Dryads prefer the exchange of goods and services. While there have been cases of Dryads hoarding material wealth, they are rare and viewed as an oddity. Most of them are content to rely on the forest for whatever they may need. Education: Most Dryads are educated in the ways of the forest by their mothers. A good percentage of them join the local population in whatever system is available for so-called civilised education. They understand the natural world on an instinctual level but higher concepts are passed on to them by their elders or other Species. Foreign Relations: Dryads love to mingle, especially with Races that have natures similar to their own. Always curious about new faces, they are usually first to greet visitors. Since they need other Races in order to breed, they are quick to spot the healthiest and strongest males among them, something few have ever objected to. Government: Dryads only answer to the Force of Balance and maybe their Keeper and Guardian if they feel like it. Free spirits, they are not bound by rules or any sort of government and quite frankly, they wouldn't have it any other way. That said, they will rally to defend their forests no matter who calls when there is trouble.

We are the daughters of the forest, tread lightly and you will be safe. Harm our home and you will find no shelter where things grow. Prove you are worthy and we will share your bed.

Legal System: The only law Dryads bow to, is the law of the wild. When a crime is committed against them, Dryads respond with swift and decisive action. It is just as easy however for them to simply ignore the infraction if it is not directly harmful to nature or necessary for the survival. More than one thief has been saved like that. War & Weapons: When walking the warpath, Dryads like to paint their faces and bodies in vibrant colours. If using weapons, they prefer those made of wood so that they can reshape them as needed. When relying on their abilities however, things get really scary. There have been cases where not even bones were left behind.

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Factions: Nobody forces a Dryad to join a Faction, when they do it is entirely up to them and they usually have a good reason to. Not always sharing that reason with others, they can be found in all Factions, often rising through the ranks quickly. Faction gatherings can be the few occasions Dryads wear clothes for.

Settlements: The Second Sundering was a curse and a blessing to the Dryads. While they lost their ancient forests and jungles, they got a chance to reclaim old lands and restore the woods of Earth to their ancient glory. Taking a rather militant approach, they do all they can to safeguard their old and new homes.

Forest Guard: A good percentage of Dryads join this Faction, hoping to protect their forests from any that might threaten them. The vast majority of them man remote outposts deep in the woods, with a few acting as guides to advanced ranger squads or border patrols. Savage Brotherhood: It takes a really traumatic experience for most Dryads to join this Faction, which explains why they tend to be full of anger and bloodlust. They are almost exclusively part of deep forest hunting groups, keeping away from civilisation and those that harmed them. Silver Circle: Most Dryads belong nominally to this Faction, but only a handful of them deals with the administrative duties of the Circle. Most of them are content to spend their time in the woods taking care of their beloved trees. They tend to be the most welcoming members of the Race. The Hallowed Garden: About as popular as the Guard, this Faction claims a good percentage of Dryads. Given the chance to help others with the plants they grow, they strive to create new types of herbs and natural remedies, enhancing what is already present. Wardens of the Wild: Not that many Dryads join this Faction, but those that do are often among the most frightening members of the Race. Using their knowledge and skill in arcology, they create elaborate structures deep in the forest that can wipe out any intruders in mere minutes.

Atlantis: As expected, Dryads are responsible for maintaining all the gardens and trees of the city district assigned to their Species. Most of them make a living offering their services to those that need help with gardening, or require exotic herbs and flowers. Arcadia: Returning to their ancient lands, the Dryads of this region have now taken it upon themselves to restore the ancient forests and fix any damage done to them by human civilisation. In the lands around the Mediterranean, Dryads have gathered in great numbers. Taralsia: Claiming the largest jungle on Earth, the Dryads in this region are among the most wild and determined eco-terrorists ever. Sweeping through the Amazon, they have uprooted any signs of interference with the natural cycle, even chasing some tribes off in the process.

Stereotypes
Goliths: They need to loosen up a bit, they sound so...stiff. It is a shame we cannot visit them and see if we can get them to live a little. Efreeti: So much passion, so little direction. If not for the whole fire thing, they sound as if they could be quite fun to meet and greet. Undines: The stories that reach our ears are as confusing as the stories people tell about us. In fact, they sound very similar to us but more distant. Aerials: Nobody seems to understand them, makes me quite curious. The ability to fly like that sounds quite useful though, wish I could do that.
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Force of Life Undines Also Known As: Merfolk Racial Bonus: Watermeld They say Undines are one with the ocean and there is more truth to that than most realise. When Undines feel threatened, they can meld with the water and avoid harm with a successful Charisma + Attunement roll. When in that state, they can only move but not attack. Racial Weakness: Fluidity Undines need to revert to a fluid state for at least one hour each day or they start to dry up. If they fail to do so, they get a penalty of 1 die for every day they go without turning liquid. Any body of water will suffice for this, even if about the size of a small tub or similar container. Racial Averages Height: 2.5m for males, 1.7m for females Weight: 300kg for males, 57kg for females Lifespan: 150 years, 200 for queens Physiology Appearance: In a strange case of sexual dimorphism the two genders of Undines, Tritons and Naiads, have in common only their blueish skin, fin-like ears and webbed fingers. The parts of them that follow usual biped anatomy tend to be lean and muscular, similar to the body expected of a swimmer. While the female Naiads look similar to beautiful Naraned with webbed toes and small fins on their calves, the male Tritons have a large fish tail instead of legs and spiky fins coming out of their spine and forearms. There are rare exceptions to both rules, with Naiads having fish tails and Tritons having octopus tentacles.

Triton fins grow as they age and their colors become brighter, their hair and beards usually become more like seaweed. As Naiads grow older, their hair turns white but they never look older than 40. The Queen is unique among the females in that she is the only one that grows Triton-like fins over time. Eating Habits: As one might expect, Undines survive mostly on fish and sea plants. While some of them have developed a taste for land food and can consume it without any issue, it is not the norm for them. Despite what some might expect, they do not always eat their food raw and have developed some interesting dishes. Rank dictates who gets the best part of the meal with the local rulers getting first pick, but hunters can and do claim the lion's share if the kill was particularly tricky. When entertaining guests of unknown rank, they are treated as if they are slightly below the head of the table as to avoid insulting anyone important. Force Attunement: Surrounded by their element as few others can be, Attunement comes natural to the Undines. Tritons traditionally display an affinity towards water or ice based abilities, while the Naiads favour the healing aspects. This is just a cultural distinction however with no basis on actual skill. Population: To counter their short lifespan they are the most sexually active of their Species, with numbers that almost rival all other Elemental Races put together. Living in the ocean means that they can be found almost everywhere in their native regions, but they prefer to build their cities in less than abyssal depths. The majority are between their seventh and eleventh decade of their life and there are many children among them. Every generation sees a new Queen being born but there have been cases of more in times of crisis, including a curious case of every Naiad being born a Queen during the Cleansing.

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Culture Arts & Entertainment: There is no single art that falls short of Undine expectations. If it is aesthetically pleasing to them, they will pursue it. They can be quite skilled at fish bone carving and can create magnificent sculptures and trinkets. The range of activities they enjoy, other than sex, is wide and includes contests of skill. Daily Life: Pretty friendly and tolerant, Undines rarely get angry unless defending their oceanic home. Fun loving Naiads and austere Tritons keep a delicate balance. Slow to anger, once they make their mind, they won't stop at anything, much like the sea. A curious sort, they like to explore the ocean depths. Family Structure: Large families numbering in the dozens are the normal for Undines. Children are raised by their parents, with immediate family helping as needed. Young Undines are taught to respect their elders but they in turn understand that respect has to be earned and is not given freely. Fashion & Dress: When underwater, Undines usually forgo clothes and only bother with jewellery and articles of clothing made from materials found in the ocean. When out on dry land or wearing clothes, they prefer flowing robes and veils that do not constrain movement and do not hide more than necessary. History: It is lost to ancient records when the first Undines appeared on Mithbar, but it is well recorded that the first members of the Species on Earth showed up somewhere in the Pacific. Their existence, curiously enough, was better documented in the mythologies of the European people. Language: Undines use words and sounds that roll off the tongue easily, when trying to communicate around other Races, in the privacy of their underwater homes however, the same language serves them in the form of ultrasounds. There have been cases where they were able to communicate with dolphins and whales. Medicine: It is no surprise that Undines are among the most efficient healers in all the Regions. What may surprise some is that the majority of them rely on their Attunement and have little to no real skill in medicine. Preferring to simply whisk any injuries away, few are the Undines willing to spend the time needed to learn. Religion: While not really religious, Undines enjoy the trappings of religion and often model their cities, outfits and personal appearance after mythological figures and places. Gods of the sea like Poseidon are seen as the epitome of power while some claim they come from legendary beings like Triton. Sexuality: Quite open about their sexuality, Undines are not afraid to show affection to others, even in public. Their passions usually lean towards the pleasant and familiar, but it is not unheard of for them to go wild and pursue pleasures others may find odd. There also have been rumours of massive orgies in the deep. Technology: Having no real need for technology in their underwater cities, Undines are still fascinated by what can be done with the proper use of water. With most of their technological advancements relying on hydraulics, they avoid machinery that can pollute the ocean they rely upon for shelter and food.

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Society Architecture: There are very few Undine buildings on dry land and their lack of familiarity shows in the rather awkward designs they follow. Under the sea however, they construct complex structures that resemble corral reefs while still maintaining elements that approach more traditional architecture of biped Races. Calendar: While they measure time differently than most others, with a system based on tides, currents and weather, Undines understand those used by the Races they come regularly in contact with. The Queen or the Council of Elders can declare important dates and holidays but following them is not mandatory. Economy: Not really having a need for it in their native environment, Undines only use money when dealing with other Races and any amount needed is given to them by whoever sent them to trade. They do understand the value of precious metals and gems but do not seem to care much about either. Education: Rather surprisingly for Elementals, young Undines are expected to go to school in established locations and times. Specific individuals act as tutors and teachers, while classes cover anything from traditional education to survival in the deep. Attitude towards those teaching ranges from respect to irreverence. Foreign Relations: Undines don't like to leave the ocean. When they do, they stick to the shore, never stay away for long and are eager to return to the water. They are friendly with all seafaring Races that respect their sovereignty over the seas but are especially close to Naraned, Sapiens and Sha'yreen. Government: A democratic race, they are ruled by a council of eight elders who are voted into the position by the members of their community, and a Queen who bears the crown for mostly traditional reasons. Every voice is heard during a yearly senate and people can dethrone a Queen if they are not pleased with her rule.

The ocean is our playground, it holds few dangers to us because we know where to tread and what to avoid. You are not that lucky, so enjoy our company and do not test our tolerance.

Legal System: Using a system that shares many similarities with those used by western countries, Undines are considered fair and just by most. Judges are expected to follow the spirit of the law more than the letter and punishment is rarely cruel, with the exception of rape or harming the young. War & Weapons: Few are surprised to find out that when Undines bother with weapons, they have a thing for tridents, hooks, knives and nets. More often than not, their armour follows marine motifs and can be quite ornate, sometimes even at the expense of practicality. Many among them prefer to use arms made of ice.

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Factions: Every member of the Race is expected to join one of the Factions. It is not a matter of peer pressure however, simply what they see as natural progression. A good percentage of them only follows the tenets of their Faction in a casual manner, but many give themselves fully to the cause, whatever that may be.

Settlements: The Second Sundering was a mixed blessing for the Undines. With their ancient homes lost forever, they now claimed the deepest corners of Earth's oceans as their own. The vast majority of them remains underwater but a good percentage frequents the surface, aiding the other Races when necessary.

The Grey Knights: Those willing to put their life at risk and even brave dry land, have little issue with joining the Grey. Often grim, compared to other members of the Race, they are the first line of defence when things go wrong. They focus on combat oriented applications of Attunement. Eternal River Carnival: Easily the second most popular Faction, the Carnival sees many Undines that like to flow like water from one place to the next, never settling down. While their trips don't always bring them to pleasant or safe locations, they enjoy the experience all the same. The Middle Road: Not as popular as other Factions but still measuring a good number of Undines, the Road is often the public face of the Race among others. Not shying away from new experiences, they show less restraint when it comes to curbing their curiosity. Tempus Priesthood: The majority of Undines join the Priesthood out of a need to help others but many are those that do it for the pleasures shared. Naturally, most focus on the healing aspects of their Attunement, but the Faction has a place for everyone. The Everfrost Hermits: Very few Undines join this Faction and those that do are often viewed as oddities by the rest. Given this Faction's focus on the individual, it is almost alien to the sensibilities of most members of the Race. Those that join, tend to favour ice based abilities.

Atlantis: The least numerous Elemental Race in the city-state, Undines there prefer living in large underground ice caverns, modified to house them. They often come to the surface to tend to the fountains and aqueducts of the district. Most of them make a living selling fish or pearls. Avalon: Few outsiders have seen it, but deep in the snow covered sacred island stands a citadel made of ice. Extending far below the ground into the deep ocean, it is the only place Undines call home. Their numbers are few, but most of the Race's elders stand vigil there. Fidessa: Claiming the main bulk of the Race, the deep oceans of this region are only used by others because the Undines allow it. With many cities under the water, they rule the sea and most do not bother coming to the surface if there is no immediate danger.

Stereotypes
Goliths: Always serious and unbending, they are like living rocks... and like rocks, the waves will eat them away the harder they resist, they need to learn to relax. Efreeti: Can do without the flames, but it seems they have an idea or two about having a good time. I am sure meeting one of them in person would get steamy. Dryads: I don't really get them, too many conflicting accounts. Some say they are like us, others make them sound like something alien to all we know. Aerials: They are similar to us in many ways but I do not think we would get along without problems. They swim in a different ocean, following rules we do not understand.
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Force of Order Aerials Also Known As: Faeries Racial Bonus: Pixie Size Aerials are able to reduce their size to roughly one tenth, the truth behind the legends of fairies and pixies. Their physical attributes are left unchanged by this change, but while their Defence increases due to the smaller size, their overall Health remains the same. Racial Weakness: Collector Nobody knows why, but Aerials are compelled to collect things. Some of them hoard whatever they can find out of sight, while others simply carry them around. They have no compulsion to keep these items and will return them if asked, taking great offence at being considered thieves. Racial Averages Height: 1.90m for males, 1.80m for females Weight: 80kg for males, 60kg for females Lifespan: 250 years Physiology Appearance: Aerials look like winged Humans, though their features are often as exotic as those of Eldar. With four wings coming out of their back and lithe frames, the generally tall Aerials are easily associated with their native element of Air. They tend to have long hair, often with bright colours not usually found in nature. There are few differences between males and females, other than what is expected from a biped Race. They have little body hair but males often sport long thick beards. Both genders often braid their hair in elaborate ways. One major difference is their wings, feathered for males, chitinous for females.

As they get older, Aerials become less frivolous and childish. Even when near the end of their lives however, one can see the glint of mischief in their eyes and can never bee too careful. Not living as long as other members of their Species, their apparent age rarely goes beyond mid-forties. Eating Habits: Technically omnivorous, most Aerials prefer to eat plants and dairy instead of meat, with fruits being a main element of their diet. Ironically enough, when they do partake, they prefer birds to other types of flesh. While many are mindful of their figure, their metabolism ensures that they cannot gain much weight. When eating together, younger members of the Race as served first, unless there are guests on the table, in which case they get the first dish. Playful in that aspect of their lives as in every other, a meal with young Aerials can often devolve into a messy food fight, provided the situation allows it. Force Attunement: Displaying a strange form of dimorphism, male and female Aerials show an affinity to different Elements of their native Force. The more aggressive males are adept at manipulating fields, while the females find air easier to manipulate. In either case, they are taught by their elders from a young age. Population: With an average number for their Species, Aerials are found in every corner of their native Regions. Preferring high places and locations where the wind blows constantly, they are a fixture of the skyscape. Birth rates for the Race are average and there are no great fluctuations in numbers. Most Aerials are young adults and in their prime. There are few elders, but those that survive long enough to earn the title can be quite impressive and usually alien in their mindset and outlook. Children are quite numerous too and often seen flying carefree around the habitats claimed by the Aerials.

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Culture Arts & Entertainment: Being quite adept at affecting fields and air currents, it is no surprise that Aerials show a preference to forms of art that can benefit from such. Dancing and illusions are considered excellent pastimes while aerial acrobatics are often used as a measure of skill in contests between them. Daily Life: Always curious about the world around them, Aerials are often thought of as frivolous, impatient and with no concept of order. The truth of the matter is that they are quite methodical on an instinctual level, never letting any details slip their notice. When angered, they can tear down buildings using their Attunement. Family Structure: Aerials follow the common bipedal form of families, with two parents and one or more children. The parents are responsible for their offspring but often close relatives assist with their upbringing. Grandparents are treated with respect and the young are sometimes tasked with watching over them. Fashion & Dress: While individual taste varies, most Aerials prefer flowing clothes and light fabrics. Not particularly shy, they often cover only the absolutely necessary. Many carry large bags or backpacks with them, to store the items they collect. Crystals are used for decoration and jewellery. History: It is said the first Aerials were born in the eye of the first storm, conjured into existence by the terrifying forces around them. While that is most likely poetic license, the truth may not be that far from it. What is known is that Aerials appear in the myths of almost every culture in one form or the other. Language: Most people do not realise it, but Aerials are capable of communicating using more than words. Their language is hard for most to use, with more vowels than usual and few precise sounds. What is almost inscrutable to others, are the faint changes in colouration and scent, able to carry messages beyond words. Medicine: All things considered, Aerials are similar to Humans when it comes to medicine. Most are clueless about all but the basics, while others study it on a professional level. Aerial medical doctors and nurses are methodical, thorough and precise. Due to their physiology, there are many veterinarians among them. Religion: It's not hard to imagine why Aerials would be mistaken for mythological figures in many religions of Earth. Contrary to that, they are not religious themselves, preferring to experience reality for what it is. Several members of the Race use myths and legends as inspiration or valuable lessons. Sexuality: Not particularly open or reserved about their sexuality, most Aerials consider it a private issue best left to the individual, not something that should concern society as a whole. The only reason for them to bother with someone's sexual practices, is if a law is broken or others are victimised. Technology: Being able to fly on their own has made many Aerials rather indifferent to advancing technology from a practical point of view. Despite that, many among them display remarkable skill and interest in science, often using their Attunement to achieve breakthroughs hidden from others.

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Society Architecture: With a fondness for tall spires and large windows, Aerial structures are spacious with many openings to allow the flow of air. Decorated with crystals and glass, they have an ethereal feel to them, focusing on light and open space. Made from light alloys, they are built to withstand strong winds. Calendar: There are no major holidays all Aerials observe but many have taken up celebrating seasons with frequent storms and strong winds. Most of the time they simply comply with whatever system is used by the majority in their area, letting others worry about details such as time or date. Economy: Being rather nonchalant about property and owning things, Aerials have a hard time grasping the concept of money. When they focus on it however, they display a natural skill for trading. Their favourite method of trade is the exchange of goods and services. They value precious stones due to their reflective surface. Education: Each family is directly responsible for the education of their offspring, but that does not mean they resort to homeschooling. Parents are expected to work with the established school system of their region, adding to what their children are taught there. Lessons in Attunement come at a young age. Foreign Relations: Aerials have no Race-wide likes or dislikes, they simply prefer the company of individuals that are tolerant towards their peculiarities. They enjoy the company of other fliers, though they find most of the landlocked Races fascinating in their own right. Aquatic Races get mixed reactions from them. Government: Each member of the group is equal and answers to nobody but the immediate family. The only true loyalty of the Aerials lies to the Keeper of each Region and their understanding of hierarchy is alien and quite different from that of other Races. For practical reasons, they usually abide by local law.

Do not listen to the rumours, we are not thieves. By the way, you dropped your wallet in my bag, no need to thank me for returning it. Did you see that flash of light there?

Legal System: For all their apparent disregard of traditional notions of Order, Aerials have an intimate understanding of justice. The only exception to that, is the concept of theft that is somehow missing from their internal set of rules. While not compelled to follow these rules, the majority of the Race tries to live by them. War & Weapons: Generally pleasant to be around, when Aerials go to war things get interesting. Preferring aerial combat and ranged attacks, they strike from above, with bolts of lightning and gusts of wind. Some of them, usually male, are also skilled in melee weapons, mostly swords and polearms.

The Five Elemental Races found in the Realm of Illusions

Species of Mithbar Elementals

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Factions: Most Aerials hold membership to one of the Factions though there is no pressure for them to do so. They are equally represented in all of them, with a slight preference for the ones that value fairness and justice. Changing Factions is allowed but generally discouraged after a certain age.

Settlements: Aerials as a whole lost much less to the Second Sundering than all other Elementals. Not caring much for the places they landed on, they took to the skies and started exploring Earth in their new Regions. For most, the transition was pretty smooth and in weeks they fell back to old practices.

Enforcers of the Law: It is usually males that join the Enforcers, but any Aerial with a strong sense of justice and the desire to protect others is welcome. Often aggressive but rarely rushing into combat, those that join make for excellent shock or aerial support troops. Looking Glass Society: Most find it strange for a member of the Race to join the Society but such individuals exist. Rarely entirely sane in a traditional way, they see the world in different ways and many among them prefer to adjust their eyesight to a different light spectrum. Scions of Justice: Many Aerials find themselves in the Scions, championing for fairness and equality wherever necessary. Open-minded but quite focused, they usually have a more general view of the problem at hand, making them good negotiators, at least in theory. Prismatic College: Few Aerials have the kind of patience required of College members. Those that dedicate their time and energy to a cause however, tend to be among the most thorough and methodical researchers. Many roam the lands, trying to find ways to help others. The High Bureaucracy: Several members of the Race join the Bureaucracy believing it is the best way to bring order to their lands. Of them, many are seduced by power and often abuse any authority they are given, before they are brought down by the others.

Atlantis: Acting as messengers and couriers, Aerials of Atlantis can often be seen chasing each other among the rooftops. Their dwellings are easy to spot, as they are often the tallest or in the highest parts of the Elemental district. Large stained glass surfaces colour their turf. Kwazulu: Like most things in the Region, Aerials that live here have a more militaristic feel to them. Not all of them serve the Armada, but each takes their chosen duty seriously and they value order and efficiency. Their cities are either high on the mountains or in open plains. Sambala: Rather instrumental in the reforming of the Region, Aerials are often seen as benevolent spirits by the locals remaining there. They claim canyons and mountaintops as their turf but can often be seen among those living in lower altitudes, while some actually stay there.

Stereotypes
Goliths: Slow, bound to the ground and not very fun to be around. They say that once you get under their rocky hide they make excellent friends though. Efreeti: Dangerous and careless, I don't think we would make good friends. Some say they can be quite pleasant if you get on their good side... but is it worth the risk? Dryads: We get conflicting accounts on them. Some picture them as pleasant, fun to be around and quite friendly. Others speak of horrors best left hidden. I think the truth is somewhere in the middle. Undines: The oceans are their skies, but their mentality is so different from ours. I would like to visit their lands some day... if they can promise me plenty of air.
The Five Elemental Races found in the Realm of Illusions

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