monstertruckers (
monstertruckers) wrote2024-01-19 10:06 pm
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ELEMENTAL
ELEMENTAL
INFORMATION
Elementals span the forces of nature, and draw immense power from those same primal aspects. There are few creatures more adapt at calling and shaping the elements, whether that is fire, air, earth, or water. Some elementals are defined even further, with ice and lightning being common variations. Typically elementals have a more humanoid appearance, though there is no hiding the affinity and powers they possess.
Everything from the ethereal nymphs to the flesh and blood genasi are part of the Elemental ranks. Occasionally one may even spot an elemental slime among their number, proving just how malleable the category is.
MONSTER TRAITS
MONSTER GUIDE | NAVIGATION
< isopods >
SAMPLE BUILD: GENASI

INFO
Name: Genasi
Subspecies: Fire/Air/Earth/Water Genasi
Inspirations: N/A
Art: Arucelli
Subspecies: Fire/Air/Earth/Water Genasi
Inspirations: N/A
Art: Arucelli
MONSTER TRAITS
Starting Traits:
Command of fire/water/earth/wind magic. (Please choose one during selection!) Can shape element into different forms, mold ephemeral weapons from it, direct it, amplify, or extinguish it.
Skin color changes: red, blue, green, purple, gold, or silver. This can be in patches or a full body change.
Partial elemental transformation: hair, hands, legs or similar extremities shift color to element and have a similar translucency and glow.
Elemental shards bloom along skin, can range from a thin scale-like sheen to spines and plates.
Aura of elemental color, can cast limited light and color, about the same as a candle.
Absorb element for regeneration.
Optional/Reward Traits:
Uncontrolled element surges when emotional.
Excitable, euphoric, or agitated when near main element.
Eyes glow with elemental powers.
Pointed ears with heightened hearing.
Element shift: can transform parts of body to element for an hour, or temporarily turn completely into element for a few minutes.
Compelled to seek out and bask in main element.
INFORMATION
Beings of pure elemental power, channeled into a humanoid shape. Tales of mortals connected to the elements and becoming Genasi persist across Revan. And that connection is so strong that a mortals body shifts to better embody their element, and channel it. Fire, air, earth, and water can all leave their touch on the inhabitants of Revan. Such beings are seen as blessed and powerful… But also apart from others, forever tied to their powers and the capricious nature of their element. Examples abound of tragic and heroic figures alike, brought to either glory or ruin by their powers. And then there are those so overtaken by their element that they can no longer be seen as anything close to human.
LORE 1:
Genasi Elementals are hubris personified, showing the belief that any mortal is capable of handling primal forces. And they just as quickly prove how faulty that belief is. Most hosts have their element burn through them, leaving them little more than a maelstrom of power without thought or will to guide it. If ever there were a warning not to fly too close to the sun, or any other element, this would be it.
-Steel Warden
LORE 2:
There are few creatures more powerful in the primal forces than a Genasi. They are tested by their power, always needing to choose between control or surrender to their magic. There is nobility in both actions, to either remain as a conduit between the elements and humanity… Or to become an avatar of their magic. Regardless, the blessing of a Genasi will always present a choice, which we are honored to witness.
-Silver Tear
MONSTER GUIDE | NAVIGATION
< isopods >
SAMPLE BUILD: NYMPH

INFO
Name: Nymph
Subspecies: Dryad, Undine, Salamander, etc
Inspirations: N/A
Art: Ryan Yee
Subspecies: Dryad, Undine, Salamander, etc
Inspirations: N/A
Art: Ryan Yee
MONSTER TRAITS
Starting Traits:
Command of fire/water/earth/wind magic. (Please choose one during selection!) Can shape element into different forms, mold ephemeral weapons from it, direct it, amplify, or extinguish it.
Element shift: can transform parts of body to element for an hour, or temporarily turn completely into element for a few minutes.
Partial elemental transformation: hair, hands, legs or similar extremities shift color to element and have a similar translucency and glow.
Compelled to seek out and bask in main element.
Can meld into element for defense, fast movement, or a power boost
Repulsed by rival element.
Optional/Reward Traits:
Uncontrolled element surges when emotional.
Excitable, euphoric, or agitated when near main element.
Eyes glow with elemental powers.
Aura of elemental color, can cast limited light and color, about the same as a candle.
Absorb element for regeneration.
Weather control if wind, water, lightning, or ice: can call associated storms with howl or roar. Storms can range from violent to gentle. Quake control if earth, inferno control if fire.
INFORMATION
Embodiments of nature that often appear as humans. Nymphs can appear in any element, though tales of dryads (earth) undine/naiads (water) salamanders (fire) and sylphs (wind) are the most common. Such creatures have a reputation for power, but also a capricious and mercurial nature rivaling the fae. Some scholars even say there is a close tie between the two monsters. While some tales claim that nymphs are tied to a single location, others insist that they are strongly bound to a single element, to the point of becoming volatile if deprived from it. Many are also fiercely opposed to their rival element, and tales abound of opposing Nymphs clashing and reshaping the landscape.
LORE 1:
Nymphs are even more unpredictable than Genasi, rivaling the Fae in how swiftly their moods and natures can shift. They are always drawn to a single element, and caution must be taken when hunting in an area saturated with natural power. Odds are a Nymph is not far behind. Such creatures can be slain with weapons infused with a rival element, so choose your equipment carefully.
-Steel Warden
LORE 2:
Nymphs are chosen from those tied close to nature, and an affinity for sacred places. It’s said that if you pray and meditate at a sacred grove or spring, or carefully construct a shrine to fire or wind, it is highly likely one will earn the favor of the Nymphs. They are protecters of natural wonders, and occasionally extend that blessing to people who share that respect and reverence.
-Silver Tear
MONSTER GUIDE | NAVIGATION
SAMPLE BUILD: SLIME
MONSTER TRAITS
Starting Traits:
Indistinct, incorporeal form resembling smoke or shadow. Alternately, a fluid, slime-like form. This may be shifted in and out of, either voluntarily or involuntarily. (During high stress, exposure, Moon Warps, etc.)
Amorphous form: can shape body or limbs into simple shapes or very crude mimics of creatures while transformed; more precise details require expending energy.
Elemental residue: leaves behind a trail of elemental motes while moving or coming into contact with surfaces.
Dissolving touch: can transmute elemental portions of body into a more potent, acidic element that eats away anything it comes into contact with.
Command of fire/water/earth/wind magic. (Please choose one during selection!) Can shape element into different forms, mold ephemeral weapons from it, direct it, amplify, or extinguish it.
Skin color changes: red, blue, green, purple, gold, or silver. This can be in patches or a full body change.
Optional/Reward Traits:
Absorb element for regeneration.
Repulsed by rival element.
Compelled to seek out and bask in main element.
Element shift: can transform parts of body to element for an hour, or temporarily turn completely into element for a few minutes.
Can meld into element for defense, fast movement, or a power boost.
Partial elemental transformation: hair, hands, legs or similar extremities shift color to element and have a similar translucency and glow.
INFORMATION
Slimes are ever shifting creatures of a single, overwhelming element. If Genasi are mostly human with elemental gifts, then slimes are elements that barely maintain a humanoid form. Some view them as a more pure distillation of magic; others as pitiful creatures that are almost overwhelmed by their gifts. Slimes tend towards water, but fire is also common; one may even see mud slimes, or slimes containing ice and bubbles of air, or even electric monsters that discharge lightning when prodded. Although troubling slimes is not advised, given their knack for overwhelming prey and threats with their forms and powers. Often such unfortunates are dissolved away by slimes, and converted into energy to power the monsters.
LORE 1:
Slimes are wretched creatures, but not to be underestimated. Some of them remain mimics capable of holding a human form, or a crude facsimile. But this sham often breaks apart when they are fought, and their flesh collapses into an elemental mockery. Their touch means pain, a reflection of their sad state; they are overwhelmed by power they never should have received, but this makes them potent quarry. Try to stay out of their reach, and bombard them with attacks until they can no longer regenerate or move.
-Steel Warden
LORE 2:
Slimes are transcendent creatures. While many opt for human forms, and some can even remain mostly flesh, there is always a touch of something fluid to them. That may be in patches along their limbs, or their entire bodies; such a touch is a sign of great elemental power, as well as shape changing for some. Slimes are also resilient creatures as long as they have access to their element, and can even transform their power into an absorbing touch. Be kind to them and patient, and learn to be equally adaptable and malleable.
-Silver Tear