04-21-2019, 03:24 PM
RobJN Wrote:Don't know if you've read Jim Butcher's Codex Alera series (if you haven't, you should!). In it, most of the characters are attuned to one or more elemental spirits tied to either water, earth, wind, fire, wood, or metal (a fury) that allows them to do all sorts of nifty things. With a powerful enough fury -- which seems to be linked to familial bloodlines and such -- wind furycraft allows one to fly, for instance. Roads built with earthen furycraft allow faster travel (especially if those traveling also have an earth fury). Arrows loosed by those who practice wood furycraft fly further and hit harder, as they can flex their bows beyond normal limits. Watercrafters can heal all but the most grievous of wounds, or reshape their features into the perfect disguise.
And if you know metal furycraft, you can do things like enhance arms and armor (aligning the matrices). Two metalcrafters going toe to toe is truly a sight to behold, especially when one "goes nova" and turns his skin to steel. (A hugely painful process, but then, metalcrafters can also use their craft to dampen pain, if I remember right)
These are ssome incredibly cool ideas! I have been thinking about how I may need to reconsider how Elementals work. I've seen them mainly as outsiders to the Prime Plane, but I really like the idea of seeing them more like spirits. They might originate on the Elemental Planes, but Elementals are often found on the Prime Plane in regions where one element is more dominant. Fire Elementals are often found near volcanoes, Water Elementals in lakes, rivers etc.
Metal elementals are probably often found in mines or other areas where metallic ores are widespread.
Your ideas reminded me of Gaz3 The Principalities of Glantri where the Wizards have bound a Fire elemental into the heating system of a building. While this is a little silly, I do like the idea that Elementals can be bound to objects or structures. The Trueforge I mentioned above is obviously a very powerful example of something like this. However, I also like that Druids and Blackmoor Elementalists (usually Elves) can befriend elementals and have them willingly occupy a structure. I could see a Water Elemental occupying a lake and making sure that the fish there are always plentiful for local fishermen. An Air Elemetal might live near a port and make sure ships always enter the port safely as storms seem to calm when the ships approach the city.
Metal Elementals might be asked to make their home in an armory, always making sure the weapons and armor stored there are well maintained. Perhaps one resides in a Castle Gatehouse, always making sure the mechanics for opening and closing the gates run smoothly. Maybe an elemental found in the Emperor's treasure chamber makes sure that all the coins and jewelry are polished and stacked properly.
The problem with befriending or binding elementals is of course that it can provoke enemies of those elementals.
-Havard
-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
