No announcement yet.

Homebrewed Elementals and other supernatural wildlife

  • Filter
  • Time
  • Show
Clear All
new posts

  • Homebrewed Elementals and other supernatural wildlife

    Road spiders
    Spawned by Ancient Causeways
    Earth vermin

    A common sight on ancient Shogunate roads throughout the Threshold, road spiders more closely resemble small stone crabs than spiders. Their name probably stems from analogy to their larger and more arachnoid cousins, the stone spiders. Where their relatives tend to natural stony outcrops, road spiders are caretakers of human artifice that has - usually through time - grown into the landscape.

    Road spiders are about two inches in diameter, with ten rapidly tapping legs carrying them across the cobbles that spawned them. They have no eyes, and can be seen to randomly switch directions mid-run. Their shells share the appearance of the stone beneath them, including the water-smooth look caused by a thousand-thousand marching feet. As they run up and down their homes, they often resemble floating pebbles, which is another, more uncommon, name for them.

    To the people of the Threshold road spiders are a sign of good fortune, and it is considered incredibly bad luck to harm them in any way - even by accident. In fact, stories and songs abound of an errant kick causing a roadway to turn on an army or caravan with disastrous results.
    In the Realm on the other hand, they are considered a sign of shoddy geomantic design or extreme neglect, and great pride is taken in the fact that none have been seen on the Blessed Isle in centuries.

    Road spiders have a very short lifetime, most of them only existing for at most a few hours, with some even remaining only for a few moments. Their lifespan is sometimes stretched by the casual worship of a marching army; they have a minor role in a lot of marching songs. These 'elder' road spiders can then turn into temporary mascots, though even then they never survive for very long after their would-be worshippers reach their destination.

    Spawned by wind
    Air vermin

    The wind rustles through the blooming cherry trees, carrying away a flurry of white and pink. In the pale tide, smaller streams appear, making up the whole. They twist and spin in thin curls. These are windserpents or windlashes, weak spirits of Air, known wherever there is wind to birth them.

    Windlashes are some of the most common elementals known in Creation. They are the components of every gust of wind, their ephemeral bodies breaking with the merest resistance. They are almost invisible. Only rarely does one see the faint silvery outline of one shimmering in daylight and then only for a brief moment. A curl, a loop, a handful of flowing matter. Whether fine sand, mist, ash, flower petals, or morbidly, blood spray, they are usually only noticed by what they carry.

    As an ubiquitous part of Creation, windserpents are the subject of many stories and superstitions. So unremarkable are they, that in many parts of Creation, there exists an unwritten rule in poetry that only the laziest poet would ever mention them.
    Most common is the belief that their temperament is determined by what they hold. When loaded with petals, they are playful and kind, like Spring itself. Loaded with ash they are dour and spiteful. And beware the crimson breed born of a bloody battlefield; violence fills them and they seek to spread their pain with snapping teeth.
    Windserpents are mindless, and when they find themselves caught in a corner, they will bite their own tails and spin up a small whirling gale. On the coast of the North-West, it is well-known that all storms are ultimately born of such unfortunate serpents. Great care is taken to never build any structure that would unleash calamity on others. So no building is considered complete before a shaman drives a flurry of captured windlashes freely around and through it. Swears abound referencing 'careless Southerners' that send hurricanes crashing in on innocent fishers.

    Like many spirits as weak as them, windserpents usually only exist for a very short time before melting back into Creation. Strangely, when caught naturally in a corner or on purpose by a shaman, they can persist for much longer.
    When stored, windserpents are most often kept in seashells, where they can be contained for months if necessary, lost in the howling folds of the shell.

  • #2

    Born of Fallow Earth
    Earth Elemental

    The world is riddled with abandoned places. Cities and settlements that fell in the Contagion or the March that followed. Buildings eroded by time, sharp edges worn smooth and once-great walls reduced to crumbling nubs. Fields where only wild grass grows, whispering in the wind. At the height of the First Age the Exalted devised ingenious systems of agriculture. Complex creations that could casually feed millions and sustain the growth of the state. In that time the Lumbracania were driven to near extinction as Gaia's own body was developed, improved, surpassed. What need did the Host have for a humble worm whose only purpose was to till still soil? Who only existed to fertilize fallow earth? They had the finest mechanisms their minds could devise and the wisest methods of implementation. Genius piled upon genius until it blotted out the Sun itself.

    Perhaps there is something to be said: the Lumbracania remains. The Host does not.

    They appear as segmented worms, one head crowned in spade-like "petals" that hide a circular mouth of grinding, crushing, crystal. Traveling at great speed with a corkscrewing motion. Bodies rife with concentrated nutrients and useful elements that they impart upon the soil they devour. They rise with the Summer rains, finger-length invertebrates churning hardpacked clay into so much mud. Restoring and sustaining vitality even in dry, desiccated regions. Most do not last the week and very, very few will live to see the end of the generational cycle in the Fall. Those that do will attain tremendous size and inevitably fracture under their own weight. Forking and dividing and splitting until their front-third is a writhing tangle of elemental annelids. Gargantuan bundles Lumbracania flowing into a single tail as thick as a man's waist. Such creatures are a bounty for a region for, when they die, they leave behind massive mounds of rich loam. Somewhat naturally they are signs of good fortune. It is said that a pinch of ground crystal guts may ensure a smooth pregnancy or restore virility to the old.

    However there exists a breed of Lumbracania that inverts the usual paradigm. Ashen grey or milk-white tiller-worms are symbols of dread for they have ingested corpse soil. Contaminating their Gaian essence with necromantic resonance. Gifting them with sustained longevity and a terrible hunger for rotting flesh and ground bone.

    Summoning and Use: Lumbracania hold dominion over revitalizing processes and fecundity in man, beast, and earth. They may be invoked to restore health to a faltering field or gift an elderly benefactor with the pleasures of youth. Indeed many elementalists have grown quite wealthy from trading in worm-tincture and poorer-quality tillerworms may be found even in common markets. Even those sorcerers who refuse to stoop to such vulgar means find it useful to cultivate a contract or two with the tillerworms. Their manner of healing is slow but steady and as inevitable as the changing seasons. Theurges often draw the worms with offerings of heaping compost and nightsoil and drive them to the surface with stakes of humming, vital electrum. The leavings from winter's end festivals Creation-over can usually be found in carefully constructed middens by morning.

    Conversely Necromancers summon Lumbracania to harvest their tainted gut-crystals for use in dark rites or as living siege weapons. Their soil-corpses are blighted things and a pinch of prepared earth drawn from such may create toxins that disrupt the body's natural rhythms. Inducing abortions and infertility in women and impotency in men.


    • #3
      Sorry, wrong thread.
      Last edited by TheCountAlucard; 01-08-2019, 03:57 AM.


      • #4
        Originally posted by TheCountAlucard View Post
        Sorry, wrong thread.
        I’m sorry?


        • #5
          Originally posted by Accelerator View Post
          I’m sorry?
          I accidentally posted a reply here that was meant for another thread, and edited it out accordingly.


          • #6
            Tev Tuv
            Fire and Earth Elemental

            When fire and earth dragonlines intersect, disharmony and friction occur. The flickering movement of flame and the stability of earth. The burning heat of fire, and the coldness of stone. The cycle of burning and extinguishing, by flame, while earth stands there, unchanging. Such disharmony and friction cannot stay in balance forever. Something must give. Something must move. That movement, sometimes takes in the form of volcanoes. Molten rock rains down the countryside, setting forests ablaze and creating firestorms. Great plumes of ash and toxic gas, that flow down the hills and flow across Creation, choking mortals to death in their fields or smothering them in their sleep.

            Perhaps it is Heaven’s mercy, that allows the formation of the Tev Tuv. These creatures were made, born from the friction and disharmony that came from the mixing of fire and stone. In creating them, the majority of the power that would cause an eruption is spent, letting the mortals of Creation have a little more time to live their lives.

            A Tev Tuv is a strange creature, a mixture of cow and Camel, formed out of red, white, and brown rock. The face and legs, is that of a bovine. But with the humps of a Camel, ranging from 2, to 3. Ranging in size, from a particularly large dog to a Yeddim. Streaked across its hide are seams of glowing magma. As it moves, its inflexible and hard skin cracks and breaks, exposing more magma to the world. As it stays still, the magma cools, hardening into stone. A Tevtuv that has been moving and charging, would be red-hot, hot lava dripping down from its body and setting the grass alight. A Tevtuv that has been still, would resemble a rather strange boulder. Albeit one much warmer than the surrounding area. Of course, such an illusion breaks as soon as it moves, and by default, any sorcerer summoning a Tevtuv has to keep it far away from any wooden structure or dried grass.

            Much like their Sister, the volcano, the Tevtuv have certain phenomenon under their control. The humps themselves are like the cones of a volcano, releasing a small trail of smoke. At will, the Tevtuv can expel vast amounts of ash, smoke, or poisonous gas, whether in anger, or at a sorcerer’s command to attack. Three or more Tevtuv, with the right winds, can kill an entire village. A few dozen can obliterate an army. Those sorcerers of more peaceful bent, would instead order them to expel vast amounts of fertile ash to coat the countryside, turning wasteland into fertile soil. Or, order them to expel fonts of lava from their mouths, to either form granite or obsidian for crafting.


            • #7
              Water Bulls
              Spawned by currents in streams and rivers
              Lesser water elementals

              As mindless as the waters that spawned them, these spheres of of only marginally intelligent water facilitate and maintain the flow of water in nature. Never worshiped directly, are not uncommon to see summoned by sorcerers who wish to shift bodies of water - or send the water bulls charging at their enemies, for a wet and murky death by drowning.

              Their size varies, ranging from one to three yards across. In 'ideal' conditions they're made of perfectly clear water - except for two lines in the water, their eyes. Many think these lines look a bit like a bull's horns, hence the name - though their temper if, angered, also matches that of a bull. Luckily they're slow to anger, but also quite easy to order around provided that heaven or sorcery sees them bound to you. The lesser gods of rivers and water-ways often command water bulls by the hundreds, if not thousands. It is said that the god of the great Yanaze commands more water bulls than there have ever existed Dragonblooded exalts.

              Dump, relatively mindless, but as strong and durable as an unstoppable current - these lesser forces of nature care not for the dreams or suffering of mortals, they simply flow with the waters that they exist in.

              Malfeas F'Tagn - go check out my epic MLP/Exalted crossover "The Scroll of Exalted ponies" @ Fimfiction


              • #8
                Huh. How do they shift bodies of water?


                • #9
                  Originally posted by Accelerator View Post
                  Huh. How do they shift bodies of water?

                  I'm gonna go with... magic, them being magically living spheres of water

                  Malfeas F'Tagn - go check out my epic MLP/Exalted crossover "The Scroll of Exalted ponies" @ Fimfiction


                  • #10
                    Originally posted by webkilla View Post

                    I'm gonna go with... magic, them being magically living spheres of water
                    Aw. That ain't fun


                    • #11
                      The Snowpack - The Howl of Winter

                      You walk through the snow, trudging through meter deep snowdrift. You shudder, walking around, shivering as the icy wind blows past you, robbing your small body of warmth. You pull the elk, still frozen, because food had run out two days ago, and your children were hungry. Soon, you will see your family again. Your breathe mists in front of you.

                      You see your home, the candle lights shining out of the windows, smoke rising from the chimney.

                      Almost home.

                      Then you hear the wind howling again, and the pitter patter of feet, and then you realize that that was not the wind...

                      The Snowpack, is a phenomenon when snow and ice mix together in great amounts, such as during blizzards or great snowstorms. The mixing of air essence in the cold, and the condensed water essence within the snow, all combine together to form an elemental imbalance that gives rise to a dozen or so snow white wolves. Fleet of foot, composed of frozen ice, they are deadly to any lone mortal trudging through the snow. The air essence within them makes them exceptionally quick and fleet footed, letting them capture prey that is not moving at fast speed. And the cold that is their nature allows them to imbue their howls with stifling cold, and to summon frost, slowing down any prey that had caught their scent. And scent it is, for the Snowpack is attracted by blood. Whether human or animal. Bleeding in the North during times of winter is as dangerous as bleeding in the West when there is a Siaka pack roaming about.

                      The Snowpack is a well known danger of the North, and so those with the resources, buy herbs and poultices that when placed on wounds, throw off their scent. Those without the money or connections, simply make sure to make prayers to the gods and avoid letting loose any blood in this season. Only the most desperate, or foolhardy, go out and do things like hunt or kill in this North's winter season.


                      • #12
                        Ok. Frack it.

                        I'm writing a new elemental. And i need help.

                        Its basically bulbasaur. Highly friendly. Nice to meet. Basically a hyperactive puppy.

                        I need some way to show or have it be able to produce ichors, medicines, pastes, and other such things. How?


                        • #13
                          Fluff or mechanics?

                          My characters:
                          Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
                          Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng


                          • #14
                            Originally posted by The Wizard of Oz View Post
                            Fluff or mechanics?
                            Both, really


                            • #15
                              Okay, so the elemental has a Charm that allows it or its master to make Medicine/Craft rolls to produce efficacious medicines, that's the easy part. How to model the magical medicines?

                              They could reduce a disease's Morbidity by 1, maybe 2, for the purpose of the next resistance roll after they're administered. Maybe against poisons they reduce the Duration so less damage is done over time? In this case the roll to treat the malady and the roll to create the medicine are probably one and the same. If you stock up ahead of time you record the potency (successes) of the medicine and compare it to the difficulty (including environmental factors like filthy surroundings and poor nutrition) to see if it's effective.

                              Instead of fiddling with Morbidity or Duration directly, they could count as exceptional equipment for the purpose of treating one disease or poison that you've correctly diagnosed, or to assist with surgery. Maybe have some ability minimums like Medicine or appropriate Craft skill 2 and assume that if you've correctly diagnosed the problem then you can make medicines to help with your treatment roll, and gain the equipment bonus die. This is obviously a weaker effect so it depends what kind of power level you were going for.

                              Effects that directly heal health levels are hard to come by. They're not cheap even for exalts. Solars get Wound-Mending Care, which costs 5m 1wp. Meanwhile Deebs get Wound-Closing Technique, which costs 5m but only downgrades lethal to bashing and has usage restrictions, and Rebirth of Flesh and Ivy, the Essence 3 Wood signature Medicine Charm that can be used once per story. The only published medicine this edition that heals health levels is Sweet Cordial, in Arms of the Chosen. It might heal one lethal or bashing level with a good roll, and it leaves you in a delirium for half a day. For this reason I'd steer clear of this beast being able to make classic "rpg healing potions". If it can make medicines that directly heal points of damage, take Sweet Cordial or the Dragonblooded Charms as a benchmark, again depending on how potent you want this creature to be.

                              "Measure of Hope is right about everything." - Wise Old Guru

                              Currently running an Exalted 2.5 Abyssals game in a homebrew modern shard because I value neither my time or my sanity, and I'm loving almost every minute of it.