|
|
|
|
The Elements
Everyone is born with elemental signs - that is what makes Naruta the world that is. The only exception to this are those known as the Clear elementals; people naturally born devoid of any signs. These people are far from helpless, though. In fact, they're one of the most feared types of people. Clear types have the innate charismatic ability to dominate the mind and will of any elemental. Elementals so trapped by a Clear will do everything in their power to obey their masters, and will follow them to the ends of the earth. While an Elemental doesn't necessarily enjoy this captivity, at first, over time they grow a strange, obsessed devotion to their Clear master until the idea of separation, no matter how heinous their owner is, becomes unbearable. Luckily, Clear types have willing control over this power (which is only a recent development). To some, being a Clear is a curse that separates them from the majority of people in the world. To others, it's an intoxicating power that they use at every opportunity. Some Clear people are kind and good masters to their ensnared 'pets', some are very civil and refuse to use their abilities at all, while others are cruel and vicious slavers. For the most part, though, Clears tend to stick to their own kind in their own villages. Even now that they can spend time in the presence of Elementals, they're still wary of them. Only the slavers go out of their way to track down elemental prey.
Typically, people are born with only one sign. In a rare occasion there's an opportunity for dual signs to be present at birth. Also, single-elemented people may attain more signs later in life through either intense training or emergency situations in which the sign will manifest itself (this is rare though). These signs can be the same as something already existing, or they can be completely different. It all depends on the circumstances of how the sign was acquired. Rarely, almost never, does someone acquire three elemental signs. Those who have three are considered legends amongst their people, typically the spokesperson for entire elemental societies. There might be one or two of these people out of the thousands for each element, save Clear.
With regards to Clears, some Elementals always have the chance to have a Clear child - regardless of their background. The chance of this happening is slim (about 1%), but does happen. Clears almost always have Clear babies, except in the very rare case where a Clear, descended from elementals, joins with another elemental and produces an elemental baby.
Another deviation from the norm are two specific couplings. Earth and Water couplings are considered the "Fertile Signs" and will almost always result in an offspring. By contrast, Earth and Ice are the "Barren Signs" and will never have children without Force intervention.The exception to this are the Ice types that came from the land of Contrasta (now the people of New Anarlina and New Morilanta). They are able to produce children normally.
Elementals who are around those of the same element can touch their signs together (granted that it isn't too awkward to do so). This is called Joining. When this occurs, the effects are different for each individual, but the end result is the same. The two people who are touching signs become as one. They share all their thoughts, feelings, and emotions. This is a very emotionally charged state, and isn't recommended to do with just anyone. Every time you meld with something, a piece of you is left behind in the other. There has been at least one documented case of two individuals, having Joined hundreds of times in their life together, managed to create a sort of empathy between the other. It is a far, far cry from the Mind type empathy, but quite akin to the phenomenon of 'twin' empathy.
Elementals of different signs are able to work in cooperation together. Given that the combination is not a fatal one (as will be listed below), people can create combinations of effects by touching each other's signs. A Storm and a Fire type working together might be able to create a series of lightning bolts that are wreathed in flame. The same applies to touching your own signs together if they are different elements. If they are the same, your level of power will simply increase.
The Lethal Combinations:
Fire + Water (Fire type drowns, their lungs filled with water)
Fire + Ice (The Ice type loses their powers, temp or permanently based of the
strength difference)
Storm + Water (The Water type gets electrocuted)
Images by Toyoll
Fire
Personality: Fire types tend to be ruled by their
emotion. As their element is more easily controlled and dictated by levels of
passion and feeling currently being experienced, Fire types are quick to rouse
to any state of emotional activity.
Society: Fire types live in clans in Naurorod. Although there is at least one permanent settlement of Fire types (Lhach Linnod), and they do live in some of the
mixed elemental cities, most Fire clans prefer to live like hunter-gatherers -
living off the earth and constantly on the move. They are viewed as 'barbarians'
by other societies because of their simple lifestyle of living day-to-day, come
what may. Fire clans are quick to attack each other or neighboring settlements
with little provoking. Although they do act uncivilized in some regards, they
are just as intelligent and quick thinking as any other being - they've simply
chosen to forgo social evolution.
Special Ability: Fires born in Naurorod, Anarlina, or Morilanta have the ability to use 'blood boil'. This is a special concentration effect that allows a sick Fire to effectively burn away sickness from their body. It does not work on poison.
Good Relationships With: Storm types, Beast types, Mind types
Bad Relationships With: Water types,
Ice types, Earth Types
Water
Personality: Water types tend to be quiet and docile,
peaceful and laid back. They're the only element that has the capacity to heal
others (with a healing water they can create) and so they tend to be rather
peace loving until agitated.
Society: Water types are reclusive, second only to the Minds and Beasts.
Most prefer to spend all their time lounging with each other or alone. Though they do not have any
conflicts with neighboring lands, they still would rather keep to themselves.
However, they are warm and accepting, and if someone requests to stay with them,
they'll not turn them away (unless it's a Storm type, who they fear greatly).
Special Ability: Waters born in Ronduin, Anarlina, or Morilanta can have gills that enable them to stay underwater indefinately.
Good Relationships With: Winds, Earths
Bad Relationships With: Fires, Storms (Ekaitzian), Clear
Storm
Personality: Storms come in two flavors, generally. Almost all of them are battle-prone, and honor driven, but some are mindful of their powers and understand that they are not the 'leading element of the world'. Others are very much self conceited, and become bullies and tyrants, claiming themselves the superior elements, going out of their way to oppress and enslave the 'weaker' elements, such as Winds and Waters.
Society: Storms can be found in one of two nations: Maelstrom of Kingdom Caelium holds the more open minded and peaceful storms, while Ekaitz harbors the majority of the slaver-storms.
Special Ability: Storms born in Maelstrom and Anarlina are able to meditate in the forest and receive a small, black lizard creature called a Shocker Lizard. They are quite smart, quick, and capable of giving off electrical sparks and acting as a lightning rod. Storms born in Morilanta and Ekaitz gain a small winged serpent known as a Quazi Serpent that does the same thing.
MAELSTROM
Good Relationships With: Fire, Wind
Bad Relationships With: Ekaitzian Storms
EKAITZ
Good Relationships With: Nobody
Bad Relationships With: Maelstrom Storms, Waters, Wind
Wind
Personality: The pacifists of Naruta, Wind types are
flighty, fun-loving, gentle people. This peaceful nature partially stems from
the fact that their element is not terrible useful in fights until they are
older and stronger. This, in turn, causes them to have a humbled lifestyle. They are also the most common elemental to be found in slavery.
Society: Wind types are usually very open to other elementals, even their
hostile cousins the Storms. They usually welcome any elemental into their midst
to join the nearly constant revelry that seems to be occurring. They are not
completely trusting - outsiders are often monitored carefully, but are otherwise
treated very well.
Special Ability: Any Wind born in Talen'sul, Anarlina, or Morilanta can have wings capable of flight.
Good Relationships With: Water, Maelstrom Storms
Bad Relationships With: Ekaitzian Storms
Ice
Personality: Ice types tend to be emotionally distant and
aloof. Although they do usually find a couple friends and a lover or spouse,
they always contain an air of detachment around them. While this makes them
awkward to socialize with, it is also a fearsome edge to have in combat.
Society: The Ice types tend to remain in their ancestral home, the Khelek
Crystalands. Those that do venture out in the world do so only if there is a
need to. They are wary of all outsiders that come to their home, and typically
turn travelers away unless there's a valid reason for their presence. They
absolutely fear all Fire types, though, and will respond immediately with
hostility or fear upon sight of one - fighting or fleeing.
Special Abilities: Ice types born in Anarlina or Morilanta are able to produce children with Earth types. Furthermore they have the ability to safely lower their body temperature slightly.
Good Relationships With: Nobody
Bad Relationships With: Fire, Wind, Maelstrom Storm
Beast
Personality: The temperament of the Beasts ranges as
widely as the animals they have affinity with. Some are affectionate, others
shy, and some plain aggressive. All Beast types are gentle and peaceful with
animals, though - unless they're eating them.
Society: There are three major factions of Beast clans, all found in the
Beastlands. There is the clan that believes that all animals should be able to
live in harmony and peace. They welcome any beast-affinity-type into their
ranks, and even other elementals should they be so inclined. The second faction
believes in survival of the strongest amongst their own kind. While they will
leave other elementals alone, they hunt and prey on each other, weeding out the
weak so that the strong can live. And the third, and most brutal of all
factions, are those that believe in survival of the fittest, including other
elementals. They will hunt each other, but prefer to hunt down other elementals
in order to press their elemental superiority.
Special Ability: Beasts born from Anarlina or Morilanta are able to speak telepathically (to an extent) with animals they've bonded with or grown close to.
Good Relationships With: Earth
Bad Relationships With: None
Notes: A Beast has an affinity with one animal above all others, although they retain the ability to communicate with any animal. A very weak Beast type will not display any animalistic characteristics, other than their peaceful relationship with nature. Normal Beast types with one symbol will have only a few traits: cat ears for cat-affinity, a busy tail for fox-affinity, a forked tongue for snake-affinity, and so forth. These characteristics are only about three minor things. Two Beast symbols create a lycanthrope look - half and half like a centaur, or more evenly blended. Beast types rarely, if ever, try to 'dominate' animals like a Clear type would with an elemental. They usually have very peaceful relationships with nature. They do not summon animals, but they can call out to them in hopes something will answer.
Mind
Personality: Mind types are the most withdrawn of all
elementals, even the Ice and Beast types. They are ever-vigilant, watchful, and
insightful. Minds live to learn, being taught that the key to power does not lie
in one's prowess of the elements, but in understanding and learning. They thrive
for knowledge. However, their considerable powers does sometimes lead to an over
inflated ego.
Society: Since there's so few
of their kind, they do not interact with the outside world except for those on
Force Quests and to occasionally send out some scouts to check up on the various
locations and report back to update the records of things. Even the average
citizen does not know much about other lands besides Sensatia and Mentis.
Special Abilities: Minds are now able to produce children with non-Mind elementals. Furthermore, those who are worshippers of Thuoth are able to pass on memories genetically to their children.
Good Relationships With: Fires
Bad Relationships With: Clears
Notes: Mind elementals are considerably powerful. They can teleport, use telekinesis, read minds, speak with telepathy. Bear in mind, though, that they use their powers sparingly. Mind types are taught not to be reckless and not to be wasteful with the use of their powers.
Earth
Personality: Earth types are generally very friendly
people. Though some might prefer nature over other people, they are much like
the Wind types - light hearted and free of spirit. They respect all life very
deeply, and so try to remain pacifists as much as possible. If necessary, they
will go out of their way to avoid conflict.
Society: Earth types have their own lands in Mount Humontis, where most
of them live. Their desire for peace has kept them secluded to their ancestral
home throughout the ages, for fear that their wide-scale damage abilities would
get out of hand if they ventured too much into society. Their towns and homes
are welcome to everyone.
Special Ability: Earth types born in Anarlina or Morilanta are able to creative a protective layer of stone or bark (depending on affinity to soil or plants) over their skin for a short period of time..
Good Relationships With: Beast, Water, Mind, Clear
Bad Relationships With: Fire, Storm
Notes: Earth types tend to take one of two paths. Stone and Dirt, wherein the elemental exerts their control on the earth itself, and Plant, where the elemental has a stronger influence over the plant life in the area. Although an elemental can dabble in both Paths, they tend to show a very strong affinity for only one or the other.
Clear
Personality: Clear types come in all varieties. They're the most
diverse of any elemental, much like your normal, run of the mill humans.
Society: Once, long ago, all Clears more or less lived in their great city of
Lacuna. However, after the destruction of their land after the Elemental and
Clear war, the survivors were forced to live in a refugee town called Reave
(short for "bereave"). There, they struggled to survive, gleaning help from some
of the elementals who deigned to offer aid. After receiving their blessing from
the dragon Charisma, they've since learned to get along better with Elementals.
However, they're still ignorant of these strange cousins of theirs.
Good Relationships With: Earth
Bad Relationships With: Mind, Water
Notes: Clear types cannot sense when other elementals are around them. If they control an elemental slave, other Clears cannot 'take' that slave from them, but the presence of other Clears will help bolster each other's powers of influence. Clears cannot be combined with any other element. A Clear type can have an infinite (well, nearly) amount of Elementals. Only if one of their slaves is far away (proximity counts) or around a large group of 'free' elementals, the Clear type need not worry about his hold over his slave. Clear type powers develop in strength over time, so a baby born to elemental parents will not immediately dominate them, but the parents may show extra special attention to their Clear child in comparison to other possible siblings. A recent development has allowed Clear types to control their entrapping ability.
bravenet.com