A volatile species unlike most others. Created from the energies of the world, elementals are the direct personification of their elements - beasts and humanoids who are made from whatever element they embody. Some are even so unstable as to be incapable of keeping a physical form for any real length of time.
Average Lifespan:: Immortal
Average Height:: N/A; depends on the individual
Average Weight:: N/A; depends on the individual
Location Found:: Abroad.
*all statistics based on averages; extremes in any direction, or found in odd locations, are always allowed.
Breeding: An elemental is created when extreme magical energies of a particular element coalesce and create a sentient, living being. If a mating between an elemental and another creature happens, there is a rare chance that there will be half-elemental hybrids created. However, the elemental must be able to contain their element within a solid form. This power usually doesn't exceed more than twenty-four hours, and can only be applied to the outer surface of their bodies. Lost elementals are more powerful than the norm, and may maintain solid, physical bodies for far longer than the norm.
Lost Types: Legend tells of extinct or very rare types unknown and unseen; those known are STORM (water, wind and lightning), AURA (reiatsu-based), and CHAOS (fire, water, air and earth). They are very rare, and exist in great number only in a place called Zinlaea, very rarely found in the distant north of Felnova. They are more powerful and more refined, than their common cousins.
Lost elementals are a limited store species; please do not make one unless bought. Thank you!
Species info credited to Blazeh/Verridith and Skyeh.
Appearances;; The elemental is a creature unlike any other; they are a manifestation of elemental energy, and may take any physical form to fit whatever element they possess. They are composed entirely of their element - and can look like nearly anything. Dragons made entirely of fire, giants formed of earth, birds of condensed wind, the possibilities are endless. When threatened, they may lose their physical form and become the element in its entirety, though they risk losing the ability to transform back. Very similar elements may be joined, such as fire and lightning, though a singular element will always be the focus. The secondary will appear in small amounts, and grant the elemental a very limited control.
Tactics;; Elementals are rare creatures found in the hidden places of the world; usually places rich in magical energy. They do not breed to create life, and interspecies mating is incredibly rare. Intelligence varies between individuals, though most share the intelligence of whatever form they may take. Known elementals are fire, wind/air, water, earth, lightning, ice, light and dark. Most will gravitate towards their own element, and are fiercely against interacting with members of the opposing element.
Abilities;; Their extreme magical potency grants elementals extensive power. Though most of the more ethereal elements - such as fire, wind, and water - aren't physically strong, their prowess in battle is greatly enhanced by their elemental abilities. Their full power is chaotic and not easily controlled; as such, it takes an enormous amount of energy to use, and often causes the death of its wielder as well as the destruction of its target.
Classification: very rare elementals composed of spiritual energy alone. Location: abroad.
Strongest of all elementals. These rare elementals are comprised entirely of energy, and can take any form they will. Their eyes, however, always betray what they are - they constantly swirl with their own powerful aura. Capable of devastating reiatsu attacks.
Classification: very rare elementals composed of fire, water, wind, and earth. Location: abroad.
An elemental comprised of fire, water, air and earth. Often are formed of all of these elements, and cannot hold a single physical form for very long. Thus, they often appear to be various species, rarely humanoid. Very old Chaos elementals are able to solidify their form much more easily.
The dryad is a tree spirit found in the forests of Xaeri and Millirand, very rarely abroad. Though males of this species seem to be all but non-existent, they are known to breed with earth- and nature-based elementals, elves and humans with the resulting offspring showing none of its lesser heritage. They appear as women with silvery green skin, covered in moss and bark. Their hair is formed of vines, leaves or flowers, and their hands are tipped with sharp wooden claws. Classically, they will also have a pair of short wooden horns that twist from their heads, as well as very lon, pointed ears. Their eyes are almost always white. They have an incredible control over plantlife, and can meld with the wood of nearby trees for protection. It's said that when a dryad dies, their spirit becomes a seed, and from that seed a great oak will grow.
Classification: fire-elemental fairy. Location: abroad, but rare.
The fire sprite is a small, delicate fairy consisting entirely of flame. Though some have wings and some do not, all are able to fly; they seem as flickering sparks in the air, fallen stars, and are sometimes mistaken as lunar butterflies for their fancy of leading travelers astray at night. Upon closer examination, they have slender bodies that resemble molten metal with a bright jewel-heart, usually naked but for their cloaking of flame. They are impish and cunning, and enjoy tormenting those unfortunate enough to trespass into their small territories.
Classification: artificially-crafted elemental. Location: artificial earth elemental. Location: abroad.
The golem is an artificial creature created by gnomes upon the discovery of Soulgem creation. By fusing a Soulgem within a construct of any hard material - usually stone, wood, or metal - a golem gains the ability to move and act in accordance to its creator's will. Oftentimes, these compressed souls are taken from criminals and locked away in a golem, made to serve at some task or other until the Gem is either drained of essence, or shattered from stress. Most Soulgems don't retain their awareness of spirit for more than a few months, before the personality and thoughts of the original host fade away completely.
Golems are often crafted with earth magic into vague, rough humanoid shapes, though they can be crafted by hand into more artistic renditions with a great amount of time. Rarely, a Soulgem can be fused into an animalistic shape - though the strength of the Soulgem cannot hold large beasts for very long without breaking, unless the soul within is exceptionally strong. The Soulgems are usually located at the very heart of the golem's chest, so that they cannot be easily destroyed. When powered by a Gem, their eyes will glow with whatever color the spirit's reiatsu was in life.
Classification: very rare elementals composed of lightning, wind, and water. Location: abroad.
An elemental comprised of water, wind and lightning. Though less chaotic in form-changing than the Chaos, a Storm elemental is less able to hold a physical form for very long than a normal elemental. Most will choose humanoid forms, though some are more partial to the bestial.
Classification: air-elemental spirit. Location: abroad, but rare.
Like the fire sprite, the sylph most resembles a fairy, though they have corporeal bodies; somewhat larger than their fiery cousins, these creatures are completely translucent, their internal organs invisible. Their wings are large and comprised of condensed wind and mist, and a current of air surrounds them constantly. They hold a disdain for humans that goes beyond the petty ways of their brethren, and they actively seek to drive away any intruders far from where they make their homes. Sometimes, they will even lead a hapless traveler to their death over a cliff, into quicksand, or into deep water.
Classification: elemental-infused tortoise. Location: almost exclusively Lizzarkyth.
The great titantoise are gigantic, ancient tortoises joined with the spirit of an earth elemental at birth. Growing to titanic proportions, these creatures appear to be mountainous tortoises with great forests growing upon their rocky shells; others may have mountains and craggy rocks, and still more may appear to have a shell encased completely in solid crystal. Very rarely, there may be one born with a metallic shell that attracts iron ore - over time, this thins and shines into a solid metal surface polished like to that of a mirror. Though the young look like an average tortoise, if a little larger, they can be easily spotted by unique, brightly-colored and iridescent eyes. Sometimes, titantoise will have a large set of forward-facing horns.
Some aquatic variants of the titantoise have been noted in the oceans of various Realms; much more like sea turtles than tortoises, these are called simply 'titanturtles', and appear as floating islands that move amid the sea.
Classification: water-elemental women. Location: anywhere near calm water sources; ponds, lakes, creeks and slow rivers.
Nymphai are said to have once been a race of human females, ones who fell in love with their own reflection, and who were cursed by Balion to forever be beholden to the water that they looked into. Though the curse has long since faded, water nymphs live on, beautiful females who cannot leave the water's touch. As their are no males, much like the dryad, they lure men into the waters of their homes, spinning a spell on anyone unfortunate enough to drink there. From here, they can control the thoughts and emotions of the one they've snared, able to force them to do anything from procreation to fetching things from inland they may want but cannot have. When it rains, only then may a nymph travel abroad - unlike their cousins, the siren, who can move about free as they will.