Call Them What You Will They Are Not Elementals

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Sometime ago, I wrote a series of articles about creatures meant to replace elementals. I have nothing against elementals, it was just a thought experiment more than anything. Unaware of the Forgotten Realms for 4e, I called them primordials. Not wishing to interfere with Mr. Greenwood, et al, I'll thought I'd call them astrals for right now. That, of course, creates issues with Wartune.


Externals? No. Cruxals? No. Outsiders? Six categories of no. Planars? Maybe.

For now, we'll call them Samatalans.

The first one I wrote about were reskinned elementals with details added to explain how they could survive on our world. From there, they became more abstract. Here's a handy list of the traditional elements:

Here's a list of the non-traditional elements:

I didn't include the ice cream elemental, nor the creatures from the plane of letters, but you get the idea.

My favorite from the first list, is the Fire Samatalans. I always like Fire Elementals and would enjoy using these sugar-fearing creatures in any future campaign.

My favorites from the second list of non-traditional elementals, are either to Men of Iron and Stone or the Manus and Pria.

The Men of Iron and Stone, or Menois, are fun visually. They have these floating plates of metal that they can control to their advantage. These plates float on their bodies as if they lay on a sea of stone that appears to be solid and liquid at the same time.

The Manus and Pria are like a Cleric Elemental or something. Creatures make their own children using alchemy in the name of their god. The alchemical creation is not an aberration, but an aim at perfection. The children do not curse their creators, nor do they worship them. I guess they present existential ideas more than anything else.

Hopefully, I'm back on the bandwagon. See you tomorrow.

More from My Son

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My son is a creative boy. In light of John Cleese's commentary on creativity, he has the lifestyle.

One of his favorite things to do is to ask what an object would be like in a magical 'land' where it could walk and talk. For example, he will ask things like, "what are dolphins like in Dolphin Land?"

Today's question was, "what are letters like in Letter Land?"

This got me to thinking about a place in the Astral Sea where everyone can cast 1e style cantrips with a simple sound. This would be little things like burp, hiccup, spice, clean, etc. However, more powerful magics require multiple individuals speaking their spell together. This is analogous to letters coming together to form words.

I don't want to do anything as complex as determining which individual cantrips come together to form more powerful spells. Most languages with an alphabet (as opposed to a syllabry) have individual sounds that form words together without assigning a meaning to the individual sound. For example, in the word "fun" in English, the letters by themselves have no meaning.

What this means is an entire culture where individual spellcasting is practically non-existent or somehow culturally abhorrent. There wouldn't be mages or clerics in an adventuring party, but the party as a collective whole could perform magic.

What this allows is a party that is connected together by their religion adventuring together. The collective whole functions like a cleric (heal spells, turn undead, etc.) but individually, the members have different functions. In a D&D sense, the party would basically be variations of fighters and thieves.

Thinking further, though, it may not make sense to have a dichotomy between divine and arcane magic at this point. Combining the spell lists, so to speak, leaves open the question of how the party could turn undead. As a tangent, being undead could come to mean in this culture, that the individual no longer has their cantrip and cannot contribute to a community casting a spell. Being undead means a loss of identity and a loss of community which is why undead are so feared.

As a tangent to the tangent, individuals that lust for power would work on a different kind of magic that the society would find abhorrent outside of necromancy. Necromancy is bad enough, animating bodies that have no identity or community. This new form of magic would seek to artificially create a community so that an individual, instead of a group, could cast more powerful spells. This could be something like a secret room in a stronghold that imprisons individuals or as odd as somehow combing individuals as an amalgam. The Amalgam would be abhorrent to the society because it is not willing community and because of the stripping of identity of many so that one can become its own community.

Back to adventuring parties, there are two ways to increase diversity in the spells that they can cast. One way is for individuals learn more cantrips. This would not be a frequent event. An individual may learn three or four cantrips in an entire lifetime. (No, they cannot combine them to cast spells for themselves.) The other way is to increase the size of the party over time. This would give new members of the party a meaningful way to contribute without functioning strictly as meatshields. (Meatshields aren't bad. I use them in other settings. In this society, though, I'm not sure the idea of meatshields would fit.)

Another thing this idea allows is for a village to be able to ward off a big bad monster without necessarily hiring some mercenaries to do it. The entire village can come together to cast one "big" spell to banish a demon or ward off an ancient dragon.

It occurs to me that there should be a class of individuals that study magic so that it is known who to put together in order to cast a spell. Individuals know their cantrip(s), but someone outside of the individual would need to know how to put them together. (This could be this society's idea of leadership.) Thinking of Fighters as people that solve problems with weapons and strength and Thieves as people that solve problems by using their skill, one of the skills a thief (or an LOTFP specialist) would be the study of magic. In essence, he or she would be like a sociologist.

This would also make certain monsters, like orcs, dangerous at all levels of play. Increasing the number of orcs increases their sword power *and* their magic power. Hmmm.

Passing thought - maybe dragons can still be individual spellcasters, one of the many reasons that they would be feared, but their power would come from the amalgam type of magic mentioned earlier. Dragons wouldn't eat people, but keep them for the ability to be a spellcaster.

For ACKS, the party may need to be able to gain proficiencies as a group. I need to think about that some more. What do you think?

Just some food for thought on a Saturday. Feel free to steal and use for your purposes if it spurs some ideas.

Upcoming (Hopefully) Kelyn of Ilrion PDF

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Reposted from the Google Plus page:

Looking to expand the Kelyn NPC from the previous post. The post about his unusual companion, Mishabroo, contained information about the mage at various levels. I hope to make it into a PDF with full stats of Mishabroo, two (only two) new proficiencies, new spells, new creatures and hopefully some new magic items. April is really busy, so I'm not sure of the timeline.

It will be stated per the ACKS rules, but hopefully won't be too hard to adapt to other systems.

I worry about proficiency inflation, so I only add two. One of them is a mage class proficiency related to mages that train under Kelyn. It will be similar to the Black Lore of Zahar proficiency. The other has to do with Kelyn's ability to quickly create formulas for magic items.

The spells will deal with Kelyn's unusual focus on constantly improving Mishabroo, his fear of teleportation and psionicists and his dislike of blasting spells like Fireball and Lightning Bolt. One of the spells will be Call Primordial - this is related to a series of posts I did on primordials a few months ago. Some of the other spells, including ritual spells, will come from the SRD.

The new creatures will initially come from his early cross-breeds and constructs. Kelyn has a preference for constructs, mostly because he is trying to duplicate Mishabroo and is unable to do so. Other creatures will be stated forms of the primordials mentioned earlier.

Kelyn won't have a fully detailed repertoire in order to allow GMs to customize him into their campaign. The snapshots of Kelyn through history should also allow adventures in time.

As far as the new magic items, a couple of them will appear to be of little use to the PCs. Hopefully these items can serve as hooks for possible new quests.