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 Air Elementals. And Fire, Earth, and all the others missing

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Jætte_Troll
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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Fri Jul 31, 2009 5:17 am

Well yes, any force would dissipate them. I didn't word it very well, but the cooling spell is best used if you want to capture one of them. Explosions could hold them off until you run out.

I was randomly thinking of hybrid elementals for some reason. Like... if a water elemental somehow combined with a earth elemental... would you get a mud elemental? Would an earth and fire make magma? The Vapires are sort of a fire-water combo I guess. Mud elementals would be cool.

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Fri Jul 31, 2009 5:22 am

That's getting from elemental to complicated. Provided that elementals begin as a spirit that chooses to make a body and become an elemental, you don't have hybrids in the sense of combining. And I think that if a spirit attempted to make a body of mud, it would inevitably have to become either earth or water. Hmm.
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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Fri Jul 31, 2009 10:30 am

An elemental when it creates is body with an element, its body has all the physical properties of its element. The air elementals are the frailest because their body is made with gas.

/Fish/ wrote:
That's getting from elemental to complicated. Provided that elementals begin as a spirit that chooses to make a body and become an elemental, you don't have hybrids in the sense of combining. And I think that if a spirit attempted to make a body of mud, it would inevitably have to become either earth or water. Hmm.

It depend on the environment a mud elemental can appear in a swamp while an earth will appear inside a mountains, and a water-type appears in a river or in the sea

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Sat Aug 01, 2009 7:47 pm

Well I do agree that the difference between ghosts and air elementals can be very blurry indeed. Plus I imagine there are so many different type of them both.

Howver for Brizzt, how about them having a body but actually really small ? like a sort of nucleus or so. And then what is mistaken for thei actual body would be just the wind sourrounding them ? ^^

Jaette-troll : I think these are a great and very interesting idea ! Their "use" as a power source is a nice touch XD
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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Sun Aug 02, 2009 1:55 am

Karbo wrote:
Howver for Brizzt, how about them having a body but actually really small ? like a sort of nucleus or so. And then what is mistaken for thei actual body would be just the wind sourrounding them ? ^^


How the body is built s not very important some elementals can give a complex architecture to their bodies, it's possible after all because they made their own body so they can do whatever they want with it but the raw material will be always their respective element.

To conclude the Brizzt can have the shape and the body they want but it won't change the physical properties of their body. The air elementals have the weakest bodies next to the other elemental but they are difficult to catch and they can rebuild it quickly. Their physical resistance depend to the density of the body but the most resistant air elemental will never surpass the most resistant elemental of the other type.

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Sun Aug 02, 2009 9:39 am

Malahite wrote:
Hm, why do I feel this is a change from what I last saw:
The Wiki wrote:
Most elementals shape their body like a human, but some use a very animalistic appearance. How intelligent and conscious an elemental is varies enormously from one specimen to another. There are some spirits barely aware of themselves, and some with a mind closer to a gods than a human.

I feel as though when I last read it, it was not "most" but "some".


Yes you are right this need ot be changed ^^;

Concerning your idea of darkness elementals, I was more thinking of them has semi-solid living darkness type rather than manipulating shadows. Though this could make another idea Smile
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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Thu Aug 06, 2009 4:25 am

Alright, I was thinking about some places you might not expect to find certain elementals, but would still be possible. I think one such would be darkness elementals in the Sea Depths.

Where you'd normally expect a water elemental to spawn, but wherever there is a complete lack of light makes for an ideal place for a spirit to use this to become a darkness elemental.

Firstly, Abyssplanes, a plane of abyssal darkness lying in the depths of the abyssal plain.

---

Abyssplanes

A type of darkness elemental that resides in the most lightless, deepest parts of the Sea Depths. Physically it's extremely flat- almost merely a membrane of darkness stretched taut over the ocean bottom, and are stationary. There it lies in wait for prey to approach, then it lurches; nearly anything that touches its surface becomes stuck fast, as if to a sticky mat, while it holds tight to the ocean bottom. The abyssplane then draws in the rest of its prey, until it is enveloped and is only seen as a bulge in the totally dark, flat disc. Since abyssplanes are highly magical in nature like other elementals, they share an elementals' appetite. However, they can sustain themselves to a degree by utilizing the magical properties of Felarya's soil, in the form of the sediment directly beneath them, which their wide surface area makes the best use of. They are known to have an extreme aversion to light, which because of their exceptionally thin nature, is quite distressing and even damaging to them. One of their most common predators, the shinommer, makes excellent use of this weakness. The largest abyssplanes are said to cover immense areas of ocean floor.

---

Aaaaand though this next creature isn't an elemental, it has a relation to the abyssplanes. The shinommers' name is derived from the words 'shine' and 'nom'.

---

Shinommer
Size: 6”
Threat: Moderate

Shinommers are essentially deep-sea pirahnas equipped with high-beam, forward light-producing organs. They swim in schools, completely unlit. When they find possible prey, they surround it, then harshly illuminate it with a flash comparable to looking at a lightning bolt strike before you. The sudden change from extremely dim to extremely litten is usually enough to stun most creatures; then they all converge and quickly dine before something that's seen the huge flash comes to investigate. This adaptation has made them well-equipped to prey on such creatures as abyssplanes.

---

Now, another kind of depths-dwelling darkness elemental, a Wreckdweller:

---

Wreckdweller

Some claim that wreckdwellers are formed from the ghosts of those that have perished during a shipwreck and weren't eaten. Wreckdwellers, as their bestowed name implies, reside in such places as shipwrecks. They are darkness elementals that use such places as their base for hunting, simply because a shipwreck lying on the ocean floor can look like a convenient hiding place and attract someone looking for a safe place to stay. A common tactic is for a wreckdweller to set itself up so that it's situated in the darkest part of the structure, and usually waits for something to venture inside, such as a small chlaena, merfolk or ichthys, which they'll ambush and devour. Wreckdwellers are known to a variety of races as the boogeymen of such places, and as such their cave or trench-dwelling cousins don't have nearly as much speculation and talk surrounding them.

Wreckdwellers differ greatly between one another, but are of a free-moving variety apart from abyssplanes, and as such they have much more defined bodies, though their size is often limited by their chosen home. Simply because they feel more comfortable in the dark, wreckdwellers rather consider themselves hermits than boogeymen, and they have to eat after all. If you were to come across a satiated wreckdweller, you might be able to learn something useful, or trade for something, though the experience of being in an enclosed space with a being of darkness swimming around you can be most disconcerting. They tend to keep whatever they find on their prey, since they really aren't likely to make a trip to the bazaar of Rhyzelm'oire for something.

---
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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Thu Aug 06, 2009 8:36 am

Ohh some really nice ideas here ! I like them a lot ^_^
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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Thu Aug 06, 2009 11:21 pm

Karbo wrote:
Ohh some really nice ideas here ! I like them a lot ^_^


Awesome, thanks. Smile
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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Wed Aug 12, 2009 10:06 am

Hey, anybody mind if I just jump right in here? This looked interesting, and since I've always thought elementals were cool, I whipped up a little something for a basic water elemental. This was thrown together pretty haphazardly, so I'm sure there's numerous things in need of clarification, and it probably needs to be edited down to a more reasonable size, but I thought I'd put it out there anyway to get some opinions on it, rather than agonizing over it for weeks like I do with most of my writing. lol! Also, the name is pretty generic, so if anyone can think of something better, I'm all ears.


The Naiad


The Naiad is one of the more commonly recognized types of water elemental, but this does not mean that they should be underestimated, as large specimens can be extremely dangerous. As with most elementals, Naiads can vary in size greatly between individuals, with the smallest being nearly human in scale, while the largest on record surpassed 300 feet in length. The average specimen however, is commonly just slightly smaller that the typical Felaryan giant predator, but given the difficulty inherent in measuring them in their natural habitat, this is a very rough approximation.

Naiads typically take the shape of humanoids (such as humans or elves) from the waist up, much akin to a great many Felaryan races, and almost always appear female, though some rare male specimens have been confirmed. They are generally blue-tinged translucent in coloration (being made of water, after all), though their eyes and hair tend to be more opaque, depending on the individual. Their bodies, as with all elementals, are made up of a complex array of magically animated organs, which allow them to perceive and interact with the world, but also renders them (somewhat) susceptible to harm.

Interestingly, below the waist a Naiad's body is somewhat less fixed and more amorphous, allowing her to change the physical makeup of her 'tail' very rapidly. Common shapes are that of a mermaid's tail for swimming, a Chlaena’s tentacles for capturing numerous prey, and even a naga-like tail for movement on land, though these imitations are far less competent than the originals from which they are derived. It is worth noting that no Naiad on record has ever been able to imitate human legs capable of supporting her on land. This is due to the fact the a Naiad's 'improvised' limbs are quite weak in comparison to their size, likely a trade-off for their versatility. Outside of this ability, Naiads typically don't have much in the way of magic, though spells dealing with water do come easily to those few with the patience for sorcery.

Due to the less fixed nature of their lower half's, Naiads are more vulnerable to gradually 'loosing' bits of themselves when away from their element, thus most prefer to keep excursions onto land short, or simply shun them altogether. A Naiad caught on dry land is considerably easier to defeat than a comparably sized flesh and blood predator, if the right methods are employed. Naiads can happily survive in fresh or salt water, though transferring from one to the other renders the Naiad in question very uncomfortable and irritable for several days while she adjusts.

In their natural habitat, Naiads are extremely difficult to fight; conventional weapons such as harpoons and guns are all but useless on them, though magic attacks tend to work well, except (ironically) for fire, which tends to fizzle due to the inherent difficulty in trying to burn water. Cold magic is extremely effective, as even moderate amounts tend to slow not just the Naiad's movement, but her thought processes as well, through some mechanism not fully understood. A completely frozen Naiad is helpless; they are unable to move, the elemental spirit (the Naiad's 'real' self) remaining locked in the immobile body until such time as it thaws. Sufficient amounts of any chemical that reacts violently to water also works as an excellent deterrent.

They have a fairly wide range of personalities and tendencies, ranging from serene, wise mystics to playfully energetic scatterbrains. Though most Naiads are at least somewhat capricious and susceptible to bouts of whimsy. Naiads have no recognizable culture, and usually live alone or in small, intimate groups, sometimes even socializing with other aquatic races.

Naiads are, like many creatures in Felarya, mostly carnivorous, though fortunately they very rarely venture onto land to hunt, instead preferring to prey upon the other aquatic denizens of their home, relying on the enormous advantage their nature gives them there. They also attack ships on occasion, and their natural resistance to most of the more common types of 'predator deterrent' makes them an uncommon, but legitimate concern for just about any voyage.

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Wed Aug 12, 2009 11:50 am

PrinnyDood wrote:
Hey, anybody mind if I just jump right in here? This looked interesting, and since I've always thought elementals were cool, I whipped up a little something for a basic water elemental. This was thrown together pretty haphazardly, so I'm sure there's numerous things in need of clarification, and it probably needs to be edited down to a more reasonable size, but I thought I'd put it out there anyway to get some opinions on it, rather than agonizing over it for weeks like I do with most of my writing. lol! Also, the name is pretty generic, so if anyone can think of something better, I'm all ears.


The Naiad


The Naiad is one of the more commonly recognized types of water elemental, but this does not mean that they should be underestimated, as large specimens can be extremely dangerous. As with most elementals, Naiads can vary in size greatly between individuals, with the smallest being nearly human in scale, while the largest on record surpassed 300 feet in length. The average specimen however, is commonly just slightly smaller that the typical Felaryan giant predator, but given the difficulty inherent in measuring them in their natural habitat, this is a very rough approximation.

Naiads typically take the shape of humanoids (such as humans or elves) from the waist up, much akin to a great many Felaryan races, and almost always appear female, though some rare male specimens have been confirmed. They are generally blue-tinged translucent in coloration (being made of water, after all), though their eyes and hair tend to be more opaque, depending on the individual. Their bodies, as with all elementals, are made up of a complex array of magically animated organs, which allow them to perceive and interact with the world, but also renders them (somewhat) susceptible to harm.

Interestingly, below the waist a Naiad's body is somewhat less fixed and more amorphous, allowing her to change the physical makeup of her 'tail' very rapidly. Common shapes are that of a mermaid's tail for swimming, a Chlaena’s tentacles for capturing numerous prey, and even a naga-like tail for movement on land, though these imitations are far less competent than the originals from which they are derived. It is worth noting that no Naiad on record has ever been able to imitate human legs capable of supporting her on land. This is due to the fact the a Naiad's 'improvised' limbs are quite weak in comparison to their size, likely a trade-off for their versatility. Outside of this ability, Naiads typically don't have much in the way of magic, though spells dealing with water do come easily to those few with the patience for sorcery.

Due to the less fixed nature of their lower half's, Naiads are more vulnerable to gradually 'loosing' bits of themselves when away from their element, thus most prefer to keep excursions onto land short, or simply shun them altogether. A Naiad caught on dry land is considerably easier to defeat than a comparably sized flesh and blood predator, if the right methods are employed. Naiads can happily survive in fresh or salt water, though transferring from one to the other renders the Naiad in question very uncomfortable and irritable for several days while she adjusts.

In their natural habitat, Naiads are extremely difficult to fight; conventional weapons such as harpoons and guns are all but useless on them, though magic attacks tend to work well, except (ironically) for fire, which tends to fizzle due to the inherent difficulty in trying to burn water. Cold magic is extremely effective, as even moderate amounts tend to slow not just the Naiad's movement, but her thought processes as well, through some mechanism not fully understood. A completely frozen Naiad is helpless; they are unable to move, the elemental spirit (the Naiad's 'real' self) remaining locked in the immobile body until such time as it thaws. Sufficient amounts of any chemical that reacts violently to water also works as an excellent deterrent.

They have a fairly wide range of personalities and tendencies, ranging from serene, wise mystics to playfully energetic scatterbrains. Though most Naiads are at least somewhat capricious and susceptible to bouts of whimsy. Naiads have no recognizable culture, and usually live alone or in small, intimate groups, sometimes even socializing with other aquatic races.

Naiads are, like many creatures in Felarya, mostly carnivorous, though fortunately they very rarely venture onto land to hunt, instead preferring to prey upon the other aquatic denizens of their home, relying on the enormous advantage their nature gives them there. They also attack ships on occasion, and their natural resistance to most of the more common types of 'predator deterrent' makes them an uncommon, but legitimate concern for just about any voyage.


To be honest it's just a classical water elemental with a humanoid shape. It can't be qualified as a subspecie or something because their abilitiies are common to the any water elemental.

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Wed Aug 12, 2009 1:08 pm

PrinnyDood wrote:


The Naiad




Very Nice Dood. At first you kinda go over the basics of what all elementals have, which isn't completely necessary. But then you show how Naiads are different from other water elementals. All in all, a very good sub species of elemental.

I particularly like the mutable bottom half they have.

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Wed Aug 12, 2009 3:59 pm

Silent_eric wrote:
I particularly like the mutable bottom half they have.

Any water elementals or creatures with a liquid bodies can do that or alter completely their shape due to the liquid nature of their body. At the base a liquid is shapeless.

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Wed Aug 12, 2009 6:10 pm

gwadahunter2222 wrote:
Any water elementals or creatures with a liquid bodies can do that or alter completely their shape due to the liquid nature of their body. At the base a liquid is shapeless.


Wait. Weren't you saying that air elementals have a solid form? And now you are saying that liquid elementals have a shapeless form? Is that contradictory?

And beyond that fact, there's nothing about liquid or water elementals at all, so anything said, even the painfully obvious is still a big help for the wiki. In fact, it's better to state things like that rather than leave it assumed.

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PostSubject: Re: Air Elementals. And Fire, Earth, and all the others missing   Wed Aug 12, 2009 7:33 pm

Silent_eric wrote:

Wait. Weren't you saying that air elementals have a solid form? And now you are saying that liquid elementals have a shapeless form? Is that contradictory?


I considers this remark as a personal attacks but I don't play this kind of game and I will answer you.

An air elemental has to keep concentrate the gas of its body to give it a solid or a consistency shape to avoid any simple blows dissipate its body, it's the main problem of any body made with gas.

A water elemental due to its liquid body and as any people or creatures who have a liquid body have a malleable body which make them natural shapeshifters.

It's two different cases. You should avoid amalgam.


Silent_eric wrote:

And beyond that fact, there's nothing about liquid or water elementals at all, so anything said, even the painfully obvious is still a big help for the wiki. In fact, it's better to state things like that rather than leave it assumed.


In that case we make a general definition of water elemental and explain they possess a malleable body as it has been stated for the water sprites before whose their abilities are closed to the water elementals.

I add this it's not because there is some holes which need to be filled we have to put anything even if they are inconsistent. Any contributions or ideason this forum are here to help the development of the wikis so for me it's an ideas as the others.

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