World Info
Elements:
An element is just a basis for an elves natural power. It is the elf that shapes the element to work with what they need. Infact, when the element is introduced to the elf, their DNA and environment can shape their powers to something a bit more complicated than just "water". In this sense, an element can embody any part of a power. IE: If a power created doesn't fall under the basic five listed above, it can still be associated with one. Like someone who wants to use void powers. You could argue that's star related depending on the genre, so it could be listed there. Storms are a dual element, but could be harnessed with one if need be.
Elements are anchored by their seat in each spirewithin the land itself. These base elements permeate those lands and shape the magic and those elves who live there.
Common Practices: Usually an elf will only be able to connect with one element. There are a rare few who can accept more. However, this means they are less powerful than their cohorts who only had one element.
Crystals/Gemstones: All are available on Selenari and are usually paired with elements they work well with. This is not set in stone (-snort-), you can combo whatever you like if it helps fit it into the story you're crafting! However, it is important your character have at least 3 preferred gemstones to be used for different tools they need to attune with.
Birthstones: Whenever an elf is born, the Nightgazer uses all of their information available to them, and assigns the child a birthstone with the aid of a Cabbit. Because cabbits are centered on astrology and time, they’re able to summon a stone best for the newborn elf. This stone is one of the most powerful they can use alongside their powers and never have to attune with. Some elves will pick a second stone when they get older, but the birthstone is always connected to them. The element and properties of these stones can affect or even change an elfs’ powers. Some elves can only use powers with their birthstones, some are not as dependable, and some can go either way.
All known gemstones/crystals we know are available on this world.
Starshards: Starshards are the gemstones that fell when Selenari landed on Eonid. These shards spread out from her pod, and due to the favorable elements, the starshards began to grow. These crystals are cultivated by the Auris and can be cut into gemstones, weapons, armor, or items.
M.U.S.E.: (mystical and unstable spirit essence): These are elemental based familiars. Once summoned to the Elf, the elemental will take on an animal type form, or mythical beasts. A MUSE acts like a familiar to a magic user and can boost elemental power, add its own elemental power, or participate in Fortune Telling Events as a playable card, and some have made tournaments out of dueling MUSE's.
NOTE: This world is still forming and working around magic, so there COULD be other uses for the MUSEs
Oracle Cards: CLICK HERE! (there's too much to just put here xD)
Classes: Everywhere - (these are a base to build onto with element, familiar, and gemstones. Classes can be combined and others created if there is a need for one or more!
Magus or Magi: General term for any magic user
- Cleric - healing + Plate Armor using polearm or halberd weapons most commonly.
- Witch - Creating Spells based on Night, Cottage, Kitchen, Plants and Hexes
- Wizard - Relies on glyphs, runes and sigils and (side perks towards herbs and minerals for inks and materials.)
- Warrior - Specializing in all weapons and rage bursts (usually element based)
- Bard - Elemental based music including instrumental, singing, poems and improv. Their "weapon" is an instrument and the bard's powers can be sent through the instrument and directed at a target or within a certain radius.
- Rogue - Sneaky sneaky! Daggers and all that, but can use their element to help mask their presence, or aid them in missions.
- Tempest - Weather related powers but also empathic/emotional related powers as well.
-Pirate - land and sea hooligans that protect the waters they're serving for and on land, for whoever hired them (like mercenaries) but they usually come as a "crew".
-Druid - They're elves who're one with nature. Their appearance can change drastically based on the wing that they're in. Because they're connected to the flora and land, they're super sensitive to the different elemental magics. Druids can transform into MUSE shapes but cannot summon a MUSE because of this. They usually learn a new form from MUSEs they meet and are willing to teach.
- Archer - Their focus is on bow and arrows and integrating their magic with that.
TBD- More might come along, and these can be combined to make new ones!