The Nations
Land of Aether (by Zaealix)
Description: Etheria is a place off illusions and second-guessing, if you were to ask any other type of elemental. Few regard the aetherians kindly, due to an arrogance borne of the sheer power of their dimensional shields, and immortality magics. In the war, Aether was however, focused by the elements capable of penetrating these defenses, meaning their numbers are significantly lower than one would expect. In general, Aethers nowadays tend to come across as strangely 'controlled' and remarkably patient, though it's thought that this is to improve relations damaged in the war, as opposed to their true natures...
Population: Unknown
Government: Unknown
Known for: Being mysterious, I guess
Abilities:
Lighting - Aethers who study energy are capable of, as they put it 'rubbing the two planes together' and somehow generating a lightning bolt that can be fired at their enemies. The range, power, and time spent charging all vary depending on the elemental's skill.
Parallel Universe - By looking in the dimensional gate in Etheria, Aethers can 'poke' through to other dimension, pulling through other creatures, and in rare cases when the elemental is extremely skilled with this art, other elementals. These dimensional 'guests' to this world are only maintained as long as the Aether can manage it, which varies depending on the strength of the Aether and the 'guest'
Lobotomizer - Teal Swords that are crafted with the power to unleash an electrical attack that will fry the target's memory. Elementals usually recover in a few days time, though there are still a fewe unfortunate victims who will never awaken from a vegatative state. These swords confund most elementals, but Aethers have no trouble with utilizing these weapons.
Land of Air
Description: The Land of Air is respected and has good relations among the other kingdoms. The Land of Air is a popular vacation spot due to its beach-like weather (although there is the occasional windstorm), bustling marketplaces, and beautiful sights. The other kingdoms (in varying degrees) depend on the Land of Air for food and other goods. Most Air Elementals are skilled artisans and farmers, while others are traveling merchants and diplomats. Air Elementals are easy-going, free spirited, friendly, and prefer not to fight. They are always willing to help others in need and frequently sacrifice economic or physical well-being to aid other nations or individuals.
Population: Large
Government: Constitutional Monarchy
Known for: Artisans, marketplaces, weather, farms
Abilities:
Flight - Some Air Elementals have the ability to grow Wings for a short period of time, enabling them to fly short distances.
Shockwave - Air Elementals that have studied magic can produce Shockwaves using the strength of air. These Shockwaves, depending on the ability of the user, can push objects around, send other Elementals flying, or even generate small earthquakes.
Eagle's Eye - Air Elementals who have mastered archery are precise, deadly, and extremely quick when wielding a bow and arrow.
Land of Darkness
Description: The Land of Darkness consists of average cities of towns, yet many resemble ghost towns - dark, deserted, and eerie. The absence of light and activity is simply due to the nature of the native Elementals, however. Darkness Elementals are reclusive, quiet, and also very intelligent, however they can be great companions if they choose to. They are stereotyped to be theives and assassins because of their uncanny hiding and sneaking abilities, but this is just a result of limited interaction between Darkness Elementals and others. In reality, Darkness Elementals can share the same amicable qualities as Air Elementals, yet many choose not to.
Population: Medium
Government: Direct Democracy
Known for: Intelligence, sneaking ability
Abilities:
Cloak - Darkness Elementals can blend in with shadows and the night sky. In dark areas, they can become completely invisible to the average elemental's eyes. Any sudden movements will nullify the cloak, so Darkness Elementals must move slowly to avoid being seen.
Steal - Darkness magicians have the ability to steal small objects without actually touching their target. In a small area around the user, any items can be stolen; they simply disappear and reappear in the possession of the user. Some Elementals have learned to watch valuable objects in case they vanish, because the thief is always near.
Vampire Dagger - A user can steal the very life energy of living beings that this weapon touches, weakening the target and healing the user.
Land of Death
Description: Few Elementals know what lies within the Dead Marshes. The residents of the Dead Marshes are extremely xenophobic, and take a special interest in squashing living things beneath their... walking appendages. They bear a special hatred for Life and Air (by nerd1). While most Elementals regard Death with distate, they will form shaky relationships to avoid negative relations with a shunned Death Elemental. Death Elementals themselves are lazy but will act when needed. They usually avoid others due to being disliked.
Population: Small
Government: Anarchy
Known for: Being disliked
Abilities:
Plague - A particularly malicious spell; Death Elementals that cast Plague will inflict sickness to living beings in a small area around them. It is usually not fatal, most Elementals react with discomfort of varying degrees, while some receive diseases or are bedridden for days.
Bonewall - A Death Elemental can generate a solid mass of bones, tightly knit and plentiful to avoid breaking down. These bones can be used to encase an area, block a path, etc. It takes meticulous care to find weak, breakable spots in a Bonewall. Brute force works as well, although either method requires time.
Arsenic - This weapon will inflict a poison upon any living thing it touches, which will slowly spread and eventually kill the target. The time of death depends on the target's size and natural protection. For a normal Elemental it may take only a couple hours, but for a strong Earth Elemental it may take days. There are few cures to this poison, but they do exist.
Land of Earth
Description: Located within the Earthen Mountains, the Land of Earth is rich with minerals and other natural resources. The Land of Earth is allies with Gravity and Fire Elementals, who share common interests and tastes. Earth Elementals are stolid and phlegmatic, although they are friendly and caring to their friends and family. They are also among the strongest Elementals, using their natural brawn in the mines deep within the mountains. They will protect to the death the things they care about most.
Population: Medium
Government: Representative Democracy
Known for: Mines, natural resources, strength
Abilities:
Basilisk Blood - Using magic, Earth Elementals can petrify objects for a short period of time, cancelling all movement. The affected area and time petrified is based on the user's magic power.
Stone Skin - Elementals that have studied the natural earth have gained the ability to transform their body into a rock formation, impervious to almost anything bu immobilizing the user.
Pulverizer - Crafted by the best blacksmiths of the Kingdom of Gravity, this weapon is honed to destroy structures, both natural and artificial. It is mostly used in the mines but can also be deadly in battle.
Land of Entropy
Description: Few Elementals venture into the Chaos Triad, and even fewer are welcomed by the Entropy Elementals that live their-in, however, Life Elementals are usually welcome, as the residents of the Chaos Traid see something of themselves in the chaos of life. Entropy Elementals also treat with Darkness Elementals, being creatures of chaos, all have some darkness within them. Their greatest enemies are the Gravity and Aether Elementals, each symbolizing order. They are neutral towards most other elements (by nerd1). Entropy Elementals are mysterious and observative, they prefer solitude and quiet environments such as the meadows in the Kingdom of Life. Their chaotic magical practices can be dangerous, yet powerful if wielded in the right way.
Population: Medium
Government: Anarchy
Known for: Magicians, Chaotic Energy
Abilities:
Chaos Power - Entropy Elementals harness chaotic energy to bestow benefits to a target. These benefits may include physical, mental, or magical abilities, but even the spellcaster him/herself cannot predict what the target will receive.
Mutation - This spell alters the genetic structure of a biological target, changing their very genotype. Using this spell is highly discouraged and is a crime in eleven nations, so many magicians or scientists experiment in the Chaos Triad, most on themselves.
Discord - This weapon inflicts a strange condition upon living objects that it touches. Among Elementals it has been noted to cause confusion, amnesia, hallucinations, or even mental disorders. The scrambling effect it creates normally last for a few minutes, but in extremely rare cases can exist for much longer, even permanently.
Land of Fire
Description: The Land of Fire, located around Mount Vulcan, exceeds temperatures that most Elementals can bear and therefore receives few visitors. Fire Elementals are ostentatious, prideful, and like to brag, but they are also loyal and moral. They are also aggressive and quick to act without thinking in certain situations. However, they will always make the decision they deem as "right." Because of their nature, they boast a strong military, and the kingdom itself is disliked by the more peaceful nations.
Population: Large
Government: Dictatorship
Known for: Military strength, Mount Vulcan
Abilities:
Immolation - By sacrificing an object, a Fire Elemental can cause a burst of flame that empowers the ability of nearby Elementals and generates a strength of pure fire.
Fire Bolt - Fire magicians can summon a Fire Bolt from the sky to obliterate a target area. Experienced magicians can even generate a rain of fire. This is a destructive spell used only in battle.
Fahrenheit - The strength of the Fahrenheit increases with the fervor of its user. A rage-filled warrior in the heat of battle can cause the sword to emit flames and scorch the opposition.
Land of Gravity
Description: The harsh environment of the Gravity Basin breeds massive creatures. Gravity Elementals don't bear any particular ill will towards any of the other elements, however the unforgiving terrain of the Gravity Basin is an unintentional deterrent towards most other Elementals, although the occasional Fire Elemental can be found (by nerd1). They have good relations with the Land of Earth, with whom they trade finished products for raw materials that are abundant in the mountains. There are relatively few Gravity Elementals, and they prefer to stay within their own nation. Gravity Elementals are master blacksmiths and produce the greatest armor and weapons in the world. Gravity Elementals are hard-working but also love a good time; among others they are gregarious and loud.
Population: Small
Government: Representative Democracy
Known for: Blacksmiths
Abilities:
Gravity Pull - Gravity Elementals focus on an object while casting this spell, and said object emits a gravitational force that attracts things around it. Larger objects generate a larger gravitational force. Size capability is based on the proficiency of the user.
Acceleration - This ability can be used to drive the target into a berzerker-like state: striking with increasing power, but at the price of eventually killing the target unless they are restored to their senses (by Zaealix).
Titan - Wielding the trademark weapon of the Kingdom of Gravity, these hardened veterans are masters with the destructive hammer crafted specially for Gravity Elementals.
Land of Life
Description: The Land of Life is a peaceful and welcoming nation that avoids violence of all kinds. The landscape is breathtaking and arguably the most beautiful place on the continent. The location houses a myriad of exceptional plant species. Life Elementals are very benign, selfless, calm, rarely getting angry or showing distaste. They are great friends and respected by fellow Elementals. Their only weakness is their susceptibility to manipulation.
Population: Medium
Government: Constitutional Monarchy
Known for: Beauty, flora and fauna, healing
Abilities:
Adrenaline - This spell energizes and rejuvenates a target, heightening physical ability to inhuman levels. The effects usually last for a couple minutes, but veteran spellcasters can increase the time of the enhancement.
Empathetic Bond - This ability allows its user to connect with another living being, be it Elemental or creature. The user learns of many emotional and spiritual tendencies of the target, as well as their emotional motivations for recent actions.
Druidic Staff - Crafted by Life magicians, this staff has an immense capacity for healing wounds. Life Elementals with these are famous for their unmatchable ability to cure almost any ailment or injury.
Land of Light
Description: The Land of Light is a raw material exporter, they provide the other kingdoms with clothes, lumber, spices, etc, and also some manufactured goods such as tools. Their society is very similar to that of the Land of Air. Light Elementals are noble, trustworthy, and righteous. They are very strong willed and persevering.
Population: Large
Government: Monarchy
Known for: Exports
Abilities:
Blessing - Using magic, Light Elementals can boost the physical and mental capacity of a target for an extended period of time. This is a noticable but not drastic change, usually used to increase output.
Holy Light - This spell illuminates the area around the caster, pacifying negative emotions, removing stress, and bringing absolute peace and tranquility to nearby Elementals.
Morning Glory - A majestic, beautiful sword that is unbreakable in the hands of a Light Elemental. Even against the most powerful spells and physical blows it receives no scratch.
Land of Time
Description: The desert of time - a place with a depressing motto (at least for Gravity blacksmiths): Time erodes everything, eventually. Some say that the desert sands once formed a colossal clock. Others say that it will one day be made into an enormous glass sculpture of beauty. Time Elementals take punctuality very seriously, and an insult amongst them is to be late, though they are less strict about this towards the other Elementals. It is a sign of personal skill and talent to accumulate crafted objects: reversing time improperly can revert an object to the components that comprise it, while fast-forwarding will reduce it to dust, years of neglect occurring within seconds. Time creatures are often very long-lived, and autonomous almost from birth, to help combat the frequent time distortions (by Zaealix).
Population: Small
Government: Direct Democracy
Known for: Timekeeping, ability to control time (to a certain extent)
Abilities:
Precognition - Time Elementals who have devoted significant study to magic can view events in the future. At lower levels the future sight is usually unclear and confusing, but expert magicians can target specific time periods or locations, or can remember the future event like a memory.
Hourglass/Sundials - Used to enhance the effects of time on oneself, the speed varies depending upon the craftsmanship of the timekeeping device (by Zaealix).
Eternity Staff - Skilled members of the Eternal order fight using this staff that enhances the natural ability to utilize Reverse Time, and enables it in elementals unskilled in the art of manipulating time. Each one has been preserved for thousands of years to ensure the staffs do not revert to the raw materials, even after prolonged usage without being temporally accelerated (by Zaealix).
Land of Water
Description: While many Water Elementals reside underwater, the city of Atlantis and, to a lesser extent, the Frozen North, are home to these Elementals. Atlantis boasts extraordinary architecture and a unique fusion of water and solid surfaces. Water Elementals cannot stand being on land for long periods of time (pun maybe intended), but some have gotten used to living on dry earth. Water Elementals are smart, chatty, and active, but are also stubborn and physically weak.
Population: Medium
Government: Representative Democracy
Known for: Architecture, ability to live underwater
Abilities:
Ice Bolt - Water magicians can cast this spell, which hurls a large ball of ice at a target area, exploding into water and sharp shards of ice that can drown or pierce.
Freeze - Residents of the Frozen North have developed the ability to freeze at will. Many can freeze small objects, while more proficient users can solidify entire Elementals in ice.
Trident - This weapon is crafted to destroy structures; it can generate tremors in the ground which causes Elemental and building alike to fall to the ground.
Alliance List
Earth-Fire-Gravity
Air-Life-Water-Light-Time
Darkness-Death
Entropy-Aether