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#a love so great and vast that it literally reshapes your mind?
ghouljams · 3 months
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So we all just be consumed by religious undertones huh? We all got a lil bit of trauma from the church don’t we folks
I am merely fascinated by religion and cults. I love religious imagery because it's so dearly human. No other animal worships. No other animal seeks meaning in the meaningless. No other animal looks up at the stars and imagines something looking back at them.
I also have a mild obsession with Dante's Inferno.
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qm-vox · 5 years
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So You Want To Play An Elemental
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(Re-used portrait of Colors Eriksdotter, the Warlock Knight, provided by Domochevsky. Catch her in New Avalon, where she’s the protagonist of Cinderella Sanction Quest.)
Previous articles: So You Want To Play A Beast & So You Want To Play A Wizened
Author’s Note: You’d think the hard part of writing this article would have been refuting basically every canon depiction of Elementals in Changeling: the Lost 1e, but instead it was the bit where I tried to write my lived experiences with autism. While not all Elementals need to be autistic or represent autism, they as a Seeming are pretty good at it, and I’ve written this article with that in mind. That said, the experiences I’m drawing from are my own and those of close friends, and are therefore not even close to being universal, to say nothing of me running my mouth about other kinds of troubles Elementals might metaphorically (or literally) represent. While I’ve made every effort to talk to folks who’ve lived these experiences and to write about them with respect, I recognize that I may well have fucked up. I invite you to let me know if that’s the case.
The stories all agree; you do not want the attention of the Lords and Ladies. Be polite, stay humble, mind your manners. It goes a lot further, of course: don’t stand out, don’t be special, don’t rock the boat. Some say that the purpose of these fairy tales is to reinforce societal mores, but those the Lost know as Elementals have been the victims of those tales firsthand. Taken for a purpose, transformed to fulfill it, they face the task of rebuilding lives in a world they only half belong to. Of all the Lost, even Beasts, it is Elementals who struggle most with human society.
This article draws primarily on Changeling: the Lost, as well as Winter Masques and Swords at Dawn. Other sources, when used, will be cited. It requires Content Warnings for depictions of torture, maiming, abuse, and transformation.
The Remade - Elemental Overview
Elemental is the third Seeming presented in Changeling: the Lost, and joins Beast in being almost as defined by Kith as it is by its Seeming. Elemental is unusual in that it is commonly represented in printed material (Elemental characters with stat blocks appear in Changeling: the Lost, Night Horrors: Grim Fears, and The Rose Bride’s Plight), but also commonly and egregiously misused and mischaracterized. As a result, more than the prior two articles, this one must directly address some of the way White Wolf chose to write Elementals and refute them as examples of the Seeming.
A stunning variety of people become Elementals, but generally speaking any given person was selected for their fate. Unlike the opportunistic kidnappings that mark Beasts and Wizened, Elementals are those whom the Fae sought for some specific purpose or trait, which either served as the catalyst for their later transformation or was enhanced by that same transformation. Infused with the thoughts and feelings of inanimate matter - rushing rivers, whispering winds, forge-hot silver, cold earth, crackling lightning, and more - Elementals gain a distance from humanity that they are never again to bridge. To be Elemental is to be alien even among the Lost, and for those without help it’s all too easy to become a stranger in their own homes.
Nature In Revolt - Homecoming As An Elemental
With few exceptions, most Elementals can eventually point to a singular moment in which they were transformed into what they are. Though all Lost experience shattered, faded, and absent memories of the Fairest of Lands when they first have their Homecoming, the moment of transformation is among the earliest memories Elementals recover. The vehicle of that transformation varies - sweet-smelling fruit that turn humans to trees, vats of molten glass into which their living bones were dipped, vast farms of lightning-trees to which humans are lashed until the levin-bolts enter their souls, and more - but the essence of the moment is the same. Some part of the human soul calves away like ice from a berg, and the Wyrd that rushes into its place is brimming with the will of the inanimate. It could be a singular moment, over almost as soon as it’s begun, or a gradual one (as is the case for the rare passive transformations one finds among Kiths such as Earthbones), but that was the moment at which an Elemental was born.
What happens after depends very much on why any given Elemental was taken and why they were transformed. For some Keepers it’s a matter of pure practicality; the Elemental’s new form is necessary to exist in their Domains (such as the Shining Network and the City of Brass, both in Winter Masques), and without those modifications they would be useless for the Fae’s purpose - or dead, which amounts to the same thing. Many passive transformations are similar to this as well; Snowskins who adopt the ice to survive their duties in the wild tundra, Earthbones who dig until digging runs through their living veins, and Waterborn who choose transformation instead of death share a lot of bones with those who were reshaped before beginning their dread tasks. In other cases, though, the transformation is the logical (well, “logical”) extension of what their Keeper wanted them for to begin with. A bored Page of the Stacks steals a bright-voiced human boy to serve her as a lantern in her dark domains and ignites him from the soul outward; the Screaming Demon ‘rewards’ the luckless gym teacher who beat him in a yelling contest by making her an Airtouched with bottomless lungs. These Elementals share uncomfortable commonalities with the Fairest, who sometimes flock to them once the gap in communications between the two Seemings can be bridged.
Some of the most unfortunate are transformed because they wish to be. The Fae are not above openly offering their ‘gifts’ to others, and for those bending and breaking under the weight of inhuman expectations, inhuman abilities can seem like a godsend. But whether it’s a college student pacting for an all-too-literal ‘enlightenment’, an athlete offered the chance to run ‘like the wind’, or a broken-hearted romantic who takes the hand of a Fae selling a cold heart, the consequences of these deals are never clear up front - and there are no take-backs in the Fairest of Lands. Elementals who suffered this fate often drift towards Summer or Autumn, and throw themselves into the mortal world besides, driven to ensure that no one else is forced to endure the torments that made them other than human.
In Arcadia proper, the transformations Elementals endure are often much more extreme than the ones they bear when they emerge from the Thorns. This forms the first obstacle to a potential escape; an Elemental must recall human form, human emotions, human perspective. Where a Beast loses their reason and intelligence, Elementals lose some vital part of themselves, the part which knows how to speak to other human things and be heard by them, to understand what they do and why they do it, and it is this they must grasp once more in the wounded halls of their soul before they can once again yearn for the mortal world. Those who yearn without remembering end up as hobgoblins when they finally breach into the Hedge, or else dissolve entirely once they have well and truly broken the oaths that hold their new forms together. On the other side of human perspective is the memory of human flesh, and part of almost every Elemental’s escape is the incomplete transformation back into a form of flesh once more.
The escapes themselves are often spectacularly violent. Elementals wield great power over their elements and are, by their nature, surrounded by it during their Durance. An Elemental’s fragmented memories of escapes might be marked by revolts fought alongside their fellow slaves while tame flames consume the soldiers of their master, obedient earthquakes opening ways into the underground of the Hedge, duels of water and ice whose backblasts can cleave steel, and more. For those who cannot escape their memories of this godlike power, the Autumn Court beckons, but for most of the others the fear those recollections evoke is enough reason to quietly pack them away and think about them as little as possible. Still, even the meekest Elemental is the person who performed those acts of sorcerous violence, and their fellows among the Lost quickly learn to respect that capability in those who make it home at last.
The memories that draw an Elemental home can be different from what they or others expect, at least in part due to the nature of their transformation. The infusion of the inanimate shifts the emphasis in recollections of the mortal world, calling to mind thoughts of Earth’s manifestations of the elements. A Fireheart may well want to return home to her loving family, but the memories she has of that family which stand out will often feature fire in some way; candlelit dinners, camping trips with her brothers around a crackling fire, shivering with her wife in front of a space heater in their apartment after the gas bill came up bust. An Airtouched thinks of long walks through whispering woods, sitting on the porch with his mother while a tornado rips its way across a distant street, the cool breeze through a classroom window on the day he crushed his SATs. The mortals these Elementals once were remember those events in a different light, but who they’ve become has an undeniable connection to their element and the call of Earth - for better or worse - is also about the relationship humans have with that element. They may not have asked to have the breeze put in their soul, but the winds of Earth still taste like home in a way those of Arcadia can’t.
By Your Powers Combined, I Am - Elemental Kiths
It’s telling that the common bonds that unite Elementals are almost all about the downsides of their experience. Their Seeming blessing enables them to temporarily display inhuman endurance, but without access to more or less immediate healing any situation that requires its use has already killed the Elemental and they just don’t know it yet. Still, the grim prospect of exactly how dead you have to kill one of them before they die does inform how other Seemings - especially the more violent ones such as Darklings and Ogres - treat Elementals. It pays to remain polite when the other guy can afford to die more dead than you can.
On the negative side, Elementals consistently have problems with, not to put too fine a point on it, being human people. All Lost have urges that are inhuman and suffered inhuman abuse, but for Elementals relating to other people - even other Lost - can be supremely difficult. Their Seeming curse hits all rolls based on Manipulation, as well as those based on Empathy, Persuasion, Socialize, and Subterfuge; that is to say, when it comes to social skills Elementals only display human-level competence in Intimidation, rearing animals, and, for some reason, criminal networking (Streetwise). While Elementals, much like Beasts, are not wholly incapable, their social skills will fall consistently behind a mortal with equal values - and, much like Beasts, this tends to get Elementals seen as idiots by people who refuse to understand their struggle (in some ways moreso; struggling with math is relatable to many people, but struggling with social cues can get the taste slapped out of your mouth right fuckin’ quick).
How this manifests varies widely from Elemental to Elemental, but the common touchstone is some disconnect from societal perception. Elementals quite often come off as autistic (and are prime for representing the struggles of an autistic person, as mentioned in So You Want To Play A Wizened); they miss social cues, misread or don’t understand body language, and struggle to describe their own perceptions and experiences in a way others can understand. Some of that is just not being able to quite connect what they feel with words in a human language; some of it is that Elementals genuinely are not perceiving the same things the people around them are. How do you tell your friends about the language of mirrors without sounding like you’ve absolutely lost it? The way a steady, eroding breeze feels against your rocky skin? The color of the lightning in your veins?
This comes out in the behavior of Elementals in a variety of ways, which does not always help those outside the Seeming understand the common thread, but it’s never quite...”right”, for lack of a better word. A Woodblood with flowers growing in his skin doesn’t always reply even when you speak to him directly, and when he does talk he over-shares; others don’t know of the secrets entrusted to him in a distant Arcadian wood, and the terrible consequences for speaking. A Waterborn nymph won’t shut up even when she ought to; as a babbling brook her musical voice soothed the rages of her Keeper. A heavyset Earthbones, thick with mud and rent with craggy scars, has trouble not touching people, as if he’s afraid they’ll slide away; his friend, a Fireheart, shrieks at the tiniest human contact and flashes knives to keep you away from her precious wick and its life-giving flame. A Snowskin’s volume goes up and down with the ambient light; an Airtouched can’t seem to stop just picking up objects to stare at them in fascination. In all of these cases, the root problem is the same - disconnection from societal expectations - even though the causes of those problems are different. The challenge that Elementals face in their recovery is not to pass as “normal” - no Lost can really do that for long anyway - but to find a medium between their rights and needs and the rights & needs of those around them.
Like Beasts, Elementals are essentially defined by their Kiths, in some senses even more than by their Seeming. Though a Fireheart and a Waterborn have things in common, the experiences that gave them those commonalities are likely to be so different as to be essentially alien to one another. An Airtouched is more likely to feel like she has things to talk about with, say, a Runnerswift Beast or a Windwing than she is to immediately realize she has touchstones with a local Snowskin witch. Mechanically, the Kiths themselves are a pretty even mix of ‘almost entirely related to the folklore’ and ‘almost entirely the physical property of being This Thing’. Some, like Beast’s, are begging for Dual Kith or other Merits to round out certain archetypes, but not all of them.
Some thoughts on the individual Elemental Kiths follow:
Airtouched - Do you like to go fast? Fleet of Foot not cutting the mustard for you any more? Runnerswift is too slow? Airtouched is here to help you. In a game where combat is often decided at the point when initiative is rolled, the potential to add 1-9 to your Initiative if you pick your chicken right means the chance to decide a lot more combats. The Speed boost isn’t anything to sneeze at either (and is applicable to a lot more situations than just murder). Thematically, Airtouched are meant to represent spirits of the air, but their sheer speed doesn’t do it for all such representations, especially in the realm of storms, gales, and other destructive manifestations of the firmament. If your Airtouched concept bends that direction, consider investing in Contracts of Stone, the Giant Size merit, Dual Kithing out (Earthbones, in-seeming, can provide great out-of-combat strength, while Hunterheart & Razorhand could work wonders for you as a more murderous spirit), the Lethal Mien merit, or any combination of the above.
Earthbones - Elemental does Ogre; Earthbones are great for puzzles and problems that can be solved with physical force but which are not in some way murder-related, and strike a solid image of various earthen beings with basically no add-ons. That said, Earthbones also makes a fantastic Dual Kith option for other Elemental Kiths that you might want to use to embody large & strong versions of themselves (such as a glacial Snowskin or a towering Waterborn with the soul of a tsunami).
Fireheart - This is the first Kith where it’s great for thematic reasons but kinda weird for physical ones. Firehearts can burn Glamour for Wits rolls, which makes them great at bursts of perception, quick thought, and cunning, but also sorta bad at being fire. Now, that could very well be a feature! A character used as a candle, a torch, a hearth-fire, a forge beast, might not embody the destructive potential of flame and you may have no need to do so; even if you do, Elements (Fire) is a lot of destructive potential. Should you want to draw that out a little more, consider Lethal Mien as an option, possibly alongside a Dual Kith into Draconic. If the fire you’re interested in is one of renewal or purification, look into the Goblin Contracts of Sacrifice and/or Contracts of Hearth, and if pyromancy is your game it’s hard to beat Contracts of Omen.
Manikin - I wanted to love Manikin, I really did, but I can’t. It’s trash. It’s absolute trash, not just because Artifice is essentially only half a contract (see So You Want To Be A Wizened) but because the other half of their Blessing is completely negated by having any ranks in Craft to begin with. I don’t even know where to start on suggesting a fix for this, but if you’re dead-set on it, maybe look to Shadowsoul for inspiration, as it’s the other Kith that does what Manikin tried to do.
Snowskin - Elemental does Fairest. Appropriately enough, Snowskin shares Fireheart’s potential problem of being very strong in the folklore (its icy social focus is shared by many of the mythic beings you might want to emulate) but very weak on the ‘embodying the element itself’ back end. Snowskins are great candidates for overtly sorcerous Elementals, not just because of those social bonuses but because they get less out of the classic Elemental contracts (Elements and Communion) and a lot more out of Contracts such as Wild, Eternal Autumn (or Winter), and Smoke which provide powers traditionally associated with the lords of frost and snow. A note: Snowskin does not have the same mechanical exemption that Chatelaine does, which means that its bonus of getting 9-again on Subterfuge meets the Elemental curse of not getting 10-again and evens out to having no bonus or penalty. Even then, though, the Intimidate end of things is pretty legit.
Waterborn - Remember Swimmerskin? This is Swimmerskin but as an Elemental. The three water-based Kiths are all fairly alike, so there’s not really a lot for me to say here.
Woodblood - Elemental Does Darkling, Badly. Don’t get me wrong, the actual bonuses are great, but getting access to them is incredibly situational and unlike Snowskin who can, with investment, eventually create the conditions for their more restricted abilities themselves, Woodbloods can’t just grow plants where no plants are no matter how hard they try - which is a shame, since Woodblood is absolutely amazing for many concepts! Talk to your Storyteller before you select this Kith and see where your Chronicle might be taking you. Semi-regular expeditions into the Hedge, a more rural Freehold, or even a traveling Chronicle are all great chances for Woodblood to shine.
Blightbent - You remember how Venombite is cool but kinda a late bloomer? Blightbent is more or less in the same camp; the bonus against man-made toxins is a solid additional bonus, but rolling against Armor, Defense, and Stamina is a losing game both just in general and in a world where shotguns exist. Blightbent’s a really cool concept but even beyond the Kith blessing problem is begs some questions about how you parse out your choices for Contracts of Elements and/or Communion. You’re probably better off flavoring another Kith as a polluted aspect of itself and leaving this one on the table.
Levinquick - Thematically, Levinquick is the physical fire/lightning to Fireheart’s metaphorical fire/lightning. Mechanically they’re solid enough; situationally better than Runnerswift, but at a cost. At low Wyrd, though, that duration on their Blessing is gonna kick your ass if you don’t pick your chicken right. For the cost and duration, you’re better off running an Airtouched with a stormy theme, which is a damn shame because Levinquick is just such a cool idea in theory.
Sandharrowed - When I find an RPG that has a functional grapple system, I will let y’all know. As it stands, Sandharrowed’s Blessing is both incredibly narrow (even if grappling DID work, which it absolutely does not) and kinda a head-scratcher as far as physical themes or metaphorical ones go. I really don’t know what to suggest here beyond ‘anything but this’. Airtouched, Dual Kithing into Earthbones maybe? Air/Fire? Something.
You’re the Queen? Well I Didn’t Vote For You - Lost’s Canon Elementals
So: Elementals are quite bad at all social situations, and especially in those required for leadership considering that their penalty to Empathy makes it harder for them to detect bullshit, be judges of character, recognize the needs of their subjects, and get into the minds of their enemies. That in mind, what are the canon Elementals in the run of Changeling: the Lost 1e - ‘canon’ in this context meaning with fully available statistics that make them ready to use?
- Jack Tallow, a Spring Court Fireheart, who is...primarily Social...spending his time openly inciting revolution against Grandfather Thunder and attempting to talk his way out of trouble. Okay. Like, he’s bad at it and this is the sample character, the example White Wolf gives of how you yourself should make characters (a bad example, at that), but surely the next will be - - Rose Thorn, the Queen of Spring in Miami and a Woodblood, who is known for her...inspiring leadership...and...empathy...hold up...
- Grandfather Thunder, the King of Endless Summer, another Fireheart Elemental. THIS guy is known for his cunning, tactical acumen, ruthless ambition, and raw, unbridled rage. He’s probably the only one of the lot that’s a plausible Elemental ruler. It helps that Thunder was a founding Freehold member, but Summer’s strict chain of command and tendency to favor Mental and Physical attributes over Social in leadership definitely does him favors here.
- Aeolian (The Rose Bride’s Plight), a Spring Airtouched, also a Queen, who for reasons never broken down in the adventure has a dice pool of fucking SIXTEEN to try and trap people into Pledges. She is an abusive and nakedly evil Queen who enslaves her subjects with the word-bond and is known for her fast-talking and being good at all the things Elementals are bad at but surely our last one will be an iconic and helpful example of an Elemental, ri-
- Green-Eyed Gerta, the Queen of Jealousy, ANOTHER Spring monarch and our second evil one: a seductive (???) and charming (??????) Mannikin with a severe abandonment complex, who pacted with a Fae to drive a former lover mad.
And that’s it. That’s all the printed Elementals. And with maybe one exception, who comes from fucking Miami, a setting that should not have been written at the time it was for reasons I might get into in its own article, they’re all garbage. That one exception, Grandfather Thunder, is still an unusual case in and of himself, and as a result should not have been the only fucking poster child of this Seeming.
But Vox, you say, surely this is one of the reasons you’re writing this article? Well, yeah, it is, but I bring it up specifically because for the other Seemings there’s at least a solid base to start with in terms of canon representation. You can look at other Fairest, or Darklings, or Beasts that have been published and get a bit of an idea of what they’re “usually” like. That doesn’t mean yours has to be or even should be like that, but it does form a helpful point for discussion and inspiration! But Elemental has no such point of reference, and for a Seeming as incredibly diverse as it can be, such a reference point is more, not less, valuable. Unfortunately, WW’s writing advice in nWoD 1e had this tendency to encourage players to create characters that were, well...bad. Uninvolved in the plot, incompetent at their supposed specialties, disconnected from the game world, or some godawful combination of the above, and it is with this in mind that I want to counsel you to just kinda studiously ignore the published Elementals. It’s my hope that the contents of this article will be enough to help guide you along in creating your own Elementals if you’re stuck or just kinda lost, but if they’re not, please, feel free to let me know.
Assigned Wizard At Homecoming - Elementals In The Courts
All Lost of all Seemings deal with greater or lesser amounts of prejudice when they join a Freehold, depending on the Freehold in question, and the stereotype that follows Elementals around is “WIZARDS! NO SENSE OF RIGHT AND WRONG!” It’s not entirely without reason; Elementals have native access to three of the most potent and versatile Contracts in all of Lost’s run, and depending on their selections and affinities the roles they can fill are staggering. Contracts of Elements alone can be used for information gathering, theft, sabotage, rescue, construction & demolition, straight combat, open warfare, disguise, home repair, gardening, and That Gay Witch Aesthetic, and that’s before we even touch Communion, Wild, any of the game’s other Contracts, or the fact that the majority of Elemental Kiths see huge returns for cranking their Wyrd like they’re trying to cold-start a Model T in Anchorage. Every Court could use the services of a powerful sorcerer in its baliwick, and almost all Elementals are theoretically capable of providing those services.
But just because the Courts would prefer that Elementals be big-shot wizards doesn’t mean they agree.
Elementals are more keenly aware than most Lost that there is no such thing as a non-magical Changeling, and the closest you get to the idea is a frightened victim trying to deny what’s happened to them, but for many Elementals the idea of following the Wyrd all the way down has a distinctly sour taste. They’re already distanced from mortals in ways that can be confusing, frustrating, and hurtful; why distance themselves further? Going further, institutions without a strong Elemental voice may not understand what they’re asking when they try to whistle up a wildfire or get someone’s bird bath to spy on them, and what those actions might mean to the Elementals they’re blithely attempting to order around. An Elemental might seek a primarily non-magical position in their Court as a way of grounding their humanity, or simply because they find the idea of such work more appealing than witchcraft.
None of which is to suggest that Elementals don’t also commonly fall into sorcerous roles. Even if their title doesn’t say ‘witch’ or ‘magi’, Elementals are likely to lean on magic to enhance their prowess because they, unlike their peers, cannot natively ‘flare’ their strengths. An Ogre knight can call upon her Seeming to intimidate people; an Elemental is more likely to invest in Contracts of Darkness to do the same, or else to get very good at meaningful looks while fingering weapons.
When it comes to selecting their Courts, Elementals often lean towards the ideological end of the scale. Though they, like Beasts, can be extremely sensitive to the seasonal nature of the Courts, Elementals tend to look to Courts for guidance on how to be a person again. After what could have been years of being an object instead, with their references to mortal behavior and mortal society severely damaged, Courts provide a much-needed sense of direction and purpose, a starting point for the all-important question of “who am I?”. Wise Courts help guide their youngblood Elementals, who are rather likely to adopt a performative identity (generally one rooted in their profession) in order to simplify social interactions in a way that makes it easier for everyone to understand each other; the important thing is not to stop this, but to ensure that it doesn’t get in the way of the Elemental’s recovery and journey towards the promise of their Court.
For obvious reasons you don’t see a lot of Elementals wearing the Crown or in general leadership positions, but you do see them in some. Autumn’s Witch of the Bitter Wind is often an Elemental, if not because of strict sorcerous prowess than because of going Full Sith Lord on the previous incumbent. Summer fields Elementals as Jaegers or leaders of knights, favoring tactical prowess and experience over their ability to inspire or politic. Elementals can make for ideal senior Squires in Winter, and can excel as Icebound Armigers with the right Thane to handle them - or enough raw stoicism to negate awkward social encounters before they can start. When looking for Elementals in positions of power and responsibility, try positions that favor intellect, experience, and diligence rather than those predicated on good social skills. Like Wizened, Elementals are common secondary combatants; even if they weren’t inclined to fight tooth and nail to never be literally turned into objects again, figures like the Arrayer of Distant Thunder are exactly as erect for the powerful sorceries of Elementals as everyone else is.
Spring - Elementals don’t often rise to prominence in Spring, for rather obvious reasons, but perversely are among those Seemings most likely to choose Spring as a first Court. Spring’s promise of renewal can be very attractive to Elementals, who then prove completely immune to the subtle attempts to snub them out of the Court by virtue of not noticing the slights to begin with. Many of Spring’s off-brand roles (such as “warrior”) are filled by Elementals just trying to earnestly live their truth, which is not to say that Elementals don’t sometimes make a splash in the Emerald Court as masters of high ritual or keepers of grand Hollows.
Summer - The Court of Wrath has many tactical and logistical needs, and God damn if Elementals can’t provide a ton of them in a single package. Summer puts a lot of effort into recruiting Elementals so that it can use their talents to secure places of power, shore up defensive positions, call tame wildfires down on hobgoblin invaders, create distractions for assaults, and anything else the Crimson Court can think of. The culture of brotherhood and military honor that Summer provides can be equally attractive to Elementals, who find in Summer an identity they can feel good about and which does not ask them to perform complex social niceties...until it does, anyway.
Autumn - Autumn is often of two or three minds about Elementals. On the one hand, they make for incredible sorcerers and Autumn has a strong interest in recruiting those who want to fulfill that potential. On the other hand, Fear is a powerfully intimate emotion, and while Elementals are capable of putting on a good game face they often struggle to achieve the intimacy necessary to understand the Fears of others. And on the third mutant hand growing right out of Autumn’s chest, the Leaden Mirror has powerful needs both social and intellectual at all times, and must balance such factions within itself to maintain its identity. An Autumn with a high Elemental population is likely a somewhat visibly calmer one, with strong similarities to an academic institution in how it comports itself; one with a lower Elemental population is still likely to have some rather explosive Elemental personalities placed highly within it, by virtue of their powerful lore and merciless wills.
Winter - While almost all Lost dally with Winter for a time after their Homecoming, Elementals are among those who dally for the shortest time unless they’re inclined to stay. So much of what they are is obvious and bombastic that it can be difficult for them to feel like they belong. For those who can shake those feelings, Winter puts just as much value in their services - and is much more up front about payment for those services - as its peers do. Winter’s strict culture of humility and silence can be attractive to those Elementals who feel insecure about their difficulties with mortal and Lost society; in time, the Coldest Court may even be able to coax them from their shells.
Fuck, I Forgot How To Person - Elementals And Changeling’s Themes
All Lost need the help and support of their fellows to make a new home on Earth again, but Elementals need it more than most in some ways. Though I’ve brought up their potential to represent the autistic experience (and I’m going to keep bringing it up because this Seeming is among the strongest candidates for it), Elemental is good for any experience of abuse and trauma which changes how a person is capable of relating to society. The person who grew up bent beneath inhuman expectations and the guilt they felt for not meeting them is an Elemental. The person who learns to dissociate in order to function in stressful situations they cannot escape is an Elemental, as is someone so used to being ignored and neglected for their chronic pain that the concept of genuine compassion from the medical establishment is alien to them. Where Wizened embody those whose lives are destroyed by oppressive economic systems, Elementals are those crushed beneath the weight of oppressive social systems that value the appearance of normalcy over genuine health and happiness.
While Elementals can feel disconnected even from their peers (not just because their experiences are different, but because they have difficulty mentally and emotionally envisioning those different experiences), their greatest struggle is with mortal society - which, in this metaphor, is the wider body of neurotypical people. Their fellow Lost at least have a jumping-off point when it comes to understanding and communicating with Elementals, but ‘normal’ people do not, and it is all too easy for them to callously mistake an Elemental’s struggles for deliberate rudeness or malice. In response to this constant rejection and exclusion, many Elementals develop maladaptive coping mechanisms which they then struggle to shake once they find the acceptance they were seeking, ranging from deliberate isolation to dissociation or even, in extreme cases, retreating into power fantasies (”people only hate me because I’m better than them”). While Fairest get all the press in the books for being prone to going back to Arcadia (and that’s its own bag of absolute bullshit that we’ll be addressing in their article), it’s Elementals that can find the idea of complete separation from mortal society to be the most attractive. For too many, trying to relate to the rest of humanity is traumatic in itself.
Autism isn’t the only set of troubles Elementals are primed to embody; almost any kind of neurodivergence which leads to trauma fits very easily into the Seeming’s mechanics and themes, in large part because society is absolute garbage about this topic no matter what your troubles are. Schizophrenia (which causes disconnects in what perception and symbolism mean to a person vs. what they mean to wider society) & ADHD (which is often ‘treated’ in ways ultimately harmful to the person who has it, with long-lasting side effects), among others, are also prime for depiction as Elementals. More physical problems such as chronic pain, fibromyalgia, Ehlers-Danlos syndrome, or multiple sclerosis, might also be represented by this Seeming, again because - and I cannot stress this enough - society is garbage; victims of these conditions are often disbelieved, pushed to harm themselves to meet societal expectations, and neglected or abused by those skeptical of their condition or its severity (including family members), and the resulting trauma & its attendant effects stalk them for the rest of their lives. If you’re looking to draw out those themes of medical problems and their life effects, consider using your Blessing more often than you otherwise might (representing the push to try and “function” and its attendant consequences).
Keep in mind that all Elementals are more than their magic, whether that’s their Kith or their Contracts. I’m not here to tell you that you’re playing the game wrong as long as your group is having fun and not hurting anyone, but overt focus on the power of Elemental magic definitely leaves a lot of their potential just sitting on the table. I highly encourage you to ask yourself questions about how your Elemental characters think, feel, and believe. What is their relationship to their element and how does that shape their use of Contracts? What confuses them the most about other people? Do they resent that thing, want it for themselves, maybe just yearn to understand it? What kind of identity has your Elemental chosen to adopt and why have they decided to try to be that person? Do they miss their mortal life, and whether or not they do, how do they feel about that? There’s a lot to explore here, and the best part is that exploring it doesn’t mean you can’t still cast fireball.
Sir, That Is My Emotional Support Belle Dame Sans Merci - Coping As An Elemental
Relating to society - wider mortal society, Freehold society, and most often both - is the great challenge that Elementals face. Most remember at least some helpful things - what pants are for, why you don’t just kick in the door to strangers’ houses, stealing is wrong, that kind of thing - but when it comes to the day-to-day social cues and actions needed to navigate a job, one’s school, a party, or even just kinda sitting at a bar, Elementals’ problems with mis-reading signals or even failing to detect them entirely rise to the fore. Accordingly, Elementals seeking to cope with their return to Earth seek out social solutions to these problems.
There are suggestions in the books that Fairest tend to exoticize or fetishize Elementals; I’m gonna need you to throw that concept in the garbage next to the Magister of Nightmares (So You Want To Run An Autumn Court) and the canon description of the Sage Escort (So You Want To Run A Spring Court). That said, there is something there in the idea that the relationship between Darklings and Elementals, as well as Fairest and Elementals, is different from how those two relate to other Seemings. For Darklings and Fairest, Elementals can often represent someone around whom they can let down their guard; someone who is honest (even if that honesty is just because they’re real bad at lying) and, often, straightforward. For Seemings so consumed with performative social and emotional expression, whose anxieties and fears center around those expressions, a friendship with someone for whom they do not have to perform can be one of the most precious things in their life - something to kill for, if need be. Elementals, in turn, can rely on such friends (including friends of other Seemings, of course, though not usually Wizened because of that Seeming’s own problems navigating society) for help translating the confusing world that is Other People; to trust them to be honest in turn and to help the Elemental back the fuck out of situations in which they have managed to deepthroat their own foot. It doesn’t always work out so neatly (everyone involved has their own troubles and trauma, their own emotions and needs, and like all human and post-human relationships such things cause Drama), but it works out enough.
This focus on friendships and social identity follows Elementals elsewhere. Adopting a performative identity, especially a collective one, gives them guidance on how to interact with other people and helps them establish a routine for their day-to-day. An Elemental that becomes a Knight of Summer knows what’s expected of them and can then perform those expectations, and count on their fellow Knights for assistance and advice; likewise, joining Entitlements, or seeking prestigious offices like the Witch of the Bitter Wind can similarly set expectations. It doesn’t alleviate all of an Elemental’s social problems, of course, but it at least gives a place to start. Shuffling which hat they’re wearing at what time can be exhausting, as it can be for anyone, but the value of those hats cannot be overstated.
When it comes to their physical environment, Elementals are often less concerned with it than Beasts or Wizened. They do tend to lean towards locations that are strong in their element or in which they can be close to it (as an easy example, all other things being equal, most Firehearts will choose an apartment with a working fireplace over one without a fireplace) and to decorate and appoint their homes in ways reminiscent of that element. An Airtouched is likely to have gauzy curtains, open windows, windchimes, glass decorations, relatively light furniture, and the like, whereas a Snowskin’s home may seem like a winter cottage no matter what time of year it is. For those Elementals that are skilled in Communion and/or Wild, their ability to establish a place of power rivals that of Beasts; those who invade such a sorcerer’s home quickly find that the doorknobs are trying to kill them, and the kitchen knives move on their own. Attempts by Elementals to deny these tendencies in themselves traditionally end poorly. Whether they like it or not - and their feelings on the matter are often complicated at best - the Elemental has an affinity with their element, a relationship which inherently brings a feeling of comfort and kinship. Trying to reject that relationship only makes them unhappy on purpose.
With a place to live in and friends made, Elementals then have to actually figure out what to do with the arc of their lives. This can be...challenging. For those with unfinished business from their mortal lives, finishing such business and making decisions about it can be a great initial goal, but eventually all Elementals come back around to the idea of making something of themselves in the context of their Freehold. That isn’t to say that Elementals lack ambition or desires, but rather that articulating such desires, even to themselves, can often be difficult. Many Elementals don’t know what they want or why they want it, and without outside guidance end up spinning their wheels in the lower ranks of their Courts without comprehending either why they have done this or why it has made them unhappy. Here, as well, an Elemental’s Motley, friends, mentors, and/or romantic partners provide invaluable insight and direction. No Seeming proves the truism that isolation leads to shredded Clarity more clearly than Elementals.
Example Elemental - Ripley “Rip” Tide, Summer Waterborn
Jaeger Rip Tide is a coastal-dwelling Summer Courtier who, unusually for their Court, travels quite a bit. They keep a home in one Freehold to which they ostensibly belong, but are rarely there; they take bounties on Hedge beasts, exiled True Fae, and water monsters of all kinds from five separate Freeholds, all of whom have either appointed Rip their Jaeger or else just not made an argument about it when they’ve introduced themselves as such. Rip keeps two Hedge Beasts (”professional associates”), twin eels who introduce themselves as Port & Starboard, which run messages to and from the busy hunter and help Rip with particularly difficult quarries. The sight of their gem-like teeth, or Rip themself (coming in at a clean six-foot-six and never found without their thorn-and-steel fishing spear) is a sight for sore eyes to the Freeholds that the Jaeger services.
Lately, though, Rip’s been under pressure that they don’t really understand. Their ‘native’ Freehold wants them home more often or to at least take time from hunting to train an apprentice, both things Rip does not want to do. People need their help, right? Rip can reach those people easily, right? So what’s the problem? As far as Rip is concerned, their job is to Protect The Weak, not just a particular subset of The Weak. If someone doesn’t manage to defuse the situation, the Jaeger is going to end up exiled or worse over the sheer unwitting indignity of it all.
As with all of my articles, I welcome questions, comments, discussion, feedback, and criticisms. Please, feel free to reblog if you’re feelin’ it! 
Next up: Ogres
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theonyxpath · 6 years
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Travis sends this:
Cling to the world of the living as much as you like. Haunt your loved ones. Claw your way back into your own corpse. Beware of ghosts bearing masks, and steer clear of the exorcists and ghost-breakers. No matter what you do, the Underworld is waiting. Waiting for your Anchors to crumble, for your kin to forget you, or for the Reapers to take you. And when it welcomes you into its cold embrace, when you feel your very essence being leeched into the damp stone, you’ll know that old saying only gets it half right: Death is patient, but it is not kind.
The Lands of the Dead
Scholarly Bound and academically-inclined necromancers have catalogued the Underworld for as long as human society has explored it. While deep cultural variations and subtle elemental distinctions exist depending on the author, most divide the Underworld into several distinct areas:
The low places or cenotes, areas of Twilight that contain an Avernian Gate and are keenly attuned to the energies of death. On the other side of the Gates lies…
…the Upper Reaches, or the liminal stage between the living world and the…
Lower Mysteries, where the dead congregate in their hermitages, shantytowns, and even the great River Cities, which sit on the shores of the…
…Rivers of the Dead, a vast series of waterways that contain small gatherings of ghosts plagued by Reapers, and that cut through the Lower Mysteries, with harbors that abut…
…the Dead Dominions, or dry areas of the Underworld subject to peculiar Old Laws that grow more numerous the deeper you go, enforced by and subject to the rule of their Kerberoi, lords of their dead realms. Yet all Rivers lead to…
…the Ocean of Fragments.
On the dead side, Avernian Gates shine with a dim and coruscating light, scattering rays across forgotten tunnels like beams of sunlight broken by the ocean’s surface. Brackish water seeps and flows from cracks in the Gates, even if they lead to the hottest parts of Death Valley or Gilf Kebir. This same water flows out of an opened Gate in a torrent strong enough to knock the unwary off their feet, heralding a new ghost’s arrival. The dead are not sucked into Gates, but blown through, pushed to equalize the pressure of existence. They fall to the floor of the Depths sodden, another piece of detritus amidst a vast field of dead debris.
Castoffs
The living are not the only things that die. Valued knick-knacks, treasured possessions, even real estate prized by a community: they all burn, decay, and are lost. They persist in Twilight for a time, but without Anchors, these sad castoffs are blown into any nearby Gate whenever it opens. Detritus floats ever downstream, breaking into fragments and moving through the Upper Reaches at a glacial pace. Yet they are still charged with Essence, and ghosts, deprived of Anchors themselves, cannot help but be reminded of how much they’ve lost with the first bite of a rotten teddy bear or the crunch of a soiled wedding photo on ephemeral teeth.
Chthonians
Billions of ghosts have entered the deep below, eking out an existence in the upper reaches, then the Dominions, before succumbing to accident, somehow passing on, or entering a River (or the Ocean they flow to) and being destroyed. The human species is the Underworld’s great tide of immigrants.
The Underworld has natives.
Superficially, a Chthonian resembles a ghost. It has a body formed of ephemera, and its supernatural abilities resemble those ghosts learn to develop over time. Although many ancient ghosts and Kerberoi stray in form from their human origins, they’re usually still humanoid. Chthonians look like admixtures of upsetting images of death, carrion, and decay; e.g. yards-long maggots with distorted human faces, chitinous beetle-shells covering a core of congealing blood. Their mindsets are so inscrutable as to be alien. Most Chthonians don’t respond to ghosts at all, or “talk” in waves of pain and flies buzzing. The few Chthonians whom ghosts have bargained with appeared to view the interaction to be like scratching an itch.
A Chthonian’s touch tears Essence away from a ghost, so ghosts give them a wide berth. Sin-Eaters record tales of Chthonians destroying whole Dominions — not for any sin, but simply because the domain was in their way. On the other hand, many Chthonians are coated in Plasm, which drips and congeals in pools as they pass. Some ghosts follow in their wake, collecting Plasm, worshipping them as avatars of the Chthonic Gods (the Chthonians don’t notice) or trying to follow them. Eventually, these pilgrimages come to an end at a River. Chthonians are immune to dissolution from entering the Rivers, and appear to use them as migration routes. Ghosts who journey as deep as the Ocean of Fragments tell stories of gigantic, never-alive things, to the Chthonians as the Kerberoi are to ghosts, swimming beneath the still waves.
Life After Death
Let’s not dress it up in pretty language: The Underworld eats ghosts. Daily, bit by bit, it leeches them away, draining them of Essence. Once that bulwark is gone, the Underworld absorbs the dead, literally sucking them into the walls and floors of the cavern, until nothing is left except perhaps a fold of rock that resembles a face in profile, or a stalagmite with five finger-like protrusions.
So how do the dead survive this place? Many, simply put, don’t. It’s difficult, but not impossible, to acquire Essence in the Underworld, and the clever, the lucky, and the ruthless can carve out a niche for themselves.
Hermits
You’ll find some ghosts living in hermitages on the shores of the tributary streams of the Underworld, carefully fishing the waters for castoffs. Any given tributary doesn’t see much in the way of castoffs, but one or two ghosts, committed to an ascetic lifestyle, can just about survive. Travelers beware: in the lean times, when it’s a choice between slow, agonizing dissolution and devouring a wanderer for his Essence, the unthinkable becomes very thinkable indeed.
River Citizens
Other ghosts take the opposite tack, seeking safety in numbers and mutual protection. At the confluence of the Rivers, where castoffs from hundreds or even thousands of streams come together, you’ll find the great River Cities: ramshackle strongholds of the free dead. Most are built from the detritus that slides down into the Rivers, giving them a patchwork appearance. A rare few have residents that possessed some degree of supernatural might capable of reshaping the Underworld, and are built up like favelas or banlieus. Most can be seen from the Upper Reaches — cliffs in the tunnels give glimpses of these communities, lighted by thousands of scavenged lanterns that never go out and reflect off the glittering Rivers in the never-ending night. But take care: far more River Cities are ruled by local strongmen who brook no challenge to their authority than by autonomous collectives for the benefit of all. Human nature is human nature, after all.
Dominions
If panning for torn photographs and half-melted GI Joes or living cheek-by- jowl with the hungry dead in a River City don’t appeal to you, there are always the Deep Dominions. These strange pockets of the Lower Mysteries have their own rules, and their own guardians. Within a Dominion, a ghost who abides by the Old Laws is safe from the leeching effect of the Underworld. A ghost who breaks the Old Laws… well, they have more immediate concerns. But mind yourself: Dominions don’t last forever. Oh, this one’s been around a century or so, and that one is described in the scriptures of Mourner krewes going back three millennia, but eventually, every Dominion will crack asunder and plunge into the Ocean of Fragments, leaving behind nothing but a sinkhole and a shattered gate.
Two Ways Out
Absent someone from the land of the living pulling an Orpheus, there are really only two ways out of the Underworld. The first is to drink deep from one of the Rivers, filling yourself with its poisonous power to become a geist, bound to a specific form of death rather than an Anchor. Even then, the geist has to actually find an Avernian Gate and wait for it to open from the other side — plenty of geists still roam the Underworld, looking for their way out.
The second way out is to become a Reaper. But we’ve already talked about that.
Whether total destruction — by diving into the Ocean of Fragments, the toxic touch of a Chthonian, or ectophagia — is a third way out (and different in any meaningful way from being consumed by the Underworld) is hotly debated in esoteric circles.
Wish You Were Here
Sin-Eaters have any number of reasons to go to the Underworld. First and foremost, it’s where ghosts are, and a Sin-Eater who ignores half the world’s ghosts is a poor Sin-Eater indeed. Every krewe archetype has its own reasons for taking the plunge, from the Mourners who chronicle the stories of the forgotten dead to the Necropolitans who love nothing more than jailbreaking as many shades as possible. Being that the Underworld is the source of Haunts, it’s also where you have to go when you want to learn a new one. But perhaps the biggest reason is simply this: if you want to change the Underworld, you have to understand it first.
Next Time
Ceremonies or playable ghosts?
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