Lightning Werewolf Ninjas

What's called what

Elemental Terminology/Language:

Elemental forces: Air, Water, Earth, and Fire are the Primary forces of the elemental arrangement. Lightning (at the meeting Air and Water), Wood (Water and Earth), and Metal (Earth and Fire), are secondary, but by no means weaker, pillars. Tertiary forces are similar to the secondary, but are usually more specialized or limited, such as having a Metal crafting limited to a particular metal (steel, copper, gold, etc.) the Fire/Earth joining of Lava instead of Metal, the ability to manipulate mud/clay/etc instead of Wood, and so on. There is a force at the joining of Air and Fire that few individuals have dared to explore, surviving individuals anyway.

The Great Cataclysm: the aborted invasion or infection by the Beings from the Outer Darkness. Although the exact time is unknown due to the destruction of records and the need to concentrate on survival and rebuilding of civilization, it’s generally accepted this was over one thousand years before the current age.

Chor: Cousin; of a mutual kinship by family, blood, or element.

Te’Chor: Near-cousin; of a kinship within a quarter turn of the elemental circle. Fire to Metal or Earth. Water to Air, Lightning, Wood, or Earth. Etc.

Ka’Te’Chor: Not-near-cousin or Far-cousin; of a kinship across the elemental circle, but of a similar clan, species, family, etc. What a Fire-Tiger would be to a Fire-Wolf, or a Wood-Fox to a Lightning-Fox.

Skaa: The strength, durability, toughness, core, quintessence of an element or force.

Pantharin Empire: The largest, longest lasting mono-species kingdom that arose shortly after the Great Cataclysm and is now in decline due to corruption and lack of strong leadership.

Elemental Clans

Each character will have a 2 bonus check with skills or crafts associated with or influenced by their element. Some spellcaster spell effects can be altered to align with the element the caster wields. Cold damage for water, or electricity for lightning, instead of fire damage for fireballs, etc.
Water: +2 to Heal checks (Heal will always be a class skill)
Wood: +2 to Stealth checks in woodlands (
4 when have 10 or more ranks in Stealth)
Earth: 2 bonus to Strength, +2 to survival (4 with 10 ranks in the skill); 2 to handle animal (handle animal is a class skill); +2 to perception (when in contact with the ground);
Metal: +2 to Con; +2 to fort & will saves; +2 to initiative; When fighting with a metal weapon, the weapon gains a non-magical +1 to hit & damage, this bonus stacks with masterwork weapons; +2 to skills & crafts when working or handling metal; you can make metal weapons & armor masterwork, with tools, additional metal, & time
Fire: +2 Cha; 2 to Bluff, Intimidate & Diplomacy (
4 bonus when skill has 10 ranks or more); Burning Hands once per day for every three levels plus their Con bonus; +2 skill bonus with skills & crafts associated with fire/flames;
Lightning: +2 to Intelligence; +2 to Initiative; Shocking Grasp once per day for every three levels plus their Con bonus (channels through prepared metal weapons);
Air: +2 Dexterity; Improved Initiative +4 (taking the feat WILL stack); +2 perception (while concentrating on using your air crafting) +4 bonus when 10 ranks in skill; +2 stealth (visual) +4 stealth bonus when 10 or more ranks in the skill;

Before the Current Age

Many, many generations ago, the Continent of Lakorthuss was invaded by Entities from the Outer Darkness. Their corrupted minions, using the foulest magicks bequeathed to them by their Masters, tore holes in the walls of our reality, letting in demons as formidable as they were horrendous. These mindless shock troops swarmed over the land, slaughtering civilians and soldiers alike. Men, women, and children, humans and animals fell to the creatures’ claws, teeth, and spells. Deities manifested their forms on the Material Plane to battle the demons, the Gods were overwhelmed in mere days. The creatures’ alien natures were resistant to even the potent powers of the Gods Themselves. Peasants and nobles, clergy and warriors banded together to fight back and hold death at bay for a time.
But the impatience and greed of the minions proved to be the undoing of their Masters’ plans. Desiring a swift and final victory, they opened more portals to let in other entities of an even further bizarre nature. The sentient elemental energies that flowed into our realm found the destructive nature of the invading demons to be repulsive and needed to be stopped. Although they were powerful and were able to harm and even slay the demons, the Elementals’ forms were fragile and the demons could tear them apart with ease. Individually and in groups, the Elementals found mortals to bond with. Some individuals were incompatible with the strange thoughts and energies of the Elementals and were killed or driven mad. Some embraced the joining and became almost Demigods, but still mortal, others gained minor control over the elemental energies, but enough to slow or distract the demons so the elevated ones were able to devastate the hordes of the Outer Darkness. While the major fighting raged across the land, the non-bonded mortals and lesser empowered ones hunted and slew the Outer Darkness’ minions, and sealing the portals to stop the invading demons from replenishing their numbers.
Decades later victory was finally achieved. All the portals had been found and sealed, the vast majority of the demons had been slain, the weakest ones fled to distant parts of the land and to hide in the deepest pits they could find. And mostly, due to the infusion of elemental energy into the major races of the land, the Entities from the Outer Darkness could no longer influence or feed upon the mortals or their offspring. Their energies had become too alien for the Darkness to stomach.

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