For a project I’m working on, I’m trying to come up with elemental energies - as much to give a peculiar flavor to different magical paths beyond the standards set out by D&D and GURPS as anything else.
There’re obviously the two best-known elemental sets… The Western one of Earth, Air, Fire, and Water, and the Chinese one of Air, Fire, Water, Metal, and Wood. Either one could have energy polarities, or light/shadow, pitched in.
But, O Fellow Denizens of the Citadel, I ask this - what other kinds of unique elements can you come up with?
Additional Ideas (22)
Sabres - Air - Freedom and nobility
Towers - Earth - Vigilance and solidity
Masks - Water - Deception and confuson
Torches - Fire - Violence and destruction
Stars - Light - Wisdom and knowledge
Vaults - Darkness - Seclusion and imprisonment
Not exactly new and original elements, but a world based on suits instead of elements could be interesting...
Light - white - good
Shadow - black - bad
Fire - red - good
Earth - orange - bad
Electricity (energy) - yellow - good
Life - green - bad
Water - blue - good
Air - purple - bad
You could go caveman.
Nothingness - Air and everything you can't see
Everything - All you can see and touch
Darkness - That which is unknown. Counts stuff under the mountain and deep in the water as well as the night.
Concentrate on colors and let them categorize the elements
Red - fire
Blue - water
Green - trees and grass/nature
Brown - dirt and earth
White - clouds/air
Grey - metal and mountains
Found a cool Greek Site that I can't resist adding.
Earth is Dry and Cool
Water Cool and Moist
Air Moist and Warm
Fire Warm and Dry
Quote from: "http://abyss.uoregon.edu/~js/ast123/lectures/lec01.html"
In a seemingly unrelated discovery, Euclid, a Greek mathematician, proved that there are only five solid shapes that can be made from simple polygons (the triangle, square and hexagon). Plato, strongly influenced by this pure mathematical discovery, revised the four element theory with the proposition that there were five elements to the Universe (earth, water, air, fire and quintessence) in correspondence with the five regular solids.
Elements had a natural tendency to separate in space; fire moved outwards, away from the earth, and earth moved inwards, with air and water being intermediate. Thus, each of these five elements occupied a unique place in the heavens (earth elements were heavy and, therefore, low; fire elements were light and located up high).
Ice (bit of a ff fan) frezzing cold to the touch, incase in ice
energy or electricity massive balls of pure energy
crystal element of fragile but unbecoming strength
Binding force- "Wholeness", "holding-together", the element which causes things to be whole, to stick together, to combine, to stay in one place.
Deconstructing force- "Partiality", "falling-away", the element which causes things to be partial, to fall into pieces or crumble, to split away from each other, to repel, and to move.
Increasing force- "Complexity", "extending-outward", the element which causes things to increase in size or number, to grow outward, to move outward (out of itself), to multiply, to enlarge.
Decreasing force- "Simplicity", "shrinking-inward", the element which causes thigns to decrease in size or number, to shrink, to move inward (into itself), to decrease exponentially, to diminish.
Now, I'm not sure how you would implement those, and they cross over in many places... But whatever.
There's a bunch of grey dust. It suddenly flurries together into a grey cube, and it's cracks vanish (binding force). Cracks suddenly develop, and the whole thing crumbles to pieces (deconstructing force). The cube reforms. Now, it begins to grow and spawn smaller cubes and split itself off into a multitude of cubes (increasing force). Then, the cubes begin to shrink and diminish into themselves, some by pieces, others exponentially (decreasing force).
I have no idea how that helps, but...
* Associations: Passive, Positive, Submissive, LAW
* Law/Order-Stagnant (Things to stay the way they are right now)/ Law/Order-Dynamic (Things to become stable and stop chaos)
* Primary Gender: Female
* Element: Luminance/ Spirit- Light, links between things.
* Color: White and Lighter Greys, colors one shade off white.
* Symbol: Equilateral Triangle pointed right
* Profession Prime: Acolyte: Faithful. Desire for faith/ spirit
* Profession Sece': Archpriest: Control. Desire for dominance.
* Cards: Triangle/Temple, Priestess
* Associations: Active, Negative, Dominant, CHAOS
* Chaos Dynamic (Desire for changes to happen)/ Chaos Stagnant (Changes to occur only along current lines. Things to change as they are changing right now.)
* Primary Gender: Male
* Element: Luminance- Darkness, magic and deception/illusion
* Color: Black and Darker Greys. Colors one shade off black.
* Symbol: Equilateral Triangle pointed left
* Profession Prime: Mage- worker of magic. Agent of change.
* Profession Sece': Thief and Actor, workers of mind/illusion.
* Cards: Staves/ Wands, Mage
Remember Light and Darkness are simply different sides of the same thing. They are seperate, yet one.
* Associations: Passive, Negative, Dominant, LAW
* Doer/ Leader / Protector (Aids/ Helps/ Defends those in need)
* Primary Gender: Male
* Element: Metal and Rock, Craft shops
* Color: Brown/ Greys/ Metallics
* Symbol: Equilateral triangle point down with a horizontal slash halfway through.
* Profession Prime: Merchantile/ Transactionsmiths
* Profession Sece': Crafter- Excellence in their craft
* Cards: Shield/ Jewel, King
* Associations: Active, Negative, Submissive, CHAOS
* Thinker (Maker of Knowledge- Gain Wisdom)/ Inventor/ Teacher (User of knowledge and wisdom)
* Primary Gender: Female
* Element: Wind/ Cloud/ Weather Libraries/ Schools
* Color: Blue, White, Silver
* Symbol: Equilateral triangle point up with a horizontal slash halfway through.
* Profession Prime: Teacher - Vessel of knowledge
* Profession Sece': Writer/ Scribe - Recoder of knowledge
* Cards: Disks/ Wheels, Queen
* Associations: Active, Positive, Dominant, CHAOS
* Leaders- (Foresight and charisma. Promotes growth)/ Destroyers (Those who lead people down the wrong path. Promotes destruction, which allows for future growth.)
* Primary Gender: Male
* Element: Fire/ Lightning/ Smoke The Wilds
* Color: Red and yellow, smacks of green
* Symbol: Equilateral triangle point up.
* Profession Prime: Travellers and Wardens (those that live in the wilds)
* Profession Sece': Farmers, Trappers, Loggers (those that use the wilds)
* Cards: Trees/ Swords, Knight
* Associations: Passive, Positive, Submissive, LAW
* Feeling, Caring, Mental balance, Love (All positive or controlled emotions)/ Lover. Passions, Drives, and all emotions imbalanced, out of control, and all negative emotions.
* Primary Gender: Female
* Element: Water, Oceans, Sailing, Healing
* Color: Blue Greens (tiny smacks of pink/red)
* Symbol: Equilateral triangle point down.
* Profession Prime: Art, Artists, Producers of Beauty
* Profession Sece': Courtisan, people who help people, healers, skills and edication to do so.
* Cards: Heart, Rainbow, Princess
Creating and Growing/ Farming.
Kachan (The Stone - Grey): All that is stable. Tangibly this is mostly the solid inanimate/ stones, metal, and soil. This is the element of The Foundation and resistance against the other forces. When The Stone is finally gone, there will be no place left for The Green and The Storm to be.
Zhoorr (Storm- Blue and White): All that is in motion: This is the air and the water. These things are in motion, eroding the solid, feeding the green, being the origin of all things (from that which is in motion).
Chaos, spuring growth and change.
Aural (The Spirit, things unseeen) - Yellow): These are all the thoughts ideas and feelings in the world. This is where the spirits are, the balance of The Stones. This is the place where things that will be are ... they move from The Aural through the Thayl and Zhoor to the KaChan.
The Yod: The active principle. First Force
The He: The passive principle. Receptive Vessel
The Vau: The Child, that principle which is brought forth by the active and the passive.
These three form the first family. Everything can be broken down into triad families.
The 2nd He: This which rises above. The passage from one world/state to the next. That which rises up becomes the Yod of the next cycle.
The five elements are, in ascending order of power, Earth, Water, Fire, Wind, and Void
Chi (Earth) represents the hard, solid objects of the world. The most basic example of Chi is in a stone. Stones are highly resistant to movement or change, as is anything heavily influenced by Chi. In people, the bones, muscles and tissues are represented by Chi. Emotionally, Chi is predominantly associated with stubbornness, stability, physicality, and gravity. In the mind, it is confidence; and emotionally it is a desire to have things remain as they are; a resistance to change. When under the influence of this chi mode or 'mood,' we are aware of our own physicality and sureness of action.
(Note: This is a separate concept from the energy-force, pronounced in Chinese as qi or ch'i and in Japanese as ki, )
Sui (water) represents the fluid, flowing, formless things in the world. Outside of the obvious example of rivers and the like, plants are also categorized under Sui, as they adapt to their environment, growing and changing according to the direction of the sun and the changing seasons. Blood and other bodily fluids are represented by Sui, as are mental or emotional tendencies towards adaptation and change. Sui can be associated with emotion, defensiveness, adaptability, flexibility, suppleness, and magnetism.
Hi (fire) represents the energetic, forceful, moving things in the world. Animals, particularly predators, capable of movement and full of forceful energy, are primary examples of Ka objects. Bodily, Ka represents our metabolism and body heat, and in the mental and emotional realms, it represents drive and passion. Ka can be associated with motivation, desire, intention, and an outgoing spirit.
Fu (Wind) represents those things that, even moreso than Sui objects, grow, expand, and enjoy freedom of movement. Aside from air, smoke, and the like, FÃ» can in some ways be best represented by the human mind. As we grow physically, we learn and expand mentally as well, in terms of our knowledge, our experiences, and our personalities. Fu represents breathing, and the internal processes associated with respiration. Mentally and emotionally, it represents an 'open-minded' attitude and carefree feeling. It can be associated with will, elusiveness, evasiveness, benevolence, compassion, wisdom, and electricity.
Ku (Void) represents those things beyond our everyday experience, particularly those things composed of pure energy. Atoms, their component particles, and atomic forces fall under this category, as do people in a higher state of consciousness. Bodily, Ku represents spirit, thought, and creative energy. It represents our ability to think and to communicate, as well as our creativity. It can also be associated with power, creativity, spontaneity, inventiveness, nuclear reactions.
Ku is of particular importance as the highest of the elements. In martial arts, particularly in fictional tales where the fighting discipline is blended with magic or the occult, one often invokes the power of the Void to connect to the quintessential creative energy of the world. A warrior properly attuned to the Void can sense his surrounding and act without thinking, and without using his physical senses.
The bagua "eight trigrams" is a fundamental philosophical concept in ancient China. It is an octagonal diagram with eight trigrams on each side. The concept of bagua is applied not only to Chinese Taoist thought and the I Ching, but is also used in other domains of Chinese culture, such as fengshui, martial arts , navigation, etc. If it works for an ancient and philophiocal culture it might work for you.
Qian (Heaven): FORCE
Northwest, grey/ white/ black, Benefactors
Dui (Marsh): OPEN
West, white, metal, family, autumn
Li (Fire): RADIANCE
south, red, fire, fame, summer
Zhen (Thunder): SHAKE
East , green, wood, ancestors, spring
Xun (Wind): GROUND
Southeast, purple, wood, wealth
North, Black, Water, Winter, Craft/ Career
Gen (Mountain): BOUND
Northeast, dark blue, - , earth, self cultivation
Kun (Earth) FIELD
Southwest, pink/ white, earth, marriage
Picture these images going around in a circle, with south and north, being south and north.
In traditional Chinese philosophy, natural phenomena can be classified into the Five Elements: wood, fire, earth, metal, and water. These elements were used for describing interactions and relationships between phenomena.
The doctrine of five phases describes both a generating cycle and an overcoming or restraining cycle of interactions between the phases. In the generating cycle, wood generates fire; fire generates earth; earth generates metal; metal generates water; water generates wood. In the overcoming cycle, wood overcomes earth; earth overcomes water; water overcomes fire; fire overcomes metal; metal overcomes wood.
north, black, tortise, cold, winter, knowledge
east, green or blue, Dragon, rain, spring, benevolence
south, red, Pheonix, heat, summer, propriety
center, yellow, caldron, wind, between seasons, good will
west, white, tiger, clear, autumn, righteousness
Please keep in mind that this is a cycle, produced by the friction between ying and yang cosmic forces.
Water represents the spirit of life.. all things alive come from water.
They grow, from water, made manifest as wood. Wood represents life.
Life eventually brings fire, which is the passion/ emotion/ flow of life.
Wood burns with fire, eventually producing ash... ash makes the solid world -earth.
Earth solidifies farther making metal. From Earth comes metal. Metal gives us the ability to make tools and control the world around us. Metal is the equivalent of the Western Culture Air, the realm of spirit and mind. It gives shape/ focus to the world.
Eventually metal melts and become water.. the cycle begins again.
...I fear if your awareness ever loses self-containment someday. The world would drown beneath ideas and information.
He can barrage the thread leaving nothing else to be said.
I mean that in a good way.
Asian and pacific systems are mostly based on the cyclic flow of cosmic forces. The Chinese Bagua seems the dominant root system, but the Japanese system seems to be a cross between the Euro/ Western Model and the Bagua.
(It should be noted that The Five western Elements and the cycle of elements are complimentry. )
Native American (North) seem to be similar to the Japanese... a cross between the Western and Eastern model.. opposing forces that balance each other in a cyclic dance.
Native American (South) seem to have more in common with the I Ching or 64 paths of cosmic forces than any other elemental system. However our understanding is fairly incomplete, as the Spanish made sure to destroy most religious/ magical texts.
-Rising energy (pulls up- air)
-Descending energy (pulls down- water)
-Central energy (keeps still, keeps together- earth, stone)
-Turning energy (constant motion- can't think of a good example)
-Split energy (when rising or descending pulls on central, it creates split- fire is an example of this)
Building on the western four earth, fire, wind, and water, there are actually a lot of ideas that can be played around with.
Life and Death are elements that are rarely mentioned, however they are fundimentally powerful.
Spirit for another. Spirit can take many forms. It could be considered similar to life and death, but it could also be the principal foundation for mind control and compulsion, and any other mind effecting spells. Also it might be similar in nature to magic, and be the fundimental power involved with antimagic fields and magic enhancing powers. Spirit could also be the thread that allows for sight into the future.
Luck. Luck usually gets overlooked as an element because people do not see how it can be used in a spell or ability, however, even if that were true, it would still be a fundimental element, primary in all things.
Chaos and Order. These could be considered the elemental equivalents to Luck, but they don't have to be. Order could be used for divination (giving one the ability to see the natural order of the world before it happens) or any other form of increased mental function, allowing one's mind to organize itself more efficiently. Chaos is used a lot in literature, allowing the improbable to happen.
Time is a good one. Everybody can see how time is a fundamental element of the world, as well as its usefullness in practical situations.
If you wanted to, you could say that the five senses were the elements of the world. After all, what exists without the fundimental elements of sight, sound, touch, taste, and smell.
Air has sound and touch, but not smell, taste or sight.
Fire has sight, and touch, but not smell, taste or sound.
These are just a few suggestions off of the top of my head, hence the reason that they are not organized or written out very well. I suggest that you play around with them to see what works for you.
Mentally - Joy, happiness, delight, contentment.
Physically - Lust, sensation.
Mentally - Sorrow, anxiety, sadness.
Physically - Agony, hurt.
Mentally - Anger, hate, revulsion.
Physically - Violence, pressure.
Mentally - Calmness, inner peace.
Physically - Steadiness, relaxation.
Journey (Pure Orange)
"The journey of a 1000 ri (each one 1000 paces) starts with one single step." Keys: Motion, Path/ Road, Destination, Arrow (triangle) or Doorway/Archway.
Life is a journey, through time, matter, and spirit. The first and foremost element. It seems to be rushing ahead of all others, but in actuality it is pushing the others along.
Patience (Pure Green)
"The perfect moment makes all the difference"
Keys: Passive, Time, Change (not paradoxical, things change all the time, usually in a rythm), Sphere or Coil (time as viewed from the future towards the past - time goes in a circle and travels forward creating a spring).
Peace (Orange and Green Mottle)
"Like the lake, serene and smooth."
Keys: Calm, Balance, Dance, Water of the Lake or Rain, Peace's Glyph.
Without peace there would be no patience on the journey.
Strength (Orange and Purple Mottle)
"The Will to act will forge the vessel."
Keys: Will, Body, Crafts, Fire of the Forge, Strength's Glyph
Without strength to act upon wisdom there would be no journey.
Wisdom (Pure Purple)
"Life is the journey, not the destination."
Keys: Active, Searching, Solids (Wisdom comes from looking at the solid world and seeing beyond it), Square (for the four sided life Truthfulness, Austerity, Mercy, and Cleanliness -physical/ mental/ spiritual)
And all things come from Spirit (Yellow, Red, and Blue)
Key: The unseen, unfelt, unknown except by inference. Puzzles and interlocking rings. The prime mover, yet the greatest resistance to motion. Water without a vessel. A ball floating in air. Arrow without a bow.
Learning (Purple and Green Mottle)
This is not an elemental force. It is a mental construct, anchoring the elemental forces to the material world... the touchstone between spirit and matter/ body... the mind.
Inspired by a new martial arts T-shirt Line. I added the concepts and quotes.
These are the strange forces that govern the flow of magic, psionics and some say even the fundamental stuff that everything is created of. Most scoff at such notions, but the powers of the rare mages who learn to harness the purified forces of even a single arcane element are enough to leave disbelievers scoffing quietly.
Montez is the arcane force of positive seperation, the force that drives birds into the sky and the clouds to tower above even the mountains. It is not to be confused with ideals such as lift and bouyancy, but these are actually different expressions of Montez.
Eloiv is the seperating force, the thing that forms the boundaries of things, from the often indistinct boundary between water and soil, to the more concrete boundary between flesh and air. Eloiv can be reinforced to make brittle things strong, or to rupture things completely.
Etran is the force of inexplicability, which some foolishly call the power of chaos, though while it is certainly the master of chaos, Etran is also the force that drives emotion, intellectual thought and aspects of the soul and other things that defy any attempt at explanation or prediction.
The arcane force of attraction, this is the force that bonds fire to things that burn and the air to the surface of the water. More mundane aspects of Armech include magnetism, gravity, and inertia.
Ane is the 'good' force, but to call it good, attractive, positive or the like is to only name single facets of its potential. Ane is the force of attraction between base and noble, the difinitor between have and have not, and the name of the boundary between light and shadow, shadow and darkness. There is no corresponding anti-force to Ane, it is, or it is defined by it's absence.
The arcane force of self, Tevat is self definition, mass, ego, and denial. Of the arcane forces Tevat is considered to be the easist to comprehend as many consider creation to be primarily composed of Tevat and given order, purpose, and objective definition by the other arcane forces.
-Mages can be balanced, polarized, or specialized
-Warlocks defy Mage rules
-Can summon creatures, create items and energy, and renew things (healing?)
-Things and creatures brought forth will be 'rough' - creatures will be almost like crude sculptures without the smooth movements of a "true" creature
-Nothing may be directly damaged or destroyed with this force, but indirect damage - calling forth fire beneath an opponent, for example - is possible
-The nature of things cannot be changed with this force.
-Can shape and mold things to a more perfect form, whether turning a crude natural bridge into an elegant walkway, forming the 'rough' creations of the Creative into "true" creatures and items, or aiding the labors of a craftsman to turn raw materials into a finished product
-Cannot directly create a finished item, only shape it from raw materials
-Cannot deal damage, but can heal.
-Unable to truly alter something from what it is. A piece of wood shaped to become a sword is still wood, and lead shaped into bars cannot be made gold.
-Can break down things, deal direct injury, and banish things.
-Cannot create things except in the crudest way - breaking blocks to make a rough sculpture, or making a tunnel by destroying the earth.
-Cannot be used to shape things save as above; fine control needed to make a finished product is impossible as the energy 'spills over'.
-Cannot change a substance, only destroy it.
-Can transform things from one form to another, or one type to another. Shapeshifting and transmutation are quite possible.
-Cannot create things, although previously existing items and creatures can be made into something else
-Cannot make a finished item by turning a crude item into a finished one, but can change the nature of a finished item - lead bars becoming gold bars, but not a wooden staff becoming a metal sword or a frog into a wizard.
-Cannot actually destroy things, only transform them, although the result may fall apart naturally - a castle wall with the bottom row turned to soft mud will naturally fall apart.
-Mages must undergo a test to determine the forces to which they are attuned.
-Balanced mages are uncommon, as they may use all four forces equally but have no special power with any.
-Polarized mages show a measure of attunement to two forces, but not opposed ones. Thus, Creative/Orderly, Orderly/Destructive, Destructive/Disorderly, and Disorderly/Creative are the only four possible Polarizations. Polarized mages are the most common.
-Duality mages specialize in opposed forces - Creative/Destructive and Orderly/Disorderly. Extremely rare, and often more than a bit insane.
-Specialized mages focus solely on a single force, and can wring measures of strength from it that lie beyond other, more generalized mages, at the cost of versatility. These kinds of mages are about as uncommon as balanced mages, and often work in teams with other specialized mages as befits their profession of choice.
-So-called sorcerers exist (sorcerer being the wizardly term; normal non-spellcasters tend to call them warlocks out of a sense of fear at their 'unnatural' magic) who can tap into the various forces without training and in strange ways. They are extremely rare, however.
-Like wizards, most warlocks are Balanced spellworkers. Their inherent grasp of magic and the nature of their gift, however, makes them roughly equivalent in power to a Polarized or Duality mage.
-Polarized warlocks are extremely rare, while duality warlocks tend to be more common and quite thoroughly off their rockers.
-Specialized warlocks achieve heights of power unknown to anyone else, but usually end up destroying themselves by reaching too far.
-Extremely rarely, Warlocks exist who tap three of the four forces, a thing unheard of among Mages. This unorthodox combination is abnormally powerful, as well, but the imbalance tends to rapidly turn them into gibbering lunatics of no importance.
-Rumors exist of warlocks who can tap a 'Fifth Force' of some kind, doing things that leave Mages and other Warlocks alike completely dumbfounded; distortion of space and time are often featured, but discounted as impossible wives' tales.
-Any spellworker may be 'biased' toward a given force over another while still remaining able to tap into the others. Certain forms of magic are only possible for a given force-dominance or force-balance. The animation of golems, as an example, requires a perfect balance of both Creative and Discordant Force, to summon up animating energy and shape both it and the material of the golem's body together.
-If a 'Fifth Force' exists, it would be linked to the energy and structure of the 'barriers' of space, time, and the planes; a Fifth Force Warlock would likely be able to teleport, augment their own speed, and potentially open portals to other planes. However, such a talent would likely be unfathomably rare in this system.
Light, Sound, Substance, Spirit, and Time.
Mist, Steel, Thunder, Dust and Frost.
Earth, Wood, Water, Ice, Air, Lightning, Fire, Metal -> back again to Earth.
Air, Water, Fire, Earth (as in soil, the generative element), Crystal (which includes rock and metal), Aether (light and lightning), Ice, Shadow, Decay (either Death or Transformation) and the Void (a hard-to-pin-down element that involves Time or Destiny).
After reading up on Kitsunes and game magics, I've sorted the elements I know of for certain into the following Elemental Zodiac.
The Four Cores:
--Earth: all stone, sand, ground, rock mineral focuses, and solid structure
--Water: all pure liquids, non-molten fluids, currents, rain, and fluid structure
--Wind/Air: all gases, gales, vortexes, clouds/vapor/steams (when touched with water), free movement structure
Fire: all heat, flames, combustion, active structure
The Four Fusions:
--Wood (Earth + Water): all plants and plant based material and/or organisms
--Ice (Water + Wind/Air): all cold, freezing, and things born from freezing
--Lightning (Wind/Air + Fire): all electricity, storms, and electric based powers/forces
--Metal (Fire + Earth): all ores, metallic materials and/or organisms, and metal focused energy
The Two Influences:
--Light: encompasses glows, beams, stars, suns, Heaven, Healing, Life, Angels, Goodness, etc.
--Dark: encompasses shadow, illusions, voids, space, black-holes, Hell, Pain, Death, Demons/Devils, Evil, Primal, etc.
The Three Lords:
--Sound: covers sounds, all sonic based forces and techniques, on up to Cosmic Harmonics and Dimensional Frequencies
--Spirit: covers ghosts, life-force itself, Ki/chi forces, emotions, the very spark of life itself, and the true soul--the very thing that separates the truly alive from the false imitations.
--Time: The Past/Present/Future, the flow of time, age, youth, speed, the ever moving force that without which everything stops and then shatters.
All the other magical energies and forces I've found since either falls directly under one of these 13, or is born from a minor mix of two of them.
The five elements are Limen, Loam, Caelum, Caementum and Wood.
Limen is the elemental threshold, the thinnest veneer between us and the spiritual realm. This is the way of liquid, the mutable yet tangible. Water, blood , acid , to fire are passive to active Limen manifestations. Emotions are in the realm of Limen, but border of Loam.
Loam is the element of the earth that could grow out of. This would be soil, shifting from silt, sand, to soft rock, to even salt. Fertility and potential are in the realm of Loam.
Caelum/Skyis the element of nothing that exists, the intangibles. This manifests as air, mist, and even fire. It is also the realm of thought.
Caementum/Of Earth is the element of deeper earth. This is the stoic and tangible, the anchors of the world. Clay to Metals. It is the realm of making.
Animus. The elemental profile consists of living things. While it is mostly associated in its raw state with plants, animus with some additional elements will make animals (and spirits).
This is a metaphysical setting element. There are eight elements.
The Court of Light (Expansion, Creation, and Order) the three associated courts
Sun (fire and drive),
Sky (always in motion, always thinking),
Green (Plant/nature/soul - living)
The Court of Darkness (Contraction, Destruction, and the Random) the three associated courts
The Blue (Ocean and emotion),
The Keep (stone/metal),
Winter (frost, cold, stasis)
The associate courts are mostly their prime, but have segments of them in the opposition.