Elemental Creatures Lesson

== Introduction ==
Mana and magic are an integral part of the world, and practically every living creature- and some of the dubiously living- contain mana. All mana in use by living things bears an affinity of some kind, and some creatures more than others have adapted to its use. Some simply evolved methods of using mana naturally, as one would develop claws or venom. Others inherited these powers in other ways, through exposure or even an elemental lineage. The Pulse brought a number of things from the other planes, and while most could not survive the Material, some did. And some of those evolved, and changed, or intermingled with other creatures of this plane. And from them, many of the most dangerous creatures came.
Different affinities of magic have inherent traits to them. Some are so obvious as to be unspoken, such as fire being quenched by water, or plant creatures burning easily. Others are less obvious, such as any creature of Earth affinity being extremely susceptible to Puffins. These weaknesses often follow on simple logic, but as I said some are less obvious. Learning to exploit these weaknesses, and even other mundane ones, can be the difference between victory, and defeat.
== Twigjack ==
Twigjacks are bulb-shaped wooden creatures, often sporting branching structures from their backs. They are squat and often clumsy, but their form gains them some advantages. Heavy blades such as axes, or blunt force can damage them, but their dense wood exteriors turn away a sword, and usually damage it. Bent blades and folded or chipped edges are all the results you will get trying to stab one of these unless you aim for a gap in their form.
The best way to detain a Twigjack is blunt force and bindings. As creatures of the Earth Affinity, they are very weak to fire, and are susceptible to Puffins. They are not very threatening, and should be fairly easy to detain without killing them.
== Caribe Dilo ==
Caribe Dilo are raptors, and like most raptors their heart is central and lower set in their chest. They have a keeled sternum bone over their entire front, making it very difficult to stab their heart directly. Your best angle to puncture is to stab horizontally as far as you can from the front, aiming right for the base of the neck. This is a dangerous position to be in however, as the Caribe Dilo has a close range noxious breath used to stun and confuse prey. They hunt creatures typically smaller than humans, so the effects of this breath are not as debilitating to those of our stature, but it will still make you dizzy and nauseous.
Caribe Dilo are fairly common in the mountain ranges of the Dark Lands, and some have been known to hold ranges even down to near the borders of Sanctuary depending on how rough the winter prior was. Aside from stabbing for its heart, the Caribe Dilo is a creature of Dark Affinity. Bright lights will stun and confuse it, if only for a time. The creature produces it's noxious breath in a sac in its throat. Electrical shocks can rupture this sac, filling the creature's lungs with it's own fumes and choking it, rendering it unconscious. The Caribe Dilo will survive this, and eventually regrow it's toxin sac, but it can be a good way to swiftly end a fight.
== Phastalon ==
Phastalons are another raptor type, found in many forested regions. They have no notable elemental affinities, but certain affinities can be used against them with ease. Phastalon's are fishers, relying on their speed and agility to avoid confrontations usually. They will attempt to scare off predators with their bright plumage and shrill cries, but if this fails they run. They use their feathers similarly to cat's whiskers, sensing changes in the air pressure and flow to detect anything that approaches them.
The best affinity to use to try and detain a Phastalon is Earth. Creatures that rely on their speed and agility can often be trapped and overcome by stripping them of those boons. Earth magic can be used to unsettle the land, creating divots and ditches that will trip them up, or creating thick mud that will suck them in and entrap them. Phastalons are mostly harmless, and should be detained when able rather than killed.
== Cinder Katharos ==
Cinder Katharos are the most closely related to their Elemental origins, being strongly tied to the Fire Affinity and possessing a stronger ability to employ magic than the others we've spoke of today. One trick they use is a low level magic sense, being able to detect temperature changes within a large radius, making them difficult to sneak up on. Their primary offensive tool is a caustic liquid that erupts on impact, spit from their mouths. This liquid burns at a low temperature, but can still give you mild to severe burns if not removed swiftly, and ignite some more flammable materials.
Cinder Katharos are best killed rather than detained, as they pose a more significant threat to life and ecosystems they inhabit. Anything that can cool their bodies will weaken and slow them, which does make it possible to detain them if you need to. Ice, Water, and Wind Affinities specifically are very strong against creatures of Fire Affinity.
Category:Ascension Lore