Elementals

Elementals as a whole are almost as common as Humanoids, but any individual category of them is quite rare. The most common are the six Genasi; The Ifrit, Jyoti, Negantai, Oread, Sylphs, and Undine, tied to Fire, Order, Chaos, Earth, Air, and Water, respectively. Second come the paragenasi, of which there are 12, before the patterns break down. Elves, Aasimar, and Tieflings are the next most common categories, but miscellaneous Elementals are more populous than any save the Genasi and Paragenasi.

Elementals were found everywhere before the Collective was founded, and are still found basically everywhere.

When Elementals die their spirits sometimes pass on as Primals, which are spirits which help maintain the subtle interactions of the elements. They can be very dangerous when summoned or bound.

## Genasi

Genasi are divided into six types, which are technically unrelated to eachother despite belonging to this category. They were the most populous form of Elemental, and as such the majority of Primals were once Genasi; This is also why the core Primal Elements of Ruin are maintained so carefully, there are simply that many Genasi compared to other elementals.

Before the Collective, Genasi were found in appropriate places to their elements; Ifrit could be found around volcanoes, Oread could be found in mountains and underground, and so on. There were, of course, wanderers, especially Sylphs, but before the Collective's founding few commonfolk knew about the Elementals. When the Collective was founded, Genasi spread around the world in every city, and were prized by many for their inherent connection to elemental magic.

After the Fall, Genasi are found in a wide array of tasks, but each type of Genasi has their preferences. Jyoti, Oread, and Undine, for example, are usually found campkeeping and binding Primals. Sylphs are usually found doing the daredevil work like scavenging and scouting. Etcetera.

## Paragenasi

Paragenasi are very similar to Genasi, but they're twice as complicated and half as numerous. They can be descended from different types of Genasi, but they also arise naturally around the world. The twelve paragenasi have names (Most of which are overly complicated), but they are oft-forgotten and most people, most paragenasi included, care little for them. Typically they refer to themselves with a shortened term, such as Tempres, which are Storm paragenasi, which is short for Tempestaradia Parrelli. Yeah.

They are much like Genasi, and were found in the same or similar places. The aforementioned Tempres were often found in places with many storms, which often overlapped with Sylph or Undine, and their lives were similarly impacted by the Collective's founding, spreading them around the world and in cities.

As with Genasi, Paragenasi are found in many positions within a survival group, but they all have their preferences.

## Elves

Elves are a collection of Elementals which are related only through some physical features, such as pointy ears... Which isn't even universal, despite being very iconic. The most common Elves are High Elves, Wood Elves, and Lotus Elves, tied to the elements of Arcana, Wood, and Spirit, respectively. Slightly more rare are Eladrin and Pale Elves, tied to Creativity and Sleep, respectively. Like Genasi, these Elves technically aren't related to eachother, but shared features and some shared cultures confuse matters (Being that many places of Sleep, Spirit, Creativity, and Wood are deep forests and they would be near eachother.)

Most Elves lived in or near to the forests, and many were near Giant Tribes or Dragon Clans. The Collective spread them across the world and brought Steam Tech to them, like everybody else, but many during this time took a liking to the idea of Elves as beautiful, magical human-like beings with wonderful magical power. This... Typically makes Elves uncomfortable, frankly, and as such fewer Elves left their homes than most other Elementals.

After the Fall, Elves are in the same shoes as everybody else, and thankfully for them, the apocalypse has jaded most overblown ideas about them.

## Aasimar

Aasimar are Elementals tied to Deus, the element of Divinity (Or Belief, the jury is still out on that one), and despite being common enough to be considered a distinct group, Aasimar and Tieflings together contribute less than 5% of Elementals. The element Deus is found where there is worship, and very occasionally in nature in very strange forests. Shrines are often built in these places, bringing the worship aspect to it, and thereby gathering Aasimar Primals and Aasimar follow suit.

Aasimar are often found in cities and towns in favour of nature, though some do occur in the wild, and as such their lives as a whole were mostly untouched by the Collective. Those found in nature were much like Elves in how they were impacted, some idealized, others simply reintegrated into the world.

After the Fall, many Aasimar are leaders, their natural greatness acting as a beacon for people to latch onto.

## Tieflings

Tieflings are Elementals tied to Diabulos, Wickedness (Though like Deus, some debate it's exact nature). They are about as common as Aasimar, which still means rare, and appear where there is greatness or want of it. Mostly in cities. As such, very little needed to happen in terms of integration during the time of the Collective, and in fact more Tieflings moved into new areas than any other typical Collectivist.

After the Fall, Tieflings are also often leaders, thanks to their naturally silvered tongues drawing in those who listen.

## Others

There are more Elementals than can be named, but most of the Elementals are very rare. Groups more rare than Tieflings and Aasimar aren't typically given specific names, but they often name themselves in some capacity. Due to their rarity they more often arise from Elementals of differing Elements having children, in which case they don't usually have a specific name.

## Mechanics

Despite the potentially great differences between the various Elementals, all Elementals follow the same form. By sole virtue of being an Elemental, you are either Medium or Small, your speed is 30 feet, you gain a +2 to one ability score and a +1 to another, and you have 15 points to spend on any combination of the following traits. You may not take the same trait multiple times, unless noted otherwise.

***Amphibious (2 Points).*** You may breathe properly in air and water, and you gain a swimming speed equal to your walking speed.

***Darkvision (1, 3, or 6 Points).*** Your eyes are adapted to the dark. For 1 point, you gain 60 feet of Lowlight vision, allowing you to see in dim light as though it were bright light. For 3, you get darkvision to 60 feet. For 6, you gain Superior Darkvision to 60 feet, which allows you to see as though it were always bright.

***Elemental Rest (2 Point).*** In a place of your element, you need only half the time to rest. This place must be so attuned to the element that creatures are effected, or a place mystically attuned as such (For example, through the binding of a Primal.)

***Enhancement (X Points).*** You choose a Cantrip, a 1st-level spell, a 2nd-level spell, or a 3rd-level spell whose duration is 1 minute or longer and is not concentration. The spell must target a creature, and specifically must be able to target yourself. These cost 1 point, 2 points, 3 points, or 4 points. You are permanently under the effects of this spell. If the effect is somehow removed, it is reapplied at the end of a short rest.

***Flight (4 Points).*** Your control over your element grants you a flying speed equal to your walking speed.

***Natural Weapons (1 Point).*** You gain natural weapons which are Unarmed weapons with which you are proficient, even if you are not proficient in Unarmed weapons. They possess a d4 damage die. You may spend 2 additional points to change the damage type to one appropriate to your Element and grant it a range of 30/90. You may take this feature upto 5 times, each time after the first increasing the damage die by one step.

***Magic (5 Points).*** You choose a Cantrip. You gain a spell slot equal to your proficiency modifier, and learn a spell of 1st or 2nd level. You regain this slot at the end of a long rest. You may change the spell you know whenever you gain a level, as long as it's level is not greater than your proficiency modifier. The chosen spell must be applicable to your elemental nature. You may take this feature multiple times.

***Resistance (3 Points).*** You Shield equal to 1/3rd your Maximum Hit Points, which you regain at the end of a long rest. This Shield handles the types of damage which would be associated with your Element OR types opposed to it. For example, a Fire Elemental (An Ifrit) could have a Shield which covers Fire or a Shield which covers Cold, while a Metal Elemental could have a Shield which covers Ballistic, Bludgeoning, Piercing, and Slashing, or a Shield which protects against Acid, Fire, and Lightning. You may take this multiple times.

***Swiftness (2 Points).*** Your speeds increase by 10 feet. You may take this twice if your Strength, Dexterity, or Constitution scores were improved by your racial bonuses.

***Talent (3 Points).*** You gain proficiency in a skill or tool of your choice. You may take this feature multiple times.