Wind (Element)

**Wind** is one of the ten primary Elements of the universe, wielded by Aeromancers and Aerokinetics. The others include;

Fire

Ice

Water

Electricity

Earth

Light

Darkness

Nature

Poison

Its opposite is Earth.

## Element Description

Wind is a fast-paced, high-speed element that focuses largely on offense. The Wind element's most striking and dynamic use is altering and controlling the wind, allowing the user to strike at speeds much greater than their opponents. Wind can be a very graceful, elegant, and acrobatic, using speed and agility to strike from all around the opponent, confuse the enemy, and get around defenses. At the same time, enough raw power behind Wind attacks can make them incredibly overwhelming and frighteningly destructive. Regardless of fighting style, a common component is using raw speed to strike and blitz the enemy.

Wind-elemental attacks typically focus on mid to long-range combat, using either concentrated wind attacks in slashing motions to cut down enemies, focusing on raw power to grind and tear through obstacles, or even generation strong enough wind currents to create twisters and tornadoes. However, the Wind element is still quite useable in close-range; controlling and sharpening wind around hand-held weapons can give said weapons far more reach and cutting power than they would have on their own, making the weapon(s) far more deadly. Using Wind in conjunction with firearms can also give ammunition far more speed and impact than average.

Despite lacking proper defensive techniques, Wind does have its perks in areas besides offense. Controlling wind currents allows users to avoid airborne gasses and poisons, while advanced users can even purify the air itself. This makes using gasses against a Wind-user very ill-advised, as they can easily turn it back on the attacker without being poisoned. For stronger Wind-users, turning back attacks is a valuable technique, making up for Wind's lack of outright defense.

Despite all of these great strengths, Wind has several weaknesses. Without the energy required for such attacks, the Wind element often lacks raw striking power, and as such even certain weaker defensive techniques can be fairly effective in blocking Wind-based attacks. The second weakness is also a very dangerous one: restriction of movement. Controlling how and where a Wind-user moves prevents them from using their speed and agility to their maximum ability, and disrupts the momentum needed for attacks. Restricting their limbs in fact, makes it nearly impossible for all but the strongest Wind-users to attack.

### Notable Interactions with Other Elements

**Blue** = no contest (victor)

**Green** = typically strong match-up

**Yellow** = typically even match-up

**Red** = typically poor match-up

**Purple** = no contest (loser)

**All scenarios assume that the involved combatants are 'normal' (I.E not deities or unusual cases in general)**

## Wind-Aligned Deities

### Khazri

The living embodiment of the Wind element. The Wind Clan is centered around this deity.

### Latobias

He is capable of using the Advanced element of Sleet.

### Saranyu

She is capable of using the Advanced element of Smoke.

### Stribog

He is capable of using the Advanced element of Cloud.

### Teirammos

She is capable of using the Advanced element of Sand.

### Rasvelgar

An ancient Xeno-Elemental said to be responsible for guarding the Gale Orb.

## Wind-Aligned Artifacts

Particularly powerful or well-known/legendary artifacts that are tied to the Element of Wind.

### The Gale Orb of Khazri

One of the ten Elemental Orbs that are tied to The Elemental Gods. It resembles a sphere of pure, compressed wind, yet is solid enough to easily be held. When held, a constant breeze can be felt blowing past the hands. It is also slightly lighter than the other Orbs.

## Wind-Aligned Species

Any species or race tied to the Element of Wind.

### Mobians

* **Airbat** - A subspecies of bat. Portmanteau of "air" and "bat".
* **Galecat** - A subspecies of domestic cat. Portmanteau of "gale" and "cat".
* **Zephivet** - A subspecies of civet. Portmanteau of "zephyr" and "civet".
* **Galedeer** - A subspecies of deer. Portmanteau of "gale" and "deer".
* **Zephidna** - A subspecies of echidna. Portmanteau of "zephyr" and "echidna".
* **Gusthare** - A subspecies of hare. Portmanteau of "gust" and "hare".
* **Galehog** - A subspecies of hedgehog. Portmanteau of "gale" and "hedgehog".
* **Zephyroo** - A subspecies of kangaroo. Portmanteau of "zephyr" and "kangaroo".
* **Mistralion** - A subspecies of lion. Portmanteau of "mistral" and "lion".
* **Airlynx** - A subspecies of lynx. Portmanteau of "air" and "lynx".
* **Galemouse** - A subspecies of mouse. Portmanteau of "gale" and "mouse".
* **Galecoon** - A subspecies of raccoon. Portmanteau of "gale" and "raccoon".
* **Zephyrat** - A subspecies of rat. Portmanteau of "zephyr" and "rat".
* **Airskunk** - A subspecies of skunk. Portmanteau of "air" and "skunk".
* **Gustiger** - A subspecies of tiger. Portmanteau of "gust" and "tiger".
* **Breezel** - A subspecies of weasel. Portmanteau of "breeze" and "weasel".
* **Windwolf** - A subspecies of wolf. Portmanteau of "wind" and "wolf".

### Non-Mobians

* **Pilvegi** -
* **Sylphs** -
* **Llakteri** -

## Techniques

### Close-range/Physical

* **Aerial Ace** - uses a combination of basic Wind manipulation and natural agility to strike reasonably hard and *blistering* fast, often moving so quickly that the opponent has little to no time to react.
* **Hurricane Spear** - extremely rare technique said to only be usable by those blessed by Khazri, although this is unconfirmed.
* **Tornado Palm** -
* **Skydrop** -
* **Gale Claw** -
* **Wind Needle** -

### Long-range/Special

* Gale Chakram
* Windcut
* Aeroblast
* Razor Wind
* Hurricane
* Gale Cannon

### Defensive/Status

* Tailwind
* Tornado Dance
* Featherdance

## Advanced Elements

* **Typhoon** - Advanced wind
* **???** - An advanced form of wind full of particles, similar in practice to Sand, Ash and Dust.

### Combinations

* **Smoke** - A Wind/Fire combination wielded by Kapnomancers and Kapnokinetics
* **Sleet** - A Wind/Ice combination wielded by Chionomancers and Chionokinetics
* **Cloud** - A Wind/Water combination wielded by Nubemancers and Nubekinetics
* **Nimbus** - A Wind/Electricity combination wielded by Fotostemancers and Fotostekinetics
* **Sand** - A Wind/Earth combination wielded by Sunamancers and Sunakinetics
* **Mist** - A Wind/Light combination
* **Shroud** - A Wind/Darkness combination wielded by Concelomancers and Concelokinetics
* **Pollen** - A Wind/Nature combination wielded by Pollimancers and Pollikinetics
* **Spore** - A Wind/Poison combination wielded by Erysimancers and Erysikinetics

#### Expansions

* Steam: A combination of Water, Wind and Fire
* Dust: A combination of Fire, Wind and Earth
* Weather: A combination of Water, Ice, Wind and Electricity

### Legendary Beast Styles

* Gryphon
* Wyvern
* Sylph