Water Elementals

Playful, changing emotions and states on a whim. Terrible memories that rarely persist from one form to another. Enjoy putting out fires and experience transcendent joy as clouds. Refuse to anthropomorphize neatly, often appearing as fish or dragons. Can erode stone, spit up sunken treasure, carry your boat, or drown your enemies.

Rain Spirits

Depressed and moody as they melt back to earth, their time in the air all but spent.

 

1d6
1 Depressing Poetry. Liable to ask a lightning elemental to zap you if it doesn’t like it.
2 Nice Texutres. Beautiful naked people, extremely ugly people, rare treasures, books.
3 Bucket. Catch as much as you can!
4 Fire. Not done being a cloud. Start evaporating the rain.
5 Insults. Validate its self-deprecation.
6 Ceremony. Celebrate the cycle of death and rebirth with elaborate costumes and rituals.

River Spirits

Proud, vain, and petty, but not particularly bright.

 

1d6
1 Dredging. Something is stuck in the river and it can’t dislodge it alone.
2 Honor. Throw valuables or food in, or hold a feast in its honor.
3 Compliments. Elaborate, expensive, and ideally set to music.
4 Bridge. Build a beautiful bridge or smash one that already exists.
5 Nuisance Removed. A horrible creature is living in the river. Make it go away.
6 Renovations. Wants to go around the hill, or rapids removed, or a mill moved elsewhere.

Ocean Spirits

Noisy, far too large, and difficult to talk to.

 

1d6
1 Who Knows? Cannot make up its mind.
2 People. One sacrifice might do, or an entire city might slip beneath the waves.
3 Treasure. Cast your valuables into the sea.
4 Destruction. Destory something that has offended the sea. It has no sense of scale.
5 Temple. Must be built within sight of the sea.
6 Examination. Jump in and survive. The ocean is extremely fickle.

Ice Elementals

Hateful and bitter, with a murderous rage. Loathe fire elementals and living creatures both. Mercenary spirits who happily break deals. Appear as figures with spiked hair and pointed teeth. Once ruled the whole world, now exiled to the fringes.

Snow Spirits

1d6
1 Nothing. Will lead across trecherous ice or into a cave, and slowly crush you to death.
2 Maps. When its reconquest begins, it wants to know what areas will die first.
3 Sacrifices. Spill warm blood at its feet.
4 Transport. Carry it to a distant location and return it unharmed.
5 A Lover. Give it a thing to torment forever.
6 Vengence. Kill those who once offeneded the spirit, or their descendants, or anyone who looks like them.

Glacier Spirits

1d6
1 Nothing. Will lead you on, then reject you and scour your flesh.
2 Sacrifice. Bring something helpless and watch it free to death.
3 Cold. Extinguish all fires, shed your furs and boots. Suffer.
4 Worship. Build a temple from its body.
5 Abasement. Let it mock you for at least an hour.
6 Conquest. Kill or main something for it. It will choose an arbitrary target.

Fire Elementals

Joyful, manic, and insatiably hungry. Deathly terrified of water spirits. Appear as leaping, ravenous animals. The least intelligent of all spirits.

Lesser Fire Spirits

1d6
1 More Fuel! Wants to grow fat and happy.
2 More Wind! Fan the flames, spread the heat.
3 Permanent Home. Someone or something to keep it fed all the time.
4 Something Delicious. Food, carved wood, soft metals, crystal glass.
5 A Lover. Doesn’t really understand love, but will try. You can make a “bride” out of anything.
6 Smoke. No reason. Just really likes making smoke.

Greater Fire Spirits

1d6
1 A Shrine. Honor the great forest fire or build a tower to attract a lightning lover.
2 A Legacy. Create a mighty sword, burn irreplaceable treasure, destroy a library, martyr a saint.
3 Rare Salts. Let it burn green, red, silver, octarine.
4 A Lover. Someone to give themselves willingly to the flames and become one.
5 Adventure. Carry it with you, keep the torch lit.
6 Heat. The ecstasy of true heat, hotter than its ever been.

Lightning Elementals

Dangerous, transitory, and mysterious. Rarely directly observed, but their afterimages appear as lithe purple figures with crazed eyes. They fall in love instantly and with almost anything. A proper conversation requires a thunder resonator, a body for it to inhabit, or a desert to blast with fulgurite.

Lightning Spirit

1d6
1 Touch. Usually fatal. It is confused and saddened by this.
2 Taste. Placed very high, lest it get distracted by something else.
3 Music. Deafening, cacaphonous, and persistent.
4 Dance. At least 3 people, maybe hundreds. The motion is pleasing.
5 Purest Metal. Perfectly refined. You are welcome to keep it afterwards.
6 Your Love. Will follow you around forever, vaporizing things. Returning its affection is usually fatal.

Will-o-Wisp

Silent, illiterate, and easily distracted. Much easier to deal with than proper lightning spirits.

 

1d6
1 To Touch You. Painful, but not deadly.
2 To Lead You. Wants to show you something specific. It’s very important you see it, no matter how inconvenient.
3 To Lead You Into Danger. More curious than malicious. Wants to see what happens.
4 Dry Fur. Clings to everything like static, may set things on fire.
5 An Item. Take something you own and put it somewhere inconvenient, usually a bog or ocean.
6 Move Something. The spirit does not like its current location, and needs you to move it elsewhere. Usually arbitrary.

Air Elementals

Capricious, but intelligent and curious. Always moving, learning many secrets, and shortlived. A wind that is trapped will slowly fade away. Appear as beautiful figures made of transparent glass, only visible at the edges. Happy to turn windmills, sow seeds, call up storms, and billow sails.

Lesser Winds

1d6
1 Object Punished. Something has offended the wind’s taste. Take it to the sea or deep underground.
2 Love. Need a willing bride. Not picky about gender, but understands beauty, kindness, and humor.
3 Less Smoke. Hates carrying smoke around. Make it stop.
4 Adventure. Will follow you around, making firestarting, stealth, and archery very difficult. Struggles to travel underground or in buildings.
5 Nuisance Removed. A foul-smell, a huge bird, or a rude person.
6 Vacation. You need to do the work the wind normally does. It will bring you a souvenir.

Greater Winds

1d6
1 Something to Knock Over. Let it destroy something without feeling guilty.
2 Music. A great instrument for it to play. Winds have no sense of rhythm.
3 Fugitive. It has escaped to somewhere the wind cannot reach. Fetch it.
4 Ally. The wind is going to war and you must help. The cause is esoteric and the outcome difficult to discern.
5 Love. Requires a prince or princess. The wind may already have someone in mind.
6 Stories. The wind is a poor listener and is always interrupting.

Stone Elementals

Frowning, dour spirits. Spend most of their time sleeping, muttering, asking meaningless questions, debating in circles, telling lies. Will never admit ignorance. Appear as cubic clay figures. Remember everything they’ve ever seen or touched, and all agree things have gotten much worse since then. Can crush cities, raise towers, and dam rivers, if sufficiently motivated.

Stone Spirit

1d6
1 Isolation. Rolls over and refuses to speak any more.
2 Touch. Run your hands over its surface, savoring the novel sensation.
3 Gossip. The more vicious the better. It takes a lot to amuse a stone.
4 Respect. Carry it somewhere it will be marveled at, put it to some great use.
5 Politics. Another stone has offended it. Take it far way.
6 Travel. The destination will be inconvenient and it will complain the whole journey.

Lava Spirit

Ancient stone that has forgotten its past and been reborn joyful, ignorant, and full of lively excitement. Fades quickly as they harden into familiar shapes.

 

1d6
1 Touch. Run away, quickly.
2 Taste. Feed it food, likely a cartload or two.
3 Shiny Things. Give it valueables, all you can carry and more.
4 Sacrifice. A living being, particularly the young, the beautiful, the virtuous.
5 Water. Release water elementals into the air. You might need a whole lake.
6 A Shrine. The larger the request, the larger the shrine.

Sand Spirit

Tiny stone elementals that can each manage only a single word in an infinite, cacophonous chorus.

 

1d6
1 Who knows? The sand is unintelligible.
2 Sacrifice. Let the sand swallow it up or dessicate it.
3 More Sand. Grind another stone to dust.
4 Peace. Something is bothering it. Make it go away.
5 To Be Glass. Coloured glass or glass used for art is most respected.
6 Change. Fickle and never satisfied with its current conditions.

Acid Elemental

Pain sprites, caustic spirits, or vitriol. The children of water and stone spirits, but of a barbaric and ignorant disposition. Appear as tiny figures with swords, spears, and axes, attacking anything within reach.

Acid Spirit

1d6
1 War! Their chosen target is just out of reach. Give it to them.
2 More Acid! You need the right ingredients, an alchemist, and water.
3 Strange Minerals! What use are platinum, copper, limestone, sulphur, or potash to an elemental?
4 Water! They shall convert it to their barbaric cause.
5 That Thing! Your possessions have inspired a new hunger in them.
6 Adventure! They wish to see the world and fight in your battles.