In this setting, five magical substances condense where the Mortal Realm brushes against the Elemental Lands. Even tiny amounts, called kernels, can power wards, magical items, and enchantments.

True Air

  • Lift, motion, sound, signaling.

  • Found in high, wind-scoured places such as mountaintops and storms.

True Earth

  • Stability, endurance, anchoring, warding.

  • Found deep underground or exposed by quakes and cuts in the land.

True Fire

  • Heat, light, raw power. Usually tempered or cased to prevent runaway damage.

  • Found in volcanoes, and rarely in vast wildfires.

True Water

  • Cooling, resilience, flow, flexibility, waterproofing. Often used to moderate other elements.

  • Found in deep or storm-tossed seas, river rapids, and great waterfalls.

True Wood

  • Growth, life, learning, memory.

  • Found in primeval forests. It is the rarest element now, as many groves were twisted by the Scourge.

Orichalcum

  • A gold-like alloy made by combining all five True Elements in a precise sequence.

  • It is almost never seen, fiercely contested, and changes the stakes wherever it appears.

  • Tiny linings or inlays of orichalcum allow other elements to be carried safely; otherwise, all but True Wood slowly escape.

Storage & Safety

  • If not stored separately, each element cancels another in equal parts: Wood covers Earth; Fire burns Wood; Water quenches Fire; Air dries Water; Earth smothers Air.

  • Other mixes can react powerfully… sometimes explosively.