Quasi-scientific element / forces "elementals"


Pathfinder First Edition General Discussion

RPG Superstar 2012 Top 32

So, I'm going to be running a steampunk campaign, and I was wondering if I should make "technology" elementals, like gravity, force, speed, magnetism, electricity, etc.

And if so, how many and which ones?


It might be an idea - personally I'd stick with stuff that was easily observed (and understood) during the Victorian Era.

Scarab Sages

Go full Mendeleevian!

"Oh, no, roll for initiative guys, it's a terrifying YTTERBIUM ELEMENTAL!"

Later...

"You encounter an argon elemental. Don't worry. You can't hurt it, and it can't hurt you."

...

...

...

Thought: Are the "noble gases" really just on the Ethereal Plane relative to us?


My two cents:

Vapour Elemental (steam)
Cupric Elemental (Copper metal)
Galvanic Elemental (electricity)
Anima Elemental (life/positive energy)


Gravity and Lightning elementals exist. Aether Elementals function for Force. That's probably most of what you need right there. ^^

Definitely think about how to use them. Are they cages in order to power machines? Are they vengeful forces trying to stop humanity's use/abuse of fundamental powers? Are they rare, rumored beings that know the secrets of technology? Answer that question and it'll probably lead you to which elementals you'll want to have. ^^


Wouldn't an electricity elemental be a slightly different lightning elemental? 3rd party has Gravity elementals too, and even Time. Check out the PFSRD!

RPG Superstar 2012 Top 32

Thanks!

I'm thinking of elementals from "The Iron Council" by China Mieville. And this will be for a 5th Edition campaign. I can definitely use PF and 3pp stuff as inspiration.

I'm thinking of using some elementals as power sources, like a momentum elemental to power a flywheel or tension elementals to power springs.

Also, mithril and adamantine springs that hold a lot of energy.

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