".... for the more imperfect spirits it (The Soul) thickens and becomes solid thus forming the objects found in the Corporeal World. If it is serving a higher (i.e. Divine ) Intelligence it shines with the brightness of the Celestial Spheres. This serves as a garb for the Angels of God."

Origen of Alexandria (A.D. 185- 254) on the Angelic Composition

 

ARISTOTLE Stated that materials were formed from the exhalations: Dryness, Cold, Moisture and Heat. These properties, in pairs, forming the Classical Elements. The balance of these properties generating the infinite variety of the natural world which is in constant flux as materials metamorphose from one form to another:

    • Cold + Dryness = EARTH in opposition to Air
    • Cold + Moisture = WATER in opposition to Fire
    • Heat + Moisture = AIR in opposition to Earth
    • Heat + Dryness = FIRE in opposition to Water

Optionally Players may play "Exhalations" rather than Elementals and may include Metals and Wood if their AA has an Oriental Connection.

 
MA ELEMENT Esoteric Minor Arcana (Mimesis) Classically Greek Islamic Lesser Cousins
XXI
The WORLD
EARTH
PENTACLE
Pentacles
Gnome Oreadae Dao Trolls, Kobolds, Brownies, Knockers....
XX
Judgement
WATER
CUP
Cups
Undine Naiadae (Fresh)
Nereidae (Shore)
Oceanidae (Open Sea)
Marid Nixie, Selkie, Siren, Kelpie, Lake Lady, River Woman,....
XIX
The SUN
AIR
WAND
Swords
Sylph Aeolae Djinn henceforth Jann to avoid confusion. Zephyrs, Wisps,...
XVIII
The MOON
FIRE
WAND
Wands
Salamander Pyropae Ifrit Glims, Jack o' Lanterns, Kamikami

 
Suit of the Minor Arcana (HUMOR) Element/ Season Realm and Organ *(Revised) In Nomine Characteristics Mimesis of
The Art
WAND WANDS
Choleric
FIRE
Summer
Corporeal
LIMBS
Strength, Agility Deftness
PENTACLE PENTACLES
Melancholic
EARTH
Autumn
Ethereal
BRAIN
Intelligence, Precision Acumen
CUP CUPS
Phlegmatic
WATER
Winter
Celestial
HEART
Perception only Vigour
WAND SWORDS
Sanguine
AIR
Spring
Infernal
LIVER
Will only Expediency

WATERElemental Dominion: Each has absolute dominion and complete control over their appropriate Realm, manifesting in an available Material Host appropriate to the Element. Volcanos are a popular vehicle for Elementals as they exhibit the characteristics of all four Elements: Steam and Hot water Geysers, Gaseous eruptions, down to Earth Ash falls and Pyroclastic Explosions!

In general a True Elemental can manipulate and control as much material in cubic metres as 10 raised to the power of the number of the linked Esoteric Mimesis (IN: Corporeal Forces)

Thus by maximally flexing its Vigour a fully mature Water Elemental can manipulate 10 Giga tonnes (1010 ) of River, Lake, Ocean, Boiling hot Geyser. In Volume terms 10 Cubic Kilometres or 2.399127 Cubic Miles! Obviously in the form of Vapour this volume will be much larger. Such manipulations represent the extreme limits and equate in human terms to the maximum weight that can be dragged or pushed along a level surface. Clearly delicate manipulations of such extremes are out of the question. All Tasks in this maximal mode are treated as Dire (IN Very Very Tough +3) and reduced stepwise in Difficulty as the quantity of material is reduced exponentially.
Similarly Actions involving the use of their Element especially if the Elemental is animating a Vessel made of the Element are heavily penalised in Titan Mode. In this case the unmodified Mimesis (Characteristic) is used and a 1-10 point penalty imposed upon the Mimesis in question by the D/M; depending on the nature of the intended Action. Thus in the example given above the Water Elemental can perform miracles with a cubic metre of water! The Action and Task Differential (IN Check Digit) being interpreted Esoterically (Symphonically) by the D/M (GM)!

Typically Fire is the most deftly handled of the Realms and Earth Elementals make the best use of their unyielding substance by intelligent application of their Powers. Water Elementals are the most potent of their kind and the Aerial Spirits by far the most Sociable q.v. Shakespere's "The Tempest", Dee's accounts of his Summonings or the classic Jann of Arabian Folk Tales.

AIRMundane Vessels and (Humdrum) Roles
An Elemental is normally manifest in the material of its Realm. The range of its power being largely defined by the territorial boundaries set by other Elementals. Although all four Elements can co-exist in the same geographical location few chose to do so and indeed are generally immortal enemies to their opposite numbers. Volcanoes are particularly popular and generally a battlezone! Elementals may use the Vessel Creation Rules on Page 111 of Revelations II: The Marches. to create a Corporeal Vessel with medium sized animals and dwarven humanoids available to starting AAs. The Esoterically modified value of the appropriate Mimesis (initially set at three) restricts their size. As the AA acquires experience the D/M will allow the increase of this Modified Value until it reaches the maximum value set by the unmodified Mimesis appropriate to the Realm. Only by using Enhancements will AA's be able to manifest and manipulate 1014 tons of their Realm and will require Major Arcana and Esoteric means for higher values. Similarly as this Esoteric Mimesis increases the Elemental can insinuate themselves into human society and thus acquire a Role... although few choose to do so.

FIRECelestial Politics
True Elementals are firmly bound to the Corporeal Realm and although they possess Celestial and Infernal Mimeses/Forces may not gain access to Heaven or Hell, being unable to pass beyond the Celestial Sphere Angelic or Demonic Guardians notwithstanding. They don’t even care for the current Ethereal Realm very much either. Being essentially traditionally minded beings prefer the "Talmudic Other Worlds" and other such Arcane Arenas.

Should an Elemental decide to Convert to one side or the other it is necessary for their Corporeal chains (and Forces) to be broken and their natures reworked into Angelic or Demonic form.
Most True Elementals would rather pass. Only the intervention of a major astral power and a willing Elemental will make the transition possible. And so there are some Elementals who have undergone this change and now serve in Heaven or Hell and reminisce of the days when they were free of such entanglements. Naturally they will have lost most of their original Elemental powers but will be slowly acquiring various Harmonies/Stridencies, Servitor Attunements and other such fripperies.

Salamanders and Sylphs are the most prone to this transition. Being half way there in the opinion of their more terro-centric brethren! And are quietly welcomed as such by Servitors of Blandine and Beleth. After a period of Apprenticeship with these two Superiors and a certain amount of reconstructive surgery; these beings generally find Roles with Gabriel and Belial in the case of Fire Elementals and Aerial Spirits with Valefor and Janus.
Most of the former being largely of a destructive nature have succumbed to the dark side and most of these are Servants of Belial though some serve the other Princes and even Asmodeus has been known to utilise them on occasion. The few Fire Elementals serving the forces of light serve Gabriel and all burn with the divine fire of God's Holy Might. Similarly the Sylphs mostly serve the Celestial City and generally are the fastest Ofanim in Creation!

Once in the form of reconstructed Angels or Demons they have access to the Celestial Harmonies and Stridencies of the Opposition and vice versa. However being an expert on the Song of Healing will not cut the ice for a Salamander wishing to advance in the service of Belial and as for Saminga? Well forget it!

In the final analysis the Elemental dilemma is simple:

The ART Rules!

 
GO Graces I : Thalia The Two and Twenty Levels
of Salvation and Damnation (1.4MB)
GO Graces II : Euphrosyne The Division of the Divine
GO Graces III : Aglaia Dissonance, Imperfections and Angelic Vices;
Assonance, Perfections and Demonic Virtues (0.7MB)