With the revelations around the Lasting One and their formation by Arkyme’s founders, the eleman have been forced to come to grips with their place in the world. The Lasting One having been attuned to the Scions, as the Prime Magister Ekko Phydel had used the Scion secrets of Creation to unify the elements and allow the Lasting One to form. Ultimately, the Lasting One had given their essence to the Elementyne Stone and had used this power to raise Arkyme and bear it on its passage across the Divide for near 300 years. Yet, with the Sundering, the Scion of the Hour’s demise, the Lasting One’s form on the prime was undone, and the elemental energies scattered once more to the planes.
For the eleman, all that the Sundering unveiled brought about a long nascent change. As the essence of the Lasting One had been a union of the elements and the return of that essence to the planes, quieted the elemental turmoil and power of the Divide. This also manifested in the eleman that experienced renewal outgrew their smaller forms they had once taken on. As well as those eleman that shared in their renewal gave way to the union of their elements. As ash, dust, frost, magma, silt, and vapor eleman came to form. From these unions of elements and the disparate eleman uniting, it was the Elemental Divide that now stood to be joined with them.
Though diminished in its power, the Divide still had to be claimed by the Eleman, as they were forced to carve out places for themselves amidst the elementals that had run amok across the terrain. In the years following the Sundering the four kinds of those now known as the Sole Eleman created dominions for themselves within the Divide, where those of joined elements now known as Union Eleman began to spread at the borders of the Divide. From these endeavors as a people rose the Elementyne Union, where all eleman could dwell free of the troubles that abound in the places of other peoples.
The Elementyne Union has taken a strong hand in the matters of Arkyme as well, each fourth year, they send an elder from amongst them to represent the Eleman on the Arkyme Council. Though most have come to terms with Arkyme’s connection to the Lasting One, some eleman have taken a far more hardline stance in choosing to protest Arkyme’s use of such elemental power to keep the city and its shards aloft.
Ability Score Increase. Your Wisdom score increases by 2
Age. The Eleman come to life fully formed and live for 40 years.
Alignment. Balance is all Eleman are concerned with, but the temptation of power and dominance can draw them away from neutral alignments.
Death. The loss of an eleman and the promise of renewal is a great loss to its people. The soul passing back into the Elemental Planes from whence the spirit came.
Size. Eleman have grown in stature since the winnowing of the Elemental Divide by the Sundering. You range from 5 to over 6 feet in height. You are size Medium
Speed. Your base walking speed is 30 feet.
Ingrowth. You can innately cast Enlarge/Reduce on yourself requiring no components. You have three uses of this trait, regaining expended uses upon completing a long rest.
Molded Mind. Your mind is tuned to the forces of the world, you accomplish tasks associated with downtime activities in half the time.
Languages. You speak Common and Primordial.
Subraces. Choose one of the following subraces: the sole elements of Earth, Fire, Air, or Water or a union of the elements Dust, Frost, Magma, Silt, Ash, or Vapor.
Ability Score Increase. Your Constitution score increases by 2.
Elemental Resistance. You are resistant to poison damage and bludgeoning damage from nonmagical attacks.
Terra Soul. You know the Mold Earth cantrip. When you reach 5th level you can cast Maximilian's Earthen Grasp once with this trait, and regain the ability to do so after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Ability Score Increase. Your Charisma and Strength score increase by 1.
Elemental Resistance. You are resistant to fire and acid damage.
Cinder Soul. You know the Control Flame cantrip. When you reach 5th level you can cast Flaming Sphere once with this trait, and regain the ability to do so after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Ability Score Increase. Your Dexterity score increases by 2.
Elemental Resistance. You are resistant to lightning damage and piercing damage from nonmagical attacks.
Storm Soul. You know the Gust cantrip. When you reach 5th level you can cast Levitate once with this trait, and regain the ability to do so after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Ability Score Increase. Your Intelligence score increases by 2.
Elemental Resistance. You are resistant to cold damage and slashing damage from nonmagical attacks.
Liquid Soul. You know the Shape Water cantrip. When you reach 5th level you can cast Misty Step once with this trait, and regain the ability to do so after you finish a long rest. Wisdom is your spellcasting ability for these spells
Joined Earth and Air these eleman are wildhearted and mystic as they roam the Blastlands and the arid wastes around the Air Divide.
Ability Score Increase. Your Dexterity and Constitution scores increase by 1.
Elemental Resistance. You are resistant to lightning damage and bludgeoning damage from nonmagical attacks.
Soul of Earth and Air. You choose a cantrip or spell from the Earth Eleman Terra Soul feature and the Air Eleman Storm Soul feature, following the same rules for those features.
Joined Water and Air these eleman are logical and esoteric in their icy islands where the Water Divide meets the Winds of the Air divide.
Ability Score Increase. Your Intelligence and Dexterity scores increase by 1.
Elemental Resistance. You are resistant to cold damage and piercing damage from nonmagical attacks.
Soul of Water and Air. You choose a cantrip or spell from the Water Eleman Liquid Soul feature and the Air Eleman Storm Soul feature, following the same rules for those features.
Joined Earth and Fire these eleman are brash and creative as they have taken to building grand metallic fortresses in the lands where Fire meets Earth in the Divide.
Ability Score Increase. Your Charisma and Constitution scores increase by 1.
Elemental Resistance. You are resistant to fire damage and bludgeoning damage from nonmagical attacks.
Soul of Earth and Fire. You choose a cantrip and spell from the Earth Eleman Terra Soul feature and the Fire Eleman Cinder Soul feature, following the same rules for those features.
Joined Earth and Water these eleman are scroungy and tactless in their approach to life amidst levees and other earthenworks along the shores of the Rotmire.
Ability Score Increase. Your Intelligence and Constitution scores increase by 1.
Elemental Resistance. You are resistant to poison damage and slashing damage from nonmagical attacks.
Soul of Earth and Water. You choose a cantrip and spell from the Earth Eleman Terra Soul feature and the Water Eleman Liquid Soul feature, following the same rules for those features.
Joined Air and Fire these eleman are dour and spiritual as in shifting clans they inhabit the borders of the Fire Divide, in the southern Ember Flats and northern range of the Shadowed Passes.
Ability Score Increase. Your Dexterity and Strength scores increase by 1.
Elemental Resistance. You are resistant to fire damage and piercing damage from nonmagical attacks.
Soul of Air and Fire. You choose a cantrip and spell from the Air Eleman Storm Soul feature and the Fire Eleman Cinder Soul feature, following the same rules for those features.
Joined Water and Fire are eleman of mellow and protective outlook as they have made island paradises for themselves where the Fire and Water Divide coalesce.
Ability Score Increase. Your Intelligence and Charisma scores increase by 1.
Elemental Resistance. You are resistant to acid damage and slashing damage from nonmagical attacks.
Soul of Water and Fire. You choose a cantrip and spell from the Water Eleman Liquid Soul feature and the Fire Eleman Cinder Soul feature, following the same rules for those features.