Elementals are not born, but formed. When pure magic accumulates in high concentrations within a natural medium, it condenses into sentient manifestations of that element (such as the Blooplet which formed in the ocean, and the Sylphs and Venti, which are formed with Life and Wind magic).
– B –
Slick as Thieves
Appears In: Postknight 1, Postknight 2
Found In: Shello Bay (Kurestal)
Class: Water Elemental
Evolution: Blooplet ➞
Bloople ➞
Blootton
Blooplets are mischievous water elementals with a thick, rubbery blue membrane that holds their gelatinous bodies together. They call Shello Bay home, though they have been spotted across Kurestal’s coastal regions, occasionally venturing onto land.
A Blooplet’s distinctive feature is the pale purple hue of its body. This colouration comes from their diet of Shello Clams: the clams turn their insides pink, which, when viewed through their blue outer membrane, makes the Blooplet appear purple. Blooplets also have horns and tails, which grow progressively larger as they age.
Over the centuries, Blooplets have earned a reputation as kleptomaniacs, with a penchant for pilfering unattended objects from travellers passing through coastal towns and beaches. However, they are not the most careful of thieves, often leaving a trail of greenish-blue slime everywhere they go and on everything they touch. For both Postknights helping out the local folks and guards tasked with retrieving the stolen items, this trail makes it easy to track down the mischievous filchers.
Scholars remain baffled by the tendency of some Blooplets—not all—to steal life preservers, beachwear, even diving suits, from Shello Bay and other coastal settlements.
Some Blooplets have taken to Human summer wear, pilfering whatever they can and rocking it with no regard for size or fit.
Some Scholars suggest that these Blooplets may have observed Humans wearing summer beachwear and, taking a liking to it, decided to dress themselves in similar attire.
Blooplets are incredibly flighty creatures: any attempt to confront a Blooplet mid-heist—or even to approach it amicably—will send it fleeing. They deter pursuers by leaving a translucent gelatinous ‘shell’ as a decoy or a slick puddle of slime to slip on.
From the left, a Bloople, Blooplet, and Blootton.
– C –
Shatter and Scatter
Appears In:
1. Postknight 1
2. Postknight 2
Found In:
1. Valley of Gold (Kurestal)
2. Mount Aldor (Kurestal)
Class: Elementals
Evolution: Cricle ➞
Cricicle ➞
Criaucle
Cricles are elementals primarily found in magic-dense chambers deep within the caves of the Valley of Gold, where they form nests. Dense mineral deposits attract ambient magic, causing it to crystallise into Crichips, which eventually coalesce into Cricles. Scholars later discovered a new form of Cricle in the forests of Mount Aldor, encased in a layer of ice. They named these ice-encased elementals Cricicles.
Cricle
Cricles begin life as Crichips, which are commonly found deep in the winding caves of the Valley of Gold. Crichips are dense ambient magic that has crystallised into fragments. These fragments gradually coalesce into a singular purple Cricle core. As ambient magic accumulates, more fragments naturally fuse with the core to form a fragile, easily shattered body bound together by unstable arcane tension. Once the body takes shape, it gains sentience, forming the Cricle we know today. When a Cricle dies, it shatters into Crichips, its original constituent parts. These Crichips can slowly reform into Cricles over time, though they may not retain the exact same consciousness as before.
Traveller's Tips: Stay alert when dealing with Cricles! When startled or damaged, Cricles blink red in a rapid, steady rhythm, signalling imminent detonation.
Cricicle
When mining activity disturbed several Cricle nests in the Valley of Gold, many Cricles migrated to Mount Aldor. Exposed to the freezing temperatures, they formed a hard shell of ice, which protects and stabilises them, but also stunts their growth. Those with this new form are known as Cricicles. However, should their ice form shatter, the Cricicles explode outward in a vicious vortex of cold wind, freezing anything within a one-metre radius and flinging Crichips in a wild arc.
Anything within a metre of a Cricicle when it explodes will be frozen solid. By applying enough force against the ice, Postknights can eventually break free.
Criaucle
By the Crystal Lake in Aldor, Scholars have discovered dozens of golden Cricles dozing on the shores. These new forms are larger and appear to be significantly more stable. They named these elementals Criaucle (cry-aw-kle).
Scholars have hypothesised that these variants are formed when stray Crichips from dead Cricicles undergo reformation after combining with the smaller crystals that grow from the Crystal of Vitality. These crystals, which form part of the Crystal of Vitality’s crystalline outgrowth, can often be found washed up on the shores of the Crystal Lake.
However, this remains conjecture based on incomplete observation.
Larger. Golden. More stable. Scholars have discovered a new variant of Cricicles by the Crystal Lake in Aldor!
– S –
Shepherds of the Forest
Appears In: Postknight 2
Found In: Sagacia Forest (Quivtol)
Class: Elementals
Variation: Venti,
Sylph
Sylphs are small wind elementals whose origins date back to the Great War, which began in 354 AA. However, Sylphs weren’t always elementals; they were originally constructs. Using wind and life magic to animate them, Aegles created them with the sole purpose of defending their settlements from invading Human armies.
After the War ended, the Aegles no longer had use for these constructs. Finding them difficult to maintain, the Aegles abandoned them in Sagacia Forest. Over time, weather and decay corroded their metallic bodies, leaving behind the soul-like wisps of wind and life magic that once animated them. Aegles call these remnants Wind Essences, which eventually form corporeal bodies, becoming the wind elementals known today as Sylphs. When defeated, a Sylph reverts to a Wind Essence; unless it is sealed in an empty bottle, jar, or container, it eventually absorbs enough ambient magic to reform into a new Sylph.
Reputation
Due to their protective nature and reputation as guides for those lost within the Sagacia Forest, the Aegles regard Sylphs as guardians of the forest. Many adventurers tell tales of straying too far from their paths, only for a Sylph to emerge with a soft rustle of leaves in the still air, accompanied by hollow, melodic chirps and trills.
Field Note: Sylphs are known to drift along stable wind paths, and the Aegles have hung special wind chimes along these routes. These chimes only sound in response to a Sylph’s wind magic, making its presence known. Hearing these chimes is believed to be a good omen, signifying protection.
However, provoke a Sylph’s protective instincts, and you’ll feel the extent of their capabilities. They can summon powerful gales to force enemies back or unleash razor-sharp gusts to lacerate their opponents.
Sylphs leave a trail of dust and leaves in their wake—making them easy to follow.
Each Wind Essence retains the memories of a Sylph’s entire life—spanning centuries. Because of this, they are regarded as living historical records and are highly prized by Aegle researchers. As a result, some adventurers hunt Sylphs to harvest these Essences for coin, a practice that more conservative Aegles frown upon as disrespectful to these ancient beings.
Sylphs are rarely seen within the Sagacia Forest. When they appear, they always do so to guide the lost to safety.
– V –
War-Born Remnants
Appears In: Postknight 2
Found In: Regalle City (Quivtol)
Class: Elementals
Variation: Venti,
Sylph
The Ventis patrol the fortress walls of Regalle, the Aegle capital. These orange cousins of the Sylphs retain memories of the Great War and are imbued with the emotions that have haunted the Aegles for generations—a deep-seated fear of death and hatred for Humans. Unlike the peaceful and protective Sylphs, Ventis are volatile and territorial. Ventis also differ from the Sylphs in their powers: while Ventis have control over earth and wind magic, Sylphs can only control wind.
Centuries ago, Ventis were once Sylphs—beings formed from the remnants of wind and life magic that once animated their constructed bodies. However, roaming within Regalle, these Sylphs witnessed the lingering effects of the Great War upon the Aegles, who repressed their profound grief for their loved ones and burning hatred for the Humans.
Over the centuries, these emotions seeped into the Sylphs’ Wind Essences, hardening each one into a pair of Windtips—wing-like appendages located on either side of a Venti’s head. With enough ambient magic, these Windtips eventually reconstituted into the elementals known today as Ventis.
Not only did these imbued emotions change their form, but they changed their very nature as well. The hatred, specifically, lends itself to the Ventis’ volatile temperament. The Windtips serve much the same purpose as a Sylph’s Wind Essence, except instead of just storing memories, they store the emotions of the Aegles too. If left unsealed in a jar, bottle, or container, the Windtips can eventually reform into a Venti.
Ventis typically attack from a distance. They are territorial and view any attempts to approach them as a threat, and with a high-pitched trill, they unleash strong, rhythmic pulses of wind carrying sharp debris to force threats back.
If this doesn’t deter the threat, they immediately hurl mini twisters—a behaviour they share with Sylphs. When vanquished, a Venti dissipates and its Windtips are all that remain.
Upon encountering a Venti, Leaf Rangers have two options: redirect it beyond the city limits or defeat it and seal its Windtips in magically reinforced bottles to keep the Venti from reforming.
Territorial and aggressive. Those unprepared to meet a Venti had better run for their lives!
Field Note: Hung all along the fortress walls of Regalle are wind chimes that alert passersby when a Venti is near. Once you hear the tinkle of the chimes, prepare yourself for a battle—or run!