Magic Unlike Any Other
The time spent by the Alerans in that other place instilled some sort of power to them, and that power is passed down through the blood, indicating a genetic component. In fact, all Alerans of sufficient talent and strength in furycrafting to be admitted to the Citizenry are obliged by law to marry someone with similar ability, in the interest of producing children with strong furycrafting talent. Because of this genetic component, the High Lords tend to marry among their own ranks as much as possible in order to keep the power inherent to their bloodlines.
Magi have long sought a way to bring the elements under their control, with a considerable amount of research going in to methodology. But, they have never been able to achieve this goal. Somehow, on another world, the Alerans have managed to do so. Unlike other forms of magic, Aleran Furycrafting is very flexible, and its limits seem to be tied only to the imagination of the crafter.

At present day, powerful crafters tend to manifest personal furies in their early childhood or adolescent years, and control them with their will. A furycrafter’s strength is born into them and does not change as they age. It is a matter of training, experience, and mental fortitude and flexibility that allows them to use their abilities to a greater degree and finesse. They are used to aid them in whatever task is undertaken from housework to combat. This fury-based magic is accomplished in one of two forms. First, an Aleran may draw from the strength of their fury to increase their own. For example, earth crafters often draw physical might from the ground, through their furies, to allow them to lift loads far too heavy for normal people, while wind crafters can increase their speed and metalcrafters their endurance and tolerance of pain.
The second form of fury-crafting is to "manifest" a fury. This involves the fury taking a corporeal form; often the shape of an animal, though taking the shape of a human is not unheard of. Manifested furies are necessary for the most powerful forms of furycrafting, including flight (windcrafting) and healing (watercrafting).
While most Alerans display some type of very rudimentary ability in all areas of fury-crafting, they are typically skilled in only one or occasionally two elements and generally cannot rise above the freeman social status. Those who have sufficient skill with one or two fury types may elect to become "Citizens" by displaying that skill in a trial. High Lords and their offspring generally show considerable talent in all areas of furycraft well beyond the capabilities of a typical person, indicating that heredity plays some role in furycrafting, including inheritance or transference of specific furies. Residents of large cities typically treat furies as generic entities, while those in rural areas forge close personal bonds with specific furies often tied closely to local natural landmarks.
The Power of the Elements
Part of the strength of Furycrafting is its flexibility. Each of the elements can be drawn on in order to accomplish a variety of different things, and each has offensive, defensive, and practical uses. The table below contains some ideas of the options available to Furycrafters. Each element is also countered by a different element, and a crafter surrounded by their opposite element cannot use their furies or their furycraft. As an example: An earthcrafter suspended in a metal cage above the earth cannot access their furycrafting that relies on earth. In addition Furycraft requires a certain amount of calm in order to craft anything external to the Crafter.
Type | Description |
---|---|
Water | Used for communicating over large distances, reading emotions, shapeshifting (even to the point of copying the forms of other specific individuals), keeping a youthful appearance, and manipulating water; the control this provides over a human body allows for both healing or inflicting of illness or may be used to injure or kill; Body enhancement - such as extending the finger nails, making a sharp weapon. Manifested water furies out of large bodies of water may attack directly. Disrupted by fire. |
Earth | Used to impart greater strength; track and hunt; manipulate the earth; influence or calm animals; and inspire lust. A manifest earth fury can attack directly and can carry a crafter across ground as if on a raft. Earthcraft is necessary to travel swiftly on fury-crafted roads throughout Alera. Earthcraft is disrupted when contact with the ground or stone is lost. |
Wood | Used in manipulating plants, shaping wood, tracking, and for camouflage where there is sufficient plant-life to be adapted to the purpose; used by archers to bend massive bows to allow arrows to fly farther and faster, and to increase the accuracy of arrows. Also used to instantly create wooden tools. Requires nearby wood or plant matter, living or dead, in order to use. Woodcrafting is easily disrupted with metal. |
Air | Used to fly, control the wind, and to increase speed and agility. Also to bend air into a lens to see farther or into an echo chamber to allow voice communication without the need for watercrafting; however, the effective range is much shorter. It can also be used to create barriers of silence around an area to ensure private conversation. Strong crafters may be able to bend the air to make objects or people seem invisible or to create lenses of air to focus light into a damaging beam. It can be used to manipulate the weather, including the creation of lightning. One blind windcrafter was said to be able to "see" by sensing the currents of air in the room. Windcraft is disrupted by earth, particularly in the form of salt. |
Fire | Used to control firelight, to subliminally manipulate passionate feelings such as joy, anger, and fear; used to create and manipulate flames for either constructive or massively destructive purposes; can be used to create cold by extracting heat from an object; can be used to warm the crafter's own body when faced with cold weather; manifested fire furies may attack directly; the most powerful firecrafters can create white-hot spheres that vaporize anything within them and sear all objects within a large radius Disrupted by water. |
Metal | Used heavily in swordplay as crafters can change the hardness of metal, allowing them to strike with diamond-hard blades. Combat can be carried on in total darkness, if the opponent carries or wears metal, as metalcrafters do not need light to sense nearby metal. Shields and armor can also be made more flexible to absorb a greater amount of impact force than normal. Metalcrafting is also used in forging weapons and other precise metal objects; and, further, metalcrafters have dramatically increased pain tolerance and physical endurance. Although they gain reaction speed, accuracy, and deadly ability in combat, metalcrafters do not become physically stronger, nor does metalcraft give them skills they have not learned, and they still require metal weapons/armor to make the most of their abilities. The most deadly swordmasters are those who also augment their abilities with earth and wind. Metalcrafters in recent years have embraced firearms, and as with archers and woodcrafting, metal crafting with firearms grants the weapon greater accuracy, distance and more damage Disrupted by wood. |
What is a Fury?

Furies are elemental spirit-like forces (earth, water, air, fire, metal, and wood) that inhabit all aspects of Earth. Furies can be found as exceedingly small motes anywhere attention is paid, but can aggregate into larger and more volatile beings (either at the behest of a Crafter manifesting their power or as wild, feral Furies).
Furies in the wilderness or lands distant from cities are often considered more powerful, and the land more likely to be inhabited by such 'feral' furies. The nature of furies as independent beings appears to be substantially dependent on both the Alerans' cultivation of the land and their furycraft power. In tamed lands, the furies dissolve into motes that do not act independently, but can be gathered by a crafter into a manifest fury for their uses. Untamed lands, however, are prone to dangerous manifested furies that will harm anyone on sight unless destroyed or claimed by a Crafter of skill. Those living in these regions generally give their furies names (usually after the geographical landmark they believe their fury is connected to) and treat them as independent entities with quirks and individual talents, which causes their furies to do exactly that, as Crafting is an application of willpower.
Crafters are often only limited by what they believe they can and cannot do with their furies. The furies connected to a person can be passed on to another chosen by the crafter after their death, allowing that person to manifest that fury. This implies that Furies' natures are neither as simple as motes gathered with personalities projected onto them by the ignorant, nor fully independent entities that do not change.
Claiming & Inheriting Furies
Powerful Crafters, typically with a Citizen level skill in one type of crafting, are able to claim and bind wild furies to their will. The more powerful the fury, the more powerful the crafter must be in order to claim a wild fury. More powerful citizens are also capable of binding multiple different furies to them.
Furies can also be passed down from generation to generation or transferred from one furycrafter to another, which helps explain the cumulative power of the High Lords and the House of Gaius. Inheriting or having furies transferred to a crafter increases the power of that crafter.