The Elements At your command
Alerans are a unique breed of human, regular in almost all respects, save for their unique power to bend, twist, and command the elements. Their ancestors were somehow drawn to another world, but their descendants now walk the Earth as an acknowledged part of the world we live in. When making an Aleran, take into account this 'similar but different' mindset.
When working on creating an Aleran, we have the following questions that you should consider when making your Furycrafter:
- Why is your Aleran character in the United States?
- Alera is a sovereign nation, and while the Aleran people can travel the world just like other citizens of the various nations, they nonetheless do not often tend to leave their own land. So why is your character present in Denver? Are they here on a skiing trip? For business? For the pursuit of pleasure? How long have they been gone from Alera? How long are they planning to stay?
- How does your character feel about non-Alerans? What about the supernatural?
- Alerans generally view non-Alerans as disadvantaged, or lacking in Aleran privilege. This typically manifests in a slight bit of condescension and quiet pity in most Alerans, but not all. When it comes to the supernatural, Alerans do not view furycrafting as anything unnatural or odd, but the bulk of Aleran society hates and distrusts supernatural beings.
- Which of the Great Houses, if any, does your character come from?
- The Great Houses all trace their bloodlines back to the original settlement on Alera, and in their hands is concentrated a great deal of power and authority. Each of the Houses has a different sort of affinity, instincts, and traits which seem to be bred into the family lines, rather than being an acquired taste. You can read more about the Great Houses if you need a refresher.
Innate Powers & Abilities
- Cooperation - Multiple crafters can combine their efforts on a single crafting, such as how the ancients raised Atlantis from the depths of the Atlantic ocean, in order to achieve more powerful effects.
Weaknesses
- Still Human - Despite the power available to the Aleran people, they remain fundamentally human and must do all the things that normal humans must do in order to maintain their life.
- Restrictive Breeding - It is Aleran law that members of the Citizenry are obliged to marry individuals who have similar strength in furycraft in order to ensure that the power concentrates and that the Aleran empire is empowered by strong crafters.
- No Other Powers - Alerans cannot have psychic powers and cannot learn magic the way other people can. Unless they become a demonic thrall or angelic devotee, an Aleran will never develop any other powers other than their native furycraft. Alerans that become infected with lycanthropy or vampirism lose their native furycraft.
When you choose to play an Aleran, you gain a pool of points with which to buy levels of strength in the various elements of furycrafting. These points are available based on the strength of the furycrafting gift. It is possible for someone to have a more strength while occupying a lesser social rank. For instance, it's possible to have the strength of a Lord without holding the social rank of a Lord, or to have a Knight's level of strength as a simple Citizen.
Point Availability
Furycrafting Strength | Total Points Available | ||
---|---|---|---|
Freeman | 5 | ||
Citizen | 20 | ||
Knight | 35 | ||
Lord | 50 | ||
High Lord | 65 | ||
House of Gaius | 80 |
Explanation of Furycrafting Strength
The stronger an Aleran's furycrafting gift is, the greater the effect both in terms of distance, range, and the degree of enhancement possible with internal manifestation. In addition, how strong a furycrafter’s gift is also affects even lesser manifestation of their gift. For example, an Air Crafter at the strength of a High lord can make themselves fly faster than an Air Crafter of a Knight's strength. When the Crafter at High Lord’s strength calls on the Earth for strength, they are stronger physically than a Knight level Earthcrafter.
Power Limits
Furycrafting Strength | Power Affect | Max Bound Furies | Points Cost |
---|---|---|---|
Freeman | Internal Manifestation | 1 | 1 |
Citizen | External Application | 1 | 2 (3) |
Knight | Fury Manifestation | 2 | 3 (6) |
Lord | Area of Effect | 3 | 4 (10) |
High Lord / House of Gaius | External Mastery & Furybinding | No Max | 5 (15) |
It costs 15 points to "Max Out" in an element. You cannot take a higher level of skill for an element without first obtaining those lower. For example, becoming a Knight level (2 pts) Earthcrafter means you have also taken the Citizen (1 pt) and Freeman (1 pt) levels for a total of 4 pts spent.
The examples listed under each power affect and element below are intended to serve as examples of how furycrafting might be applied. They should serve as ideas rather than hard limits as your creativity is one of the most defining aspects of fury crafting. As long as your idea/use adheres to the parameters of the power level you've obtained, there is no other limit to what you can accomplish with furycrafting .
Internal Manifestation - Internalized manifestations of crafting work on the senses as well as focusing on enhancing the physical capabilities of the Crafter. Most of these manifestations are subtle and generally are undetectable as they are internal to the Crafter.
- Earth:
- Strength of the Earth - Imbues oneself with advanced strength, capable of reaching supernatural levels that equal a vampire at Knight level power and Angels at the power level of a High Lord.
- Earth Sense - The crafter can sense things moving on the earth, beneath the earth, and beneath the ground. Additionally the crafter can sense things that are in the ground such as bodies, or veins of metals, coal and oil, etc .
- Air
- Speed of the Wind - The crafter gains supernatural speed when drawn upon, but otherwise finds themselves to be faster and more agile than the normal human.
- Feel the Air - The crafter can feel the movement of air and air currents around him, allowing him to have a split second warning in the case of someone moving to strike or as a way to navigate through a dark room or when blind.
- Fire
- Frenzy - Imbues oneself with bloodlust and fury, leading to a frenzy and burst of energy that can be channeled into any activity the crafter undertakes.
- Generate Heat - The Furycrafter can generate warmth from the body, allowing the crafter to endure harsher temperatures without suffering any ill effects from the cold. This can also be used offensively, but the heat generated isn't much warmer than something fresh from the oven.
- Water
- Sense Emotions - Ability to sense emotions of those nearby. This sense of other's emotions allows the watercrafter to 'hear the truth' which means the crafter cannot be lied to except for by a psychopath, someone using metalcrafting to block their emotions, or specific power that allows someone to deceive without being caught.
- Youthful Vitality - Watercrafters do not suffer from the effects of aging like other people, and generally look considerably younger than they are after they reach adulthood. It's not unlikely that a 80 year old will look like a fifty year old. While they may look younger, they do not actually have slower aging than normal.
- Wood
- Peerless Accuracy - With a bow and arrow, spears, or atlatl, a wood crafter has incredible accuracy and extended distance with wooden weapons. Combined with other crafting arts, a woodcrafter can perform feats which are just plain 'impossible'.
- Tracking & Hunting - Woodcrafters are master trackers and hunters, capable of following old trails through dense underbrush and masking their scent and presence from being detected.
- Metal
- Sense Metal - Metalcrafters are capable of sensing the presence of metal and metallic objects, a feat which enables them to engage in sword fights in total darkness. This sense also ensures that they are nearly impossible to sneak up on when their stalker is carrying metal objects.
- Enhanced Endurance - Metalcrafters are able to call on their metal weapons and armor for increased resiliece and stamina, as well as dulling or removing their ability to sense pain. This increase in resilience allows them to go longer without food, sleep, or water, and allows them to take more damage before suffering injuries.

External Application - At this level of power the crafter is able to begin manipulating the elements directly through their Furies. They cannot make these furies manifest physically but the furies now function as distinct and discrete entities. It is at this stage of power that the crafter will typically name their fury.
- Earth:
- Earth Raft - The crafter can glide across the ground as if standing on a raft and sailing over the earth, unimpeded by uneven terrain, or fatigue.
- Earth Ward - Creates a ward of earth capable of stopping projectiles, magics, animals, and other objects. This can be a traditional wall, a hill, a hole, or any other form.
- Air:
- Lens Crafter - Ability to bend air into a lens that allows one to see farther or create an echo chamber for voice communications.
- Levitate - The crafter can lift, hold, and move objects similar to the abilities related to telekinesis.
- Firelight - Ability to manipulate light and shadow produced by a single source of fire. Fireball - Ability to create fireballs of varying sizes and heat intensity.
- Aquatic Spy - Ability to listen in on conversations, using the presence of water near the speakers as a hearing conduit.
- Ranged Communication - Ability to vocalize through the presense of water in order to communicate with those at the target end.
- Shape Wood - Ability to shape wood and plant materials (living or dead) into any shape the crafter can envision, including tools, ropes or lassos, ladders, etc.
- Miracle Grow - Ability to cause rapid growth or decay in plants, trees, and similar flora. This can be used offensively such as ensnaring prey, or harmlessly as in making flowers bloom brighter and bigger.
- Steelforge - Ability to harden any metal object, making it as hard as steel, extra durable, and more resistant to damage.

Fury Manifestation - At this level of power, the Furycrafter is actually able to cause the fury or furies bound to it to take on a solid, physical shape. The ability to have a physical fury is often considered the first real milestone of gauging true furycrafting power and further enables the Furycrafter to begin understanding and using advanced furycrafting techniques. Furies can take on whatever shape their Crafter desires, but named furies have a tendency to take on specific shapes. As an example: Brutus, a powerful earth fury, often appears to be a hound made of stone with gleaming emeralds for eyes.
- Earth:
- Manifest Fury - Ability to summon a shapeless fury of earth. Furies may be used in a variety of ways at the crafter's direction, including offensive, defensive, and constructive.
- Manipulate Animals - Ability to soothe and control wild animals, calming them or directing their activities, in effect taming them. This may include natural animals or the animal totems in shifters and lycanthropes.
- Inspire Lust - Ability to incite great lust in a target, making them more interested in acquiring satisfaction of this baser need than whatever they were doing previously.
- Manifest Fury - Ability to summon a shapeless fury of air. Furies may be used in a variety of ways at the crafter's direction, including offensive, defensive, and constructive.
- Suffocate - Ability to remove or thicken the air around a person or object. This ability can be used to suffocate, squeeze, shield, or make combustible if ignited.
- Blind - Ability to blind a target completely, or conceal specific areas or objects from their sight.
- Manifest Fury - Ability to summon a shapeless fury of fire. Furies may be used in a variety of ways at the crafter's direction, including offensive, defensive, and constructive.
- Inspire Passions - Ability to incite passions (not to be confused with lust) such as joy, anger, and fear in a target.
- Generate Warmth - Ability to manipulate heat around a person or object, either warming or cooling the target.
- Manifest Fury - Ability to summon a shapeless fury of water. Furies may be used in a variety of ways at the crafter's direction, including offensive, defensive, and constructive.
- Healing - Ability to heal or cause illness and injury in others.
- Manifest Fury - Ability to summon a shapeless fury of wood and plant material. Furies may be used in a variety of ways at the crafter's direction, including offensive, defensive, and constructive.
- Camouflage - The crafter can blend themselves and others into their surroundings, appearing completely invisible to sight. Scent is masked to a degree, but can be traced by enhanced senses.
- Hunter's Trail - The crafter has the ability to track a target by using the plant life around it.
- Manifest Fury - Ability to summon a shapeless fury of metal. Furies may be used in a variety of ways at the crafter's direction, including offensive, defensive, and constructive.
- Weakness - Ability to disrupt the electromagnetic currents in a target, disrupting the neural pathways, causing a lack of coordination and overall weakness.
- Brittle - Weaken any metal wielded or worn by the target, causing it to become brittle and more receptive to damage and breaking.

Area of Effect - At this level of power, the Crafter becomes capable of bending and shaping the elements on a larger scale, able to focus their power in order to effect crowds, groups, infantry lines, and other large groups or large swathes of territory which can extend for miles.
- Earth:
- Shockwave - With a stomp, the crafter creates a shockwave that ripples outward, causing those within its vicinity to be stunned and knocked down.
- Sludge - Ability to slow targets who are moving across the ground by putting obstacles in their path, such as hills, quicksand, mud, etc.
- Stone Rain - Can create a localized storm of falling stones, pebbles, and chips of rock.
- Flight - The crafter can work collaboratively with the fury, allowing the crafter to fly upon the air so long as the fury is favorable.
- Barrier of Silence - Ability to warp air around a target, targets, or location so that any sound made within the barrier does not carry and cannot be heard by anyone standing outside the ring.
- Focused Light - Ability to harness light into a single beam through a lens of air, effectively creating a laser, similar to using a magnifying glass to harness sunlight.
- White Fire - The crafter can forge a white-hot sphere of light capable of vaporizing anything within them and searing all objects within a 10 foot radius.
- Flame Shield - Ability to create a wall of flame that burns so hot that anything attempting to pass through it is obliterated.
- Command Floodwaters - Ability to control the movements of large quantities of water, commanding them into spirals, bubbles, and other shapes, moving from one place to another, or any other fashion the crafter can envision.
- Whirlpool - Churn a body of water into a whirlpool. This can have numerous effects such as destruction of items pulled into the swirl or disrupting any eavesdropping or communication occurring in the targeted channel.
- Douse Emotions - Ability to affect the emotions of multiple people at the same time, often to soothe and calm. This can include identifying sources of deceit, distress, or other sharp emotions.
- Treant's Hug - Ability to manipulate trees, vines, and the like and direct their movements to form traps or cords capable of snaring a target, binding objects together, etc.
- Poision Strike - Crafter is able to use natural properties of vegetation on targets. This can range from putting poisons on weapons, setting off a rush of pollen-like agents to put people to sleep when they step into a trapped area, inducing calm, or causing severe allergic reactions.
- Metallic Bonding - Ability to bond metal surfaces together or cut them apart.
- Fury Forge - The crafter can make items for personal use and imbue them with the power of a fury. These items must be made from metal, although a skilled metalcrafter can imbue the item with the essence of any other elemental fury. These items must be of a size and nature that they can be worn or carried by the person, such as weapons, jewelry, discipline collars, etc.

External Mastery & Furybinding - The pinnacle of furycrafting arts allow the furycrafter to utilize very, very subtle applications of Furycraft to achieve great things, or to create spectacles of power which are both awesome and frightening. At this level of power, the scions of the High Lords and the House of Gaius are able to do things like raise continents, fetch up coal and oil from the depths of the earth, reshape land and vegetation as they seem fit and to deploy the elements as weapons of mass destruction.
- Earth:
- Fury Binding - The crafter can now take furies and bind them into a specific form and/or for a specific task. Furies bound in this manner are typically bound in a single place and remain bound until the crafter releases them. This ability often see's use in citadels of the High Blood, who bind earth furies into Gargoyles as guardians.
- Earthquake - Tears the earth assunder, causing objects in its range to be knocked down as the ground trembles beneath them and suffer damage as the loose ground explodes up and falls back down.
- Landslide - Ability to loosen the ground so that it flows like a river, carrying everything atop it and in its path with the flow
- Fury Binding - The crafter can now take furies and bind them into a specific form and/or for a specific task. Furies bound in this manner are typically bound in a single place and remain bound until the crafter releases them. This ability often sees use in citadels of the High Blood, who bind earth furies into Gargoyles as guardians.
- Lightning - Ability to create lightning from the manipulation of air currents and focused light.
- Tornado - Crafter and their fury can manipulate the air and wind into the form of a tornado, calling upon this powerful force and controlling its path.
- Fury Binding - The crafter can now take furies and bind them into a specific form and/or for a specific task. Furies bound in this manner are typically bound in a single place and remain bound until the crafter releases them. This ability often sees use in citadels of the High Blood, who bind earth furies into Gargoyles as guardians.
- Molotov Shower - The crafter can create a rain of fire in a large area, burning everything the drops strike and spreading out until extinguished or fuel sources are depleted. This effect leaves scorched earth behind.
- Lava Flow - Ability to fashion fire into a river so that it flows like lava, burning everything in its path.
- Fury Binding - The crafter can now take furies and bind them into a specific form and/or for a specific task. Furies bound in this manner are typically bound in a single place and remain bound until the crafter releases them. This ability often sees use in citadels of the High Blood, who bind earth furies into Gargoyles as guardians.
- Tsunami - Ability to create a giant wave in a body of water and direct it towards a target. The larger the wave, the more powerful the crafter, the more damaging the results.
- Freezing Rain - The crafter can pull on water in the clouds above an area and create a downpour of rain, sleet, or snow.
- Fury Binding - The crafter can now take furies and bind them into a specific form and/or for a specific task. Furies bound in this manner are typically bound in a single place and remain bound until the crafter releases them. This ability often sees use in citadels of the High Blood, who bind earth furies into Gargoyles as guardians.
- Forest of Trees - The crafter can force trees to sprout in a targeted area. As the trees grow, they tear the ground, break concrete, move objects in their way, and cause massive destruction where the mini-forest has rooted.
- The Barrens - The crafter causes all vegetation in a large area to wither and die, leaving the terrain barren, removing any barriers to sight, sound, and scent created by the plant life.
- Colossus - Ability to draw a metal fury onto one's body so that it pours over the crafter, seeming to turn them into mobile metal, granting the crafter diamond skin and a boost to strength.
- Magnetism - A complex ability that lets the crafter magnetically charge any metal object. This power is capable of pulling other metal objects together as well as disorienting compasses and the senses of animals that rely on magnetic north.
- EMP - Create a burst of electromagnetic energy that radiates outward and short-circuits all electronic items in range. Items affected by this power cannot be used until they are repaired.
- Fury Binding - The crafter can now take furies and bind them into a specific form and/or for a specific task. Furies bound in this manner are typically bound in a single place and remain bound until the crafter releases them. This ability often see's use in citadels of the High Blood, who bind earth furies into Gargoyles as guardians.