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<blockquote data-quote="Aleolus" data-source="post: 3808249" data-attributes="member: 53423"><p>...Looks about right, now that I think about it. Maybe I should specify that their Control Element ability does not change the element that they are using, meaning that fire still has to have something to burn, earth can't do anything somewhere without soil or rocks, and so forth. There has to be <em>something</em> for them to start with. And I'm thinking about just dropping their spell-like ability thing, and just saying that they can do whatever with their element. They also usually work alone, unless they find a challenge too great for them to overcome on their own. If that happens, then they usually first contact the Guardian whose element opposes theirs, and if that isn't enough, then they will contact the other two. When one calls out, the others are always willing to help, unless they are already embroiled in a historic event on their own.</p><p></p><p>They also all have traits that most people would consider flaws, but they are only present when alone, or with one of the two Guardians who does not oppose them. Two opposing Guardians who are acting together on the same issue find their "flaws" smoothed over, with two opposites countering each other.</p><p>Fire has a short temper and is somewhat brash</p><p>Water is forgiving to a fault, and overly kind</p><p>Earth is stubborn and hard-headed. If he decides on a course of action, the only way he can be deterred from it is if someone has a valid, obvious reason with pure, proven facts to back it up, and even then he only does so grudgingly.</p><p>Wind is somewhat flighty, though not cowardly. He simply tries to find the easiest way to do something, and if something proves difficult, he will back off to try to find an easier way.</p><p></p><p>They all also wander the world, only interfering if they feel an action or group threaten the entire material plane, or greater importance. Each is drawn to a particular type of area, except for Wind, who simply goes where the wind calls him. Wind is, therefore, the most likely for a group to encounter.</p><p>Fire is drawn to arid, dry areas, and areas where a group or persons passion for life or a goal flare brightly.</p><p>Water is drawn mostly to coastal areas, underwater areas, as well as events that will affect large bodies of water.</p><p>Earth is drawn to mountainous areas, though he feels at home most anywhere there is solid ground.</p><p></p><p>They also draw their power from their element, which means that they are rarely found somewhere without it. Fire tries to avoid going to cold areas, Water avoids arid areas when possible, and Earth never willingly goes to sea. Wind is claustrophobic, but manageably so, so he can go underground or into enclosed areas for a short while, he can't bear it for long, and he only does in times of dire need.</p><p></p><p>--EDIT--</p><p>As for how the party would meet them, typically it would be someone they run into who doesn't want to interfere, but will offer advice, and, while they let groups meet their own goals, they don't object to a slight amount of aid in overcoming unseen obstacles. They might be willing to travel with the party, as well, if the group can convince them their cause is worthwhile (meaning failure or success could meet their criteria for interfering, affecting a large portion of the Material plane, or multiple planes).</p><p></p><p>Also forgot to mention that each has telepathy with each other. However, if they are outside of 10 miles of any one of them, then they must use a medium of that ones element to communicate with him. Meaning, if Fire is more than 10 miles away from Earth, and Earth wants to talk with him, Earth has to build a small fire and use that to speak with him. Fire then senses that Earth wishes to speak with him, and picks up a handful of soil to speak back. Any one of them can grant the ability to communicate with them to other creatures that they desire, however the same rules for distance apply, and in that case the communication is one-way, usually to call for help. They only offer this to sentient beings who have earned their favor.</p></blockquote><p></p>
[QUOTE="Aleolus, post: 3808249, member: 53423"] ...Looks about right, now that I think about it. Maybe I should specify that their Control Element ability does not change the element that they are using, meaning that fire still has to have something to burn, earth can't do anything somewhere without soil or rocks, and so forth. There has to be [i]something[/i] for them to start with. And I'm thinking about just dropping their spell-like ability thing, and just saying that they can do whatever with their element. They also usually work alone, unless they find a challenge too great for them to overcome on their own. If that happens, then they usually first contact the Guardian whose element opposes theirs, and if that isn't enough, then they will contact the other two. When one calls out, the others are always willing to help, unless they are already embroiled in a historic event on their own. They also all have traits that most people would consider flaws, but they are only present when alone, or with one of the two Guardians who does not oppose them. Two opposing Guardians who are acting together on the same issue find their "flaws" smoothed over, with two opposites countering each other. Fire has a short temper and is somewhat brash Water is forgiving to a fault, and overly kind Earth is stubborn and hard-headed. If he decides on a course of action, the only way he can be deterred from it is if someone has a valid, obvious reason with pure, proven facts to back it up, and even then he only does so grudgingly. Wind is somewhat flighty, though not cowardly. He simply tries to find the easiest way to do something, and if something proves difficult, he will back off to try to find an easier way. They all also wander the world, only interfering if they feel an action or group threaten the entire material plane, or greater importance. Each is drawn to a particular type of area, except for Wind, who simply goes where the wind calls him. Wind is, therefore, the most likely for a group to encounter. Fire is drawn to arid, dry areas, and areas where a group or persons passion for life or a goal flare brightly. Water is drawn mostly to coastal areas, underwater areas, as well as events that will affect large bodies of water. Earth is drawn to mountainous areas, though he feels at home most anywhere there is solid ground. They also draw their power from their element, which means that they are rarely found somewhere without it. Fire tries to avoid going to cold areas, Water avoids arid areas when possible, and Earth never willingly goes to sea. Wind is claustrophobic, but manageably so, so he can go underground or into enclosed areas for a short while, he can't bear it for long, and he only does in times of dire need. --EDIT-- As for how the party would meet them, typically it would be someone they run into who doesn't want to interfere, but will offer advice, and, while they let groups meet their own goals, they don't object to a slight amount of aid in overcoming unseen obstacles. They might be willing to travel with the party, as well, if the group can convince them their cause is worthwhile (meaning failure or success could meet their criteria for interfering, affecting a large portion of the Material plane, or multiple planes). Also forgot to mention that each has telepathy with each other. However, if they are outside of 10 miles of any one of them, then they must use a medium of that ones element to communicate with him. Meaning, if Fire is more than 10 miles away from Earth, and Earth wants to talk with him, Earth has to build a small fire and use that to speak with him. Fire then senses that Earth wishes to speak with him, and picks up a handful of soil to speak back. Any one of them can grant the ability to communicate with them to other creatures that they desire, however the same rules for distance apply, and in that case the communication is one-way, usually to call for help. They only offer this to sentient beings who have earned their favor. [/QUOTE]
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