While other changelings reflect creatures who, at least on some level, represent human dreams (beauties, horrors, tricksters, animals), the Elemental psyche is influenced by the desires of objects and forces. The Elementals believe that their journey back through the Hedge was harder for them than it was for any of the changelings because they had less reason to escape. Their humanity had been more damaged by what they had endured in the Fae realm. Their memories of Faerie are often difficult to understand. Some know that once, they understood what it was to be a tree, or a stone, or a mound of earth. Some remember being lost to enchantment, becoming a clockwork doll or a lover made of ice. Others recall being lost in an environment now alien to them, perhaps serving as a manservant or maidservant in a flying city of glass or a blazing city made all of brass. Still others found their way into the Hedge on their own, and bear the marks of whatever thorny wasteland they wandered in before being taken to Faerie. Often seen as alien and inhuman, the Elementals are as much a mystery to the other changelings as they are to the humans around them.
- Appearance: Every Elemental has something of their element about them. Mostly, that connection shows itself through the texture and color of the skin, through something in the eyes.
- Contracts: Contracts of Elements, Contracts of Communion and Contracts of the Wild.
- Concepts: Secretly incompetent firefighter, landscape gardener, logging saboteur, clockwork secretary, workaholic steelworker, tornado chaser, model with flawless skin, all-weather surfer, competitive mountaineer, deep-sea diver, extreme sports fanatic.
Blessing
Elementals, touched as they are by the stuff of the world, are able to channel the forces and materials that define them into their bodies, giving them an uncanny ability to shrug off punishment. Once per day, the player can spend one point of Glamour to add the character's Wyrd rating to his Health dots for the rest of the scene. These follow the normal rules for temporary Health dots (see the World of Darkness Rulebook, p. 173).
Curse
The Elementals are further removed from humanity than other changelings, and find humans harder to understand and to influence. An Elemental doesn't get the benefit of the 10 again rule on any dice pools involving the Manipulation Attribute and the Skills Empathy, Expression, Persuasion or Socialize.
Kiths
Airtouched • Apsaras • Ask-wee-da-eed • Blightbent • Di-cang • Earthbones • Fireheart • Levinquick • Manikin • Metalflesh • Sandharrowed • Snowskin • Waterborn • Woodblood