Most Elementals are too weak to grant Gifts to followers, but the lords of elementalkind are quite powerful and functionally indistinguishable from true gods in terms of the Gifts they can choose to bestow upon their mortal servants. A handful of the most powerful Elemental Lords are listed below, but their nature makes them difficult to document; there is always room for an Elemental Lord not listed here to have a following or cult practically anywhere that serves the purposes of an adventure or plot.
DEMI-GODS, HERO DEITIES, DAEMON LORDS, ELEMENTAL LORDS
Though they might otherwise be indistinguishable from or thought of as being "gods" by their faithful, Demi-gods, Hero Deities, Daemons, and Elementals are a little different than true "gods":
- They can have a physical manifestation
- they are limited to one locale at a given point in time
- it takes some time and effort to manifest at a given point
- they generally must be "summoned" or called forth by appropriate efforts of their devotees
- Unlike a truly immortal god, they can be permanently slain by mortal means if their physical manifestation is destroyed
DEMI-GODS
Demi-gods have immortal parentage on one side and mortal parentage on the other, though the number of generations removed from either side may be one or more depending on GM preference.
CONCERNS
Demi-gods typically only have one or two Concerns, though there might be exceptions.
HERO DEITIES
Hero Deities are mortals who have undergone an apotheosis and thus ascended to godhood. What means of ascension are valid is left to the GM's determination.
CONCERNS
Hero Deities typically only have one Concern, but more powerful ones may have more.
DAEMONS
Daemons are entities of a malefic origin, often thought to have "abyssal" or "lower planar" origins. Not all Daemons are "evil" in the malevolent, blackest pits of depravity sense (though many are), but they are all inimical, destructive, anathemic, or disruptive in some way.
CONCERNS
All Daemons should include either Evil, Chaos, Destruction, Death, Undeath, Terror, or Decay as their first
Deific Concern.
ELEMENTALS
Elementals are entities of spiritual origin or originating from planes of pure primal forces; the most typical arrangement is the classical Fire, Earth, Air, Water concept. Though not necessarily malevolent, Elementals tend to have primal, extreme natures and act in ways that don't necessarily conform to mortal logic or senses of ethics.
CONCERNS
All Elementals should include Fire, Earth, Air, or Water as their first
Deific Concern. At the GM's discretion other more specialized Concerns that are still elementally themed such as Cold or Lightning might be appropriate instead.