History Main / ElementalNation

13th Sep '16 4:22:37 AM jormis29
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* The main setting in ''{{Exalted}}'', Creation, has the Elemental Poles of Fire (south), Water (west), Air (north), Wood (east) and Earth (center). The closer you get to the pole, the more prominent the element becomes; the south is a vast desert and then volcanoes, the west opens to a vast ocean, the North is frozen and windblown, and the east is thicker and thicker forests. The Elemental Pole of Earth, in the center of Creation, is a ''colossal'' mountain. The people naturally try to adapt.

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* The main setting in ''{{Exalted}}'', ''TabletopGame/{{Exalted}}'', Creation, has the Elemental Poles of Fire (south), Water (west), Air (north), Wood (east) and Earth (center). The closer you get to the pole, the more prominent the element becomes; the south is a vast desert and then volcanoes, the west opens to a vast ocean, the North is frozen and windblown, and the east is thicker and thicker forests. The Elemental Pole of Earth, in the center of Creation, is a ''colossal'' mountain. The people naturally try to adapt.
11th Sep '16 12:03:13 AM Theriocephalus
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* In ''TheGreatTreeOfAvalon'' trilogy, each of the seven elemental realms has at least one race specifically attuned to the element, even though they usually aren't its sole inhabitants (this depends mainly on how inviting it is to other races; you won't find many humans willing to settle in Shadowroot or Waterroot for example).

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* In ''TheGreatTreeOfAvalon'' trilogy, each of the seven elemental realms roots of the WorldTree is attuned to a different element which dominates its landscape (Woodroot is heavily forested, Stoneroot is very mountainous, Airroot consists entirely of open skies, etc) and has at least one race specifically attuned to the that element, even though they usually aren't its sole inhabitants (this depends mainly on how inviting it is to other races; you won't find many humans willing to settle in Shadowroot or Waterroot for example).



* ''MagicTheGathering'' does this fairly frequently. Aligning tribes with certain colours or colour combinations, which in different blocks can be associated with different elements.

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* ''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' does this fairly frequently. Aligning tribes with certain colours or colour combinations, which in different blocks can be associated with different elements.



* The main setting in ''{{Exalted}}'', Creation, has the Elemental Poles of Fire (south), Water (west), Air (north), Wood (east) and Earth (center). The closer you get to the pole, the more prominent the element becomes; the south is a vast desert and then volcanoes, the west opens to a vast ocean, and the east is thicker and thicker forests. The people naturally try to adapt.
** Played with regarding the largest nation in Creation. [[TheEmpire The Realm's]] ruling caste, the Dragon Bloods, is made up of people who embody the various elements, but who aren't actually elementals (those are a separate thing). The played with aspect comes up in that they aren't divided politically by which element they embody; their divisions are based purely on politics.
* TabletopGame/DuelMasters has five civlizations that each had a distinct elemental theme: Light, Nature, Water, Fire and Darkness (think the colors of MagicTheGathering with the alignments of Green and Blue switched).

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* The main setting in ''{{Exalted}}'', Creation, has the Elemental Poles of Fire (south), Water (west), Air (north), Wood (east) and Earth (center). The closer you get to the pole, the more prominent the element becomes; the south is a vast desert and then volcanoes, the west opens to a vast ocean, the North is frozen and windblown, and the east is thicker and thicker forests.forests. The Elemental Pole of Earth, in the center of Creation, is a ''colossal'' mountain. The people naturally try to adapt.
** Played with regarding the largest nation in Creation. [[TheEmpire The Realm's]] ruling caste, the Dragon Bloods, Dragon-Blooded, is made up of people who embody the various elements, but who aren't actually elementals (those are a separate thing). The played with aspect comes up in that they aren't divided politically by which element they embody; their divisions are based purely on politics.
* TabletopGame/DuelMasters ''TabletopGame/DuelMasters'' has five civlizations civilizations that each had a distinct elemental theme: Light, Nature, Water, Fire and Darkness (think the colors of MagicTheGathering with the alignments of Green and Blue switched).



* ''TotalAnnihilationKingdoms'' the Kingdoms and their monarchs are based on the elements they control. Elsin and Aramon are earth, Kirenna and Veruna are water, Lokken and Taros are fire, Thirsha and Zhon are wind, The Sage and Creon are steel.

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* ''TotalAnnihilationKingdoms'' ''VideoGame/TotalAnnihilationKingdoms'' the Kingdoms and their monarchs are based on the elements they control. Elsin and Aramon are earth, Kirenna and Veruna are water, Lokken and Taros are fire, Thirsha and Zhon are wind, The Sage and Creon are steel.



* Explicitly averted by five powers of Literature/{{Lambda}}, mostly so it doesn't end up looking like Avatar with {{Magical Girl}}s, and also to avoid PoorPredictableRock.

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* Explicitly averted by five powers of Literature/{{Lambda}}, ''Literature/{{Lambda}}'', mostly so it doesn't end up looking like Avatar with {{Magical Girl}}s, and also to avoid PoorPredictableRock.



* A sci-fi example is ''ShadowRaiders'', The Cluster's solar system has five planets; Rock, Fire, Ice, Bone and Water with their inhabitants looking a lot like the element describing the planet (with the exception of Bone that look like reptiles).

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* A sci-fi example is ''ShadowRaiders'', The Cluster's solar system has five planets; Rock, Fire, Ice, Bone and Water Water, with their inhabitants looking a lot like the element describing the planet (with the exception of Bone that the people of Bone, who look like reptiles).
31st Aug '16 2:02:25 PM Theriocephalus
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* Some interpretations of the [[JRRTolkien Tolkinian]] world assign elemental simbolism onto the four main races of the [[TheLordOfTheRings Middle Earth]]; Elves are air (wise and spiritual), Dwarves are earth (ambitious and strong), Orcs are fire (temperamental and umpredictible) and Men are water (emotional and adaptable). Even their wheapons are associated with the elements according to the Esoteric tradition, as for example, Elves use arrows, Dwarves use axes, Humans use swords and Orcs use explosives. Also the places where they live can re-enforce the elemental association; Elves live in high castles and montains, Dwarves live underground and in caves and inside mountains, Men live near big water bodies and are one of the very few races that sails (Elves only use ships to go to the next world) and Orcs live near an active Volcano.

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* Some interpretations of the [[JRRTolkien Tolkinian]] Creator/JRRTolkien's world assign elemental simbolism symbolism onto the four main races of the [[TheLordOfTheRings [[Literature/TheLordOfTheRings Middle Earth]]; Elves are air (wise and spiritual), Dwarves are earth (ambitious and strong), Orcs are fire (temperamental and umpredictible) unpredictable) and Men are water (emotional and adaptable). Even their wheapons weapons are associated with the elements according to the Esoteric tradition, as as, for example, Elves use arrows, Dwarves use axes, Humans use swords and Orcs use explosives. Also the places where they live can re-enforce the elemental association; Elves live in high castles and montains, mountains, Dwarves live underground and in caves and inside mountains, Men live near big water bodies and are one of the very few races that sails (Elves only use ships to go to the next world) and Orcs live near an active Volcano.volcano.
10th Aug '16 5:01:46 PM ElusivePukka
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** It's played with by the time ''WesternAnimation/TheLegendOfKorra'' comes along though. Due to the complications caused by having the Fire Nation colonize part of the Earth Kingdom for a hundred years, with all the resulting cultural blending, those colonies developed into a fifth nation called the United Republic that's a mix of people from the Fire Nation, Earth Kingdom, and Water Tribes, as well as being the location of the world's only active Air Nomad Temple.

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** It's played with by the time ''WesternAnimation/TheLegendOfKorra'' comes along though. Due to the complications caused by having the Fire Nation colonize part of the Earth Kingdom for a hundred years, with all the resulting cultural blending, those colonies developed into a fifth nation called the United Republic that's a mix of people from the Fire Nation, Earth Kingdom, and Water Tribes, as well as being the location home of the world's only active Air Nomad Temple.living airbenders.
15th Jul '16 8:56:35 AM Quanyails
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[[AC:WebOriginal]]
* Explicitly averted by five powers of Literature/{{Lambda}}, mostly so it doesn't end up looking like Avatar with {{Magical Girl}}s, and also to avoid PoorPredictableRock.



[[AC:WebOriginal]]
* Explicitly averted by five powers of Literature/{{Lambda}}, mostly so it doesn't end up looking like Avatar with {{Magical Girl}}s, and also to avoid PoorPredictableRock.

to:

[[AC:WebOriginal]]
* Explicitly averted by five powers of Literature/{{Lambda}}, mostly so it doesn't end up looking like Avatar with {{Magical Girl}}s, and also to avoid PoorPredictableRock.
11th Jul '16 4:48:45 PM SantosLHalper
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[[caption-width-right:333: [-[[MakingASplash Water.]] [[DishingOutDirt Earth.]] [[PlayingWithFire Fire.]] [[BlowYouAway Air.]] [[OpeningNarration Long ago, the four nations lived together in harmony.]] Then, everything changed when the Fire Nation attacked.-] ]]

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[[caption-width-right:333: [-[[MakingASplash Water.]] [[DishingOutDirt Earth.]] [[PlayingWithFire Fire.]] [[BlowYouAway Air.]] [[OpeningNarration Long ago, the four nations lived together in harmony.]] harmony. Then, everything changed when the Fire Nation attacked.attacked...-] ]]
3rd Jul '16 5:25:49 PM nombretomado
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* ''Franchise/{{Bionicle}}'': Mata Nui and Metru Nui were each divided into seven regions, six of which corresponded to the elements of Fire, Water, Air, Earth, Stone and Ice (the seventh was a neutral zone in the center). Voya Nui and Bara Magna mix things up a bit: Voya Nui has similar regions but all the inhabitants share a single settlement; while Bara Magna has the regions and color-coding, but none of its peoples have innate elemental powers and most do not have cultural traits unique to their regional tribe (those that do, the Rock and Sand tribes, can attribute their traits to being led by a different race rather than being from a certain region).

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* ''Franchise/{{Bionicle}}'': ''Toys/{{Bionicle}}'': Mata Nui and Metru Nui were each divided into seven regions, six of which corresponded to the elements of Fire, Water, Air, Earth, Stone and Ice (the seventh was a neutral zone in the center). Voya Nui and Bara Magna mix things up a bit: Voya Nui has similar regions but all the inhabitants share a single settlement; while Bara Magna has the regions and color-coding, but none of its peoples have innate elemental powers and most do not have cultural traits unique to their regional tribe (those that do, the Rock and Sand tribes, can attribute their traits to being led by a different race rather than being from a certain region).
17th Jun '16 5:33:16 PM Luppercus
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* Some interpretations of the [[JRRTolkien Tolkinian]] world assign elemental simbolism onto the four main races of the [[TheLordOfTheRings Middle Earth]]; Elves are air (wise and spiritual), Dwarves are earth (ambitious and strong), Orcs are fire (temperamental and umpredictible) and Men are water (emotional and adaptable). Even their wheapons are associated with the elements according to the Esoteric tradition, as for example, Elves use arrows, Dwarves use axes, Humans use swords and Orcs use explosives. Also the places where they live can re-enforce the elemental association; Elves live in high castles and montains, Dwarves live underground and in caves and inside mountains, Men live nead big water bodies and are one of the very few races that sails (Elves only use ships to go to the next world) and Orcs live near an active Volcano.

to:

* Some interpretations of the [[JRRTolkien Tolkinian]] world assign elemental simbolism onto the four main races of the [[TheLordOfTheRings Middle Earth]]; Elves are air (wise and spiritual), Dwarves are earth (ambitious and strong), Orcs are fire (temperamental and umpredictible) and Men are water (emotional and adaptable). Even their wheapons are associated with the elements according to the Esoteric tradition, as for example, Elves use arrows, Dwarves use axes, Humans use swords and Orcs use explosives. Also the places where they live can re-enforce the elemental association; Elves live in high castles and montains, Dwarves live underground and in caves and inside mountains, Men live nead near big water bodies and are one of the very few races that sails (Elves only use ships to go to the next world) and Orcs live near an active Volcano.
17th Jun '16 5:32:26 PM Luppercus
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* Some interpretations of the [[JRRTolkien Tolkinian]] world assign elemental simbolism onto the four main races of the [[TheLordOfTheRings Middle Earth]]; Elves are air (wise and spiritual), Dwarves are earth (ambitious and strong), Orcs are fire (temperamental and umpredictible) and humans are water (emotional and adaptable). Even their wheapons are associated with the elements according to the Esoteric tradition, as for example, Elves use arrows, Dwarves use axes, Humans use swords and Orcs use explosives.

to:

* Some interpretations of the [[JRRTolkien Tolkinian]] world assign elemental simbolism onto the four main races of the [[TheLordOfTheRings Middle Earth]]; Elves are air (wise and spiritual), Dwarves are earth (ambitious and strong), Orcs are fire (temperamental and umpredictible) and humans Men are water (emotional and adaptable). Even their wheapons are associated with the elements according to the Esoteric tradition, as for example, Elves use arrows, Dwarves use axes, Humans use swords and Orcs use explosives. Also the places where they live can re-enforce the elemental association; Elves live in high castles and montains, Dwarves live underground and in caves and inside mountains, Men live nead big water bodies and are one of the very few races that sails (Elves only use ships to go to the next world) and Orcs live near an active Volcano.
17th Jun '16 5:07:50 PM Luppercus
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* A sci-fi example is ''ShadowRaiders'', has four planets; Rock (earth, as in the solid element), Bone (a swampy place full of oceans, thus water), Fire (ask CaptainObvious) and Ice (a cold windy place, air).

to:

* A sci-fi example is ''ShadowRaiders'', The Cluster's solar system has four five planets; Rock (earth, as in the solid element), Rock, Fire, Ice, Bone (a swampy place full of oceans, thus water), Fire (ask CaptainObvious) and Ice (a cold windy place, air).Water with their inhabitants looking a lot like the element describing the planet (with the exception of Bone that look like reptiles).
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