Sol(ar) Crystals
Sol Crystals are made by using freshly produced liquid sunlight to boil forgewater within a closed pot. As the two evaporate, the magic within the forgewater is stripped, forcing the bonds between the two liquids to crystalize together into dim and fragile yellow crystals. This results in most of the energy being lost, but the crystals can be recharged by simply leaving them in the sun, and the amount the larger crystals can store is rather great. As they don't lose power over time(other than amounts lost over the course of a week in the dark), they can be used to feed the liquid light elementals and train them. Conserving energy is rewarded, and being able to keep them alive long enough to teach results in wiser cherubs, especially with lessons from Muu on the value of patience. Conserving energy for the fight means you survive to defeat even more evil, and the value of retreating to fight another day when their mass grows too small to continue effectively. Liquid Light Elementals receive up to 3 Sol Crystals which they can draw on to maintain their form and be drawn upon during combat in place of their mass. While easy to shatter and weaken the elemental, they give them far better longevity. The Sol Crystals and this rewarding lesson should allow them to operate for longer, and the crystals are much easier to transport and use than barrels of liquid light. Though to restore loss mass to elementals, these are still needed.
A Wealth Token is used to ensure ample production of Sol Crystals. While they do need to be cut so they can be distributed , the process of creation and use is rather simplistic.
The development of Sol Crystals can give us a magical container for other things, as once they are drained they could serve as magical capacitors. A good two-point for the upcoming tome token. Coral/Bonewood for the handle, and crystals atop. Very traditional.
Solar Crystals En Masse
Sol Crystals are made by using freshly produced liquid sunlight to boil forgewater within a closed pot. As the two evaporate, the magic within the forgewater is stripped, forcing the bonds between the two liquids to crystalize together into dim yellow crystals. This results in most of the energy being lost, but the crystals can be recharged by simply leaving them in the sun, and the amount the larger crystals can store is rather great. As they don't lose power over time(other than amounts lost over the course of a week in the dark), they can be used to feed the liquid light elementals. Think of it as pay. Make enough crystals and keep them charged, and you've mostly solved the issues involved, even if they don't dim their lights. At the very least, it means camps are fairly safe at night. And yes, we're using wealth to ensure enough are produced to meet this goal. A large crystal around the size of a human head is enough to keep them going for 6-7 hours, and takes about that much time to recharge. A set of 8 per elemental is more than enough.