Spirits: Difference between revisions
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===[[Wolf Spirits]]=== | ===[[Wolf Spirits]]=== | ||
===[[Bird Spirits]]=== | ===[[Bird Spirits]]=== | ||
==Bound Animal Spirits== | ==Bound Animal Spirits== | ||
===[[Bound Bear Spirit]]=== | ===[[Bound Bear Spirit]]=== | ||
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==Wild Elementals== | ==Wild Elementals== | ||
Elementals are powerful spirits that embody the natural elements of Lorithandar. They are drawn to manifestations of their nature, and often become protectors of specific regions. | Elementals are powerful spirits that embody the natural elements of Lorithandar. They are drawn to manifestations of their nature, and often become protectors of specific regions. | ||
===[[Fire Elementals]]=== | ===[[Fire Elementals]]=== | ||
Proponents of cleansing and renewal through destruction, Fire Elementals are often unpredictable, dangerous and fickle. | Proponents of cleansing and renewal through destruction, Fire Elementals are often unpredictable, dangerous and fickle. | ||
===[[Water Elementals]]=== | ===[[Water Elementals]]=== | ||
As with the creation of all elemental spirits, Water Spirits (or Water Elementals) were a naturally-occurring phenomenon that began to appear when the sentient races of Lorithandar began encroaching on its wilds. Water spirits are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of [[the Northern Wastes]]. | As with the creation of all elemental spirits, Water Spirits (or Water Elementals) were a naturally-occurring phenomenon that began to appear when the sentient races of Lorithandar began encroaching on its wilds. Water spirits are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of [[the Northern Wastes]]. | ||
===[[Air Elementals]]=== | ===[[Air Elementals]]=== | ||
Air Elementals are often referred to as zephyrs. They are most often found on windswept plains or high in the mountains, and are said to embody both the brutal power of storms and the gentle breeze of spring. Their personalities are often mercurial and they can be unpredictable. They may seem playful and energetic - but anger them at your peril, as they make deadly foes. | Air Elementals are often referred to as zephyrs. They are most often found on windswept plains or high in the mountains, and are said to embody both the brutal power of storms and the gentle breeze of spring. Their personalities are often mercurial and they can be unpredictable. They may seem playful and energetic - but anger them at your peril, as they make deadly foes. | ||
===[[Earth Elementals]]=== | ===[[Earth Elementals]]=== | ||
Earth Elementals were born of the sleeping mind of the Green Dragon God of Shamanism, Kevalth. As more and more sentient races began to settle Lorithandar, the wilds were mercilessly cut down as settlements, villages and eventually cities were created. The earth could not protect itself and so the first Earth Spirits were introduced to safeguard the wilds and their inhabitants. These first few were mindless beasts; weak and undiscerning, they lashed out indiscriminately and the wrath of the sentient races was brought down upon them. Those few nature spirits who survived grew with time, learning and evolving as they did so - many eventually achieving sentience and developing hierarchies of their own in various regions of the world. | Earth Elementals were born of the sleeping mind of the Green Dragon God of Shamanism, Kevalth. As more and more sentient races began to settle Lorithandar, the wilds were mercilessly cut down as settlements, villages and eventually cities were created. The earth could not protect itself and so the first Earth Spirits were introduced to safeguard the wilds and their inhabitants. These first few were mindless beasts; weak and undiscerning, they lashed out indiscriminately and the wrath of the sentient races was brought down upon them. Those few nature spirits who survived grew with time, learning and evolving as they did so - many eventually achieving sentience and developing hierarchies of their own in various regions of the world. | ||
All Earth Spirits draw their energy freely from Kevalth’s stores for their shared purpose: to protect/preserve the wilds of the world. Earth Spirits, as such, very rarely have reason to move locations or come into conflict with one another - they live and die with the land under their care, spreading the influence of nature spirits primarily by propagating more nature spirits to guard land nearby, and cultivate spiritual energy to sustain themselves and contribute to the pool of Kevalth’s power. | All Earth Spirits draw their energy freely from Kevalth’s stores for their shared purpose: to protect/preserve the wilds of the world. Earth Spirits, as such, very rarely have reason to move locations or come into conflict with one another - they live and die with the land under their care, spreading the influence of nature spirits primarily by propagating more nature spirits to guard land nearby, and cultivate spiritual energy to sustain themselves and contribute to the pool of Kevalth’s power. | ||
As they gain the ability to wield more shamanic power, they grow in size. As they age and gain sentience - becoming self-aware - their forms often change, beginning to more closely reflect the inhabitants of the physical realm. The oldest and most powerful of these spirits (i.e. [[The Lady of Thorns]]) are able to, when the need is greatest, draw massive amounts of power and call upon the collective will of the other earth spirits of the world to aid them in their task. | As they gain the ability to wield more shamanic power, they grow in size. As they age and gain sentience - becoming self-aware - their forms often change, beginning to more closely reflect the inhabitants of the physical realm. The oldest and most powerful of these spirits (i.e. [[The Lady of Thorns]]) are able to, when the need is greatest, draw massive amounts of power and call upon the collective will of the other earth spirits of the world to aid them in their task. | ||
Earth spirits are creatures of habit who guard the wilds of their chosen regions. They root themselves in the stone and dirt of the world and resent intrusion at the best of times. If the intrusion is hostile they are implacable foes. | |||
==Bound Elementals== | ==Bound Elementals== | ||
Elementals are often highly sought after spirit companions - they make formidable allies both in and out of combat. | Elementals are often highly sought after spirit companions - they make formidable allies both in and out of combat. |
Revision as of 08:17, 5 April 2020
Spirits are denizens of the ephemeral realm known as the Spirit Realm. This realm has its own unique rules and regions which overlap the physical realm of Lorithandar. Spirits include Ghosts, Draconic Spirits, Animal Totems, and Elementals. See Shamanism for shaman-specific information, including stats for bound spirits.
Mortal Spirits
Ghosts are the spirits of formerly living mortals who have since passed on to the spirit realm, but refused to retire to the Realm of the Dead, clinging to the memory of their life or unfinished business in the mortal plane. These tragic spirits are often bound to a person, place, or item relating to the unfinished business.
Ghosts
Bound Ghost
Animal Spirits
Wild Animal Spirits
Bear Spirits
Wolf Spirits
Bird Spirits
Bound Animal Spirits
Bound Bear Spirit
Bound Wolf Spirit
Bound Bird Spirit
Elementals
Wild Elementals
Elementals are powerful spirits that embody the natural elements of Lorithandar. They are drawn to manifestations of their nature, and often become protectors of specific regions.
Fire Elementals
Proponents of cleansing and renewal through destruction, Fire Elementals are often unpredictable, dangerous and fickle.
Water Elementals
As with the creation of all elemental spirits, Water Spirits (or Water Elementals) were a naturally-occurring phenomenon that began to appear when the sentient races of Lorithandar began encroaching on its wilds. Water spirits are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of the Northern Wastes.
Air Elementals
Air Elementals are often referred to as zephyrs. They are most often found on windswept plains or high in the mountains, and are said to embody both the brutal power of storms and the gentle breeze of spring. Their personalities are often mercurial and they can be unpredictable. They may seem playful and energetic - but anger them at your peril, as they make deadly foes.
Earth Elementals
Earth Elementals were born of the sleeping mind of the Green Dragon God of Shamanism, Kevalth. As more and more sentient races began to settle Lorithandar, the wilds were mercilessly cut down as settlements, villages and eventually cities were created. The earth could not protect itself and so the first Earth Spirits were introduced to safeguard the wilds and their inhabitants. These first few were mindless beasts; weak and undiscerning, they lashed out indiscriminately and the wrath of the sentient races was brought down upon them. Those few nature spirits who survived grew with time, learning and evolving as they did so - many eventually achieving sentience and developing hierarchies of their own in various regions of the world. All Earth Spirits draw their energy freely from Kevalth’s stores for their shared purpose: to protect/preserve the wilds of the world. Earth Spirits, as such, very rarely have reason to move locations or come into conflict with one another - they live and die with the land under their care, spreading the influence of nature spirits primarily by propagating more nature spirits to guard land nearby, and cultivate spiritual energy to sustain themselves and contribute to the pool of Kevalth’s power. As they gain the ability to wield more shamanic power, they grow in size. As they age and gain sentience - becoming self-aware - their forms often change, beginning to more closely reflect the inhabitants of the physical realm. The oldest and most powerful of these spirits (i.e. The Lady of Thorns) are able to, when the need is greatest, draw massive amounts of power and call upon the collective will of the other earth spirits of the world to aid them in their task. Earth spirits are creatures of habit who guard the wilds of their chosen regions. They root themselves in the stone and dirt of the world and resent intrusion at the best of times. If the intrusion is hostile they are implacable foes.
Bound Elementals
Elementals are often highly sought after spirit companions - they make formidable allies both in and out of combat.
Bound Fire Spirit
Bound Water Spirit
Bound Earth Spirit
Bound Air Spirit
Dragon Spirits
Dragons are more than mere animals. They have souls like mortals, however they are not gathered to the Goddess of Death when they are slain. Instead, their energies permeate Lorithandar and they are eventually reborn anew. However, in the intervening period - which sometimes spans thousands of years - their spirits may continue to live on as though they had never died, save for their lack of interaction with the physical realm.