Spirits
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.
Bound Ghost
Ghosts
Animal Spirits
Bound Animal Spirits
Bound Bear Spirit
Bound Wolf Spirit
Bound Bird Spirit
Wild Animal Spirits
Bear Spirits
Wolf Spirits
Bird Spirits
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 regions.
Bound Elementals
Bound Fire Spirit
Bound Water Spirit
Bound Earth Spirit
Bound Air Spirit
Wild Elementals
Fire Elementals
Water Elementals
Air 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.
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.
Dragon Spirits
Dragons are more than mere animals. They have souls like mortals although they are not gathered to the Goddess of Death when they are slain. Their energies permeate Lorithandar and are eventually reborn anew.