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[Magic Creature / Spectre?] Wisps, Sidhe, Spirits of Nature...


Gallic
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Draft 1! And my first ever submission! Please give some feedback. <3

 

Credit to the Song Druid for the original, denied lore. I obtained permission to run with it, and take some creative liberties... Attempting to pay regard to a few of the criticisms that were raised against it the last time, and giving it a few kicks that I may have went a little overboard with. All in all, though, I've worked really hard on this for a while, and I would appreciate if it was at least given some thought, and maybe some suggestions. c:

 

(okay I'm going to go have an anxiety attack for submitting this now bye)

Spoiler

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The spirits of nature... Many cultures have professed loyalty to them in the past, worshiping or respecting them in their pagan ways. Creating idols, and making offerings... Though many would see them simply as a work of folklore, Druidic texts have long written of such creatures, and to those who see them as more than fiction... They are quite real.

 

It is written in the Drui'ithirn of beings of nature, who's birth was, at once, brought about by objectively unnatural means, but who were blessed and beautiful, and granted favor as the Aspects' own children, placed among other beings of the wilds. Souls of nature's people; Trees and birds, fish and bears... And even the occasional greater soul, mixed in with the bunch- Somehow trapped on our plane, confused, and afraid, and guided to what felt familiar. What comforted them. Nature's ebb and flow, now rushing through them unchecked by flesh and perception, as a vibrant stream of life. Druidic energy flowing on its way to fairy rings, or sacred springs, or other destinations held in great esteem, by both nature's court and the Druids who watch over them.  Transformed by the wild flow of nature's grace, fused together to form a new being entirely. A wandering soul, attuned to nature. Something that feels and lives among all things of the forest, or dunes, or mountains... Given life anew, sharing with the land. No longer a lost soul, but druidic energy given form. Given sentience and personification by gifting it with a soul. An apparition of animals and plants. No longer do they pay heed to what they once were; Indeed, none still remember.

 

Now they sway with the wind, flow with the streams, and tread upon the earth... What was once unnatural is now given a place in nature, and held in sacred way by many.

 

Spirits of Nature;

Sidhe, Wisps, other cultural nomenclatures...

                                                                                                                                                                      

(For simplicity's sake, we'll be calling them spirits in this lore submission. In character, they're whatever they get called on a cultural basis. Unrelated to the shaman community, don't worry.)

The Spirits of Nature are mostly incorporeal beings, of great diversity in personality, affinities, and appearance. Being born to the family of trees and creatures, nothing restrains them from vastly wild variety, leaving no two the same. Though, that isn't to say that there isn't any consensus in innate quirks of these beings. Most come in one of four overall flavors, but there is one trait shared by all of them. As beings one with the wind and wilds, they tend to be freedom-loving, in some cases to a fault. They resent any act forced upon them, or being anchored in one place, unless they stay there because they want to be, or have some obligation that they themselves accepted, willingly.

 

(Appearance:)

                          

Nature spirits, as stated, take a wild variety of shapes and colors. Some prefer humanoid, some feel attached to a specific animal, and some prefer to take no shape at all. The simpler ones tend to be shapeless, as simple wisps on the wind. When in some spectral form, they are limited in their color choices, as the druidic power they are suffused with, in cases when it is visible, tends to only come in the shades of the land that it flows through. Muddy greens for marshes, pale browns for deserts, and so on, giving them a range of browns, greens, and greys... But it isn't something that they have any choice in. In this regard, you could tell from where a wisp hails by the color of their essence. However, when taking upon the form of a creature, the illusion of their form can be the natural colors of the creature.

 

When taking the appearance of the creature, there is usually something unearthly about it, that creates some distinction between it and its natural kin. A pale raven. An owl of unusual size. A stag with leaves upon its horns. A bear with glowing eyes. Creativity is boundless, but they have difficult taking forms that would not be natural, or colors that would be entirely outlandish, such as a wolf that is otherwise normal, only with hot pink fur.

 

(Abilities, and a few weaknesses:)

                                                           

Being children of wilds, and in some ways among the descendants of the Aspects, the Nature Spirits are beings of Druidic power. Therefore, by virtue of their very nature, they call upon some of the same abilities that a Druid possesses, and some that are beyond their scope. Though they utilize the same means, the Nature Spirit's abilities are unique to them. The forest bends willingly to their desires, to extents that rely on the power of the spirit in question. A weak spirit may rustle the leaves, and whisper through the boughs and roots of trees, while a very old and powerful one could perform such feats as calling droves animals to its command, or moving entire trees to its will. Though they are incorporeal, they can only pass through surfaces that Druidic energy could pass. They are no longer simply wandering souls, but the flow of Druidic energy personified. Moving through dirt and live wood would be simple as passing through water, while crafted wood and rough-hewn stone would hamper their pursuit, but ultimately only serve to slow them down... And masonry and artificial materials (baked clay, stucco, metal, concrete) would require great effort and time to squeeze through, to the point that powerful sidhe would be completely unable to. Of course, this rule doesn't apply to materials such as aurum or cold iron, nor magical or blessed barriers. They are still disembodied souls, changed or not, and so would bear weakness to such materials. Unable to pass them by any means, even if their Druidic essence could do so.

 

Taking this into consideration, mortal weapons tend not to cause any harm to a Spirit, though blessed, enchanted, or otherwise special brands may disrupt their essence, and cause the rare sensation of pain upon them - Something most are not accustomed to, and will evade if possible. If 'slain' in this way, they will be scattered to the wind, and take some time to assemble once more... Though, they are not inactive for the entire period, for as an amalgamation of multiple spirits, they are able to operate on a simpler level when not whole. Similar to regrowing from the state of a baby, just faster. For this reason, more powerful spirits will take much longer to reform, whereas exceptionally weak spirits will reassemble not long after disruption.

 

Despite being incorporeal, a gentle hand, and one with the expectation of being able to touch the being as a physical entity, will find the spirit to have some substance... Enough to feel. Though, if too rough, the illusion will be shattered. It can be confusing to touch one, as it takes a steady, gentle mannerism. Just as those who are too rough find themselves passing through, those with violent intent in their motion will find the spirit to be faint as air. Some are deeply upset by this sort of action, and many will vanish immediatley- This can lead to some believing they have destroyed it, or at least banished it. In truth, it likely just vanished and ran away, either insulted, saddened, or believing it funny.

 

Nature Spirits also hold some more mischevous abilities, the strength of which depends entirely upon the malign intent of the spirit in question. Causing rot and decay in food, wood and so on, plagues of vermin, encouraging minor illnesses, and even causing some items to vanish from homes as they depart. In the opposite light, a pleased or benign spirit may pool some of its energy into the fertility of animals and agriculture, may offer gifts in exchange for whatever pleased them, or pass a blessing on to those who gained their favor to be treated more kindly by the creatures in their domain, and sidhe they may encounter in the future.

 

(Just weaknesses:)

                                  

There are certain fetishes, sounds and tokens that can frighten Nature Spirits away- Some which hold such sway over them that they lose control of their abilities momentarily, and are forced to appear to the person responsible for the disturbance. Traditional is the use of chimes of baked bone by the Druids of old, who's dissonant sound was faint to the naked ear, but had an array of effects on the spirits and their powers. They could chase them away, force them to reveal themselves, and in some exceptionally crafted cases, be used for torture, similar to the effect a dog whistle has on canines. The simple sight of these creations is enough to dissuade most weaker spirits, and cause hesitation in more powerful ones, as though they are incorporeal, their presence still disturbs the chimes enough to produce a chime if passed near.

 

Other items of such power could exist, but would need to be discussed!

 

Spirits of Nature can easily be 'killed', as well, by luring them back to the source that bore them, and returning their essence to nature, like a knot being unwound... Or, more easily accessible, but more time consuming, they can be slowly unraveled by tricking them into a fairy ring-- Something they will not enjoy at all, and may attempt to leave, but their power is rapidly drained away from them as if the flow of nature was washing them away. In either case, when they are fully unraveled, the essence that once made them scatters in an eruption, returning once again to nature, and scampering the souls to either linger, or finally pass on. They are visible, momentarily, but quickly fade as the little power that remained in them vanishes.

 

(v Addition 1 v)

Being creatures of both druidic energy and the supernatural, they bear twicefold the burden their kin face when faced with forces of magic. Even small spells could greatly pain and disrupt them, but do not scatter them, while offensive arts could potentially lead to a rather impressive scattering of their essence, and can leave it frayed for quite a while. Rejoining the whole wouldn't be any more difficult, but the process of doing so would be crude, and disruptive to their appearance and powers. The spirit will appear distorted and frazzled while it 'heals'. This is by no means permanent, but is one of the few forces that can create long-term 'injury' for the sidh, barring those that can outright slay them.

 

(And something totally different:)

Companionship:

                                  

 

When one of the races somehow manages to prove themselves worthy, prove sufficiently persuasive, or simply crafty enough to capture one of the sidhe against their will, there are some who would (made by force or willingly) impart a blessing upon the worthy (or unworthy, but crafty) man or woman. For them to do this willingly would mean a great gesture of kinship from the spirit, or mean a very difficult ritual from the man or woman. To these lucky few, they impart the eyes to see their kind, even when hidden from view. They impart the ears to hear the whispering of oak and grass, and the authority to command nature as a friend may bid a favor. In many ways, the ability to emulate a simplified Druidism, similar to when one steps past the crux of a fairy ring, but gentler, and a more direct interface with the wilds. A seed, or wisp that is not sufficiently powerful, could not form this connection. (So, only spirits played by actual players!)

 

This act is quite an ordeal for the spirit to perform, so they do not do so lightly. Embracing the being to whom they would impart their gift, the spirit splits their essence, torn apart as if struck with aurum, and is obviously greatly weakened... But rather than the essence scattering, to rejoin the whole later, it merges with the being as a vessel. Their souls do not become one beyond an empathic connection, but the essence split from the spirit clings to the one that they have chosen, forming a commensal connection to it. This connection carries the Druidic energy and connection to nature that once pervaded the sidhe... And placing it under the command of the being to which they are bound.

 

This act comes with a host of disadvantages for the charitable (or unfortunate) sidhe, and thus leaves them highly vulnerable, and most likely uncomfortable if they do not fully trust who they have placed faith in. No longer able to vanish, use their powers fully for themselves, and rendered to nothing more than a tool at the whim of who holds their essence. Much of their power is indeed gone as this process goes on, and will not return to them until set free. Instead, it is in the hands of someone else... Though, it is not hopeless to endeavor to escape, for though they cannot control the essence that they lost, it will return to them if they grow too distant, as it too will likely yearn to return to its whole.

 

For this reason, such a great favor would by no means be permanent, and in fact would most likely be brief, for the spirits of nature are fickle, and bear a great distaste for being held down. They may have more patience for one who they enjoy the company of, undoubtedly, they will get stir crazy. For the duration, however, their relationship could range from somewhat like a happy, but short-lived courting, to one of abuse and tyrany. In the case of the spirit being forced into this state, the recipient would find the gifts that they sought to be not quite up to expectation. Still they operate, out of fear or however else they were convinced, but the experience is unpleasant for the one who forced such an act. Anxiety, and fear, driven way by the empathy one shares with the sidhe they took in. It creates hostile reactions in nature, such as unpleasant journeys, bad 'luck', and agressive animals... Only tamed by a commanding fear.

 

(v Addition 1 v)

To a lesser extent, this ability of companionship can be harnessed without the spirit devoting themselves so completely to their chosen one. A simple touch, with the intention to impart their energy onto a lucky recipient, can lead to a brief lapse into a state of hearing and feeling nature as incomprehensible sensations. This wave of druidic energy is more akin to a subdued fairy ring proper, than an actual connection to nature. They may use this to play tricks, such as a hunter being made to feel the pain and fear he has inflicted on his prey, or for benign uses, such as in return for an offering, or a kindness.

 

 

Varieties of Nature Spirits:

 

Seelie:

The fair folk, soul of the joyous wilds...

                       

 

The Seelie. The merry souls, those with an eye for art and music, those who are kind... Or simply those that would see outsiders as any more than a curiosity. Being a Seelie by no means limits the personality of a spirit to a few traits, but rather encompasses those sorts who would make merry, and seek out companionship. From prank-lovers to singers, most Seelies can be seen as benign, beautiful, or even helpful in some tales. However, not all are good-spirited revelers. Many are vindictive, and hold grudges unless appeased. They do not take transgressions on their home lightly, and will repay injustice with injustice. They can be irrational, and whymsical, but can easily be appeased with kind manner and humility... In most cases.

 

Examples of Seelie would be... A wild maiden who sat upon a pond, singing out as travelers pass to coax them into a playful ruse, but becomes jealous as they intend to leave her. A childish imp that followed those who walked in his woods, curious of their mannerisms and their intent. A stoic patron of a breathtaking canyon, who sees transgressions in the smallest of acts, and demands a toll for those he feels are unworthy to see his valley's beauty, lest their travels be unpleasant.

 

Unseelie:

Dark fey, guardians of the sacred woods...

                       

 

Darker in nature are the Unseelie souls. Those that easily fall prey to resentment, fear, and anger. Those that attack travelers without provocation, see them as less than the animals they guard, or find malignant acts entertaining. A strange light on the path that leads only to a den of wolves, or the thorns that snag your cloak and bite your skin. The Unseelie tend see their woods and friends as sacred, and defend them vehemetly, even against those who intended to do no wrong. Though indeed the malignant spirits fall here, not many are truly malign. They can be intelligent, and thoughtful, and their passion easily extends to create deeper understanding for those who gain their favor, hard as it may be.

 

Examples of Unseelie would be... A spirit who's home is tread upon too often, and threatened, to the point of anger. It lashes out violently at any who enter, tripping and harrassing them, sometimes to the point of serious harm. A solemn, darkened soul, that sees wanderers in her woods as an infestation of pests, and suffers no moral inhibition from tormenting them for daring to step into her territory. Spoiling their rations, spooking their horses, sewing mistrust and paranoia in their group. A proud hunter, leading predatory creatures as a leader, seeing travelers as nothing more than roving prey.

 

Seeds:

Unknown spectres, faces in the trees...

                       

 

Lacking a proper name among those who are not familiar with the spirits of nature, a "seed" is one who was just born, though this state can be carried for centuries, or in some cases, even indefinitely. Before blooming into something that could be called a 'person,' a nature spirit is a simple creature. The groundwork is present, but they are born simple as the animals that led into their creation. Present are their quirks, and simple preferences and personality, but it's difficult for them to develop further. Not for fear of change, as they disdain stagnation so, but because they seldom meet any reason to do so. Most are left in peace, to live simple lives among the trees... And few things disrupt this life enough to spark a change within them. Simple spectres, floating along the currents of nature's flow, living within wood and stones... Nearly all of the seeds that remain in this state indefinitely are too simple to have any desire to be more, such as if they were formed with a meager two rabbit souls, or were constructed only of trees.

 

Examples of how a seed could blossom into a proper spirit would be... If something had upset them enough that they learned to resent, or fear, and felt they needed to protect their home. If wanderers came through enough that they began to wonder what they were, or what they were doing. If they were simply made great enough that their mind buzzes with thoughts, and desires. If something of beauty caught their eye, enough that they wished to stay there, rather than wander, and began to appreciate beauty in more and more places.

 

Boggarts:

Corrupted forces of nature, truly malign purveyors of misery...

                       

 

 There are times when the Spirits of Nature are not simply enraged, but enthralled by something corrupting, darkening past the reaches of the Unseelie court... Creatures twisted and tormented, to the point of insanity. Some are changed so completely that they no longer recall what force they once were, or how they became this way, while some do not realize what has happened to them. No drive to seek beauty, or entertainment, or even just to defend their home. Spirits that were touched by some darkened magic, and forced to truly become a bane. Be it a thirst for blood, or a desire for fire and ashes, or a mournful desire to see children meet their end. They are not out for revenge, or entertainment, they are seeking a truly dark end.

 

As well as those who are truly corrupted, a Nature Spirit that seeks to predate its own kind to grow in power is marked as a Boggart by its kin, similar to how they mark trustworthy humans. It's questionable if such a being would truly be, in spirit, a Boggart, or if they simply have the desire to be stronger. Regardless, they are treated the same as one, both among Seelie and Unseelie alike.

 

Examples of Boggarts, and how they could be given form, would be... Large swathes of land corrupted by otherworldly influences, that the spirit could not escape. Now, it too is touched, but few things can truly kill a soul. So, rather than becoming simply part of void-scar, or necrotic taint, they become corrupted, a shade of what they once were. One that was somehow captured, and treated as a pet or slave, broken to the point that it no longer wished for freedom, but for its captors to be destroyed... A cruel wish that would not be sated simply by their loss.

 

 

 

 

 

 

 

(Addition 1: Added a new paragraph in the weaknesses, and the companionship sections!)

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mb5hn.jpg

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A mighty wall of text indeed! Great Gallic! I hope this gets accepted, you got support from me! +1

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+1!

 

I really like the variety in this. I always support more nature based creatures.

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Confirmation. These are not player creatures correct? Just event ones? 

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Ooooh, so technically a Boggart could come from the orc taint. I dig it!

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Just now, aerialkebab said:

Confirmation. These are not player creatures correct? Just event ones? 

This is something I forgot to clarify, thank you.

 

The intent is, with my post, that they be playable by the everyday player. There are, pretty much, three levels here...

 

  • Exceedingly weak and unimportant sidhe that have no real individuality or desire to make a presence, just nameless wisps that float about for those who are able to see them. These would be NPCs, roleplayable by normal people as flavor things I suppose, with permission. Such as when wild animals are brought into RP, just it would need permission from a LM or something.
  • Spirits ranging from weak, but past the crux of blossoming, to strong, but not overpowered. These would be open to players that... I don't know, have experience with Druid magic OOC? Or at least a decent understanding? People who were truly dedicated to the idea of playing one. They would be the standard wisps that could interact and have goals and desires, and claim places under their care. I'll be honest, I'd RP it.
  • And... Exceptionally powerful spirits, like those that have predated their own kind, or that managed to be born big enough that animal souls are attracted to it, or something... Or just a very powerful sidhe for the sake of storytelling. These would only be playable for events and whatnot.

There's no way for them to really increase their power bar slaying their own kind, something that a lot of them, I imagine, wouldn't even consider.

 

 

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This is extremely impressive, Gallic. And it certainly has my full support. Love it!

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2 minutes ago, TheCritsyBear said:

This is something I forgot to clarify, thank you.

 

The intent is, with my post, that they be playable by the everyday player. There are, pretty much, three levels here...

 

  • Exceedingly weak and unimportant sidhe that have no real individuality or desire to make a presence, just nameless wisps that float about for those who are able to see them. These would be NPCs, roleplayable by normal people as flavor things I suppose, with permission. Such as when wild animals are brought into RP, just it would need permission from a LM or something.
  • Spirits ranging from weak, but past the crux of blossoming, to strong, but not overpowered. These would be open to players that... I don't know, have experience with Druid magic OOC? Or at least a decent understanding? People who were truly dedicated to the idea of playing one. They would be the standard wisps that could interact and have goals and desires, and claim places under their care. I'll be honest, I'd RP it.
  • And... Exceptionally powerful spirits, like those that have predated their own kind, or that managed to be born big enough that animal souls are attracted to it, or something... Or just a very powerful sidhe for the sake of storytelling. These would only be playable for events and whatnot.

There's no way for them to really increase their power bar slaying their own kind, something that a lot of them, I imagine, wouldn't even consider.

 

 


I'd rather see them outside of the hands of the everyday player, it's good lore, but it simply won't work well as a kind of character for the average person. 

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Has my support as long as you make a status saying "It doesn't happen to me" when this gets denied.

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Just now, aerialkebab said:


I'd rather see them outside of the hands of the everyday player, it's good lore, but it simply won't work well as a kind of character for the average person. 

I understand what you're saying. I'm suggesting that they be regulated, like other creatures. The powerful ones wouldn't be open to the average guy--

 

But that's just my intention. It's out of my hands now. I'll just say to those who review this, this is something I'd really like to play myself, and I really think it'd provide a lot of interesting roleplay for those who would want this sort of thing.

 

Just consider it, whoever decides these things. <3

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Just now, Space said:

Has my support as long as you make a status saying "It doesn't happen to me" when this gets denied.

You're pretty right about this being denied, seeing how the LM's have been restrictive. Poor other guys who dump there brains out to make some two page long lore about Giants or other creatures only to get it denied. Quote by @Blundermore: "Something new? Ban it!" -Lotc community (I guess LM's are part of the community...)

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+1

 

I love it, sounds like a good idea.

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I rarely get really interested in new lore, but this got my attention. Very well written!

 

+1

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Things I forgot to make note of:

 

  • Their weakness to magic. As many know, both beings high in druidic energy (sprites, ents, cervitaur) and those of a spooky ilk (ghosts, gravens, ect.) are weak to magic... And being both, simultaniously, a spell would probably make them explode or something. As you can see, I'm writing in a much more casual way now.
  • I felt like they could be an alternative to becoming a Graven, for Druid players. A lot of Druids are deeply dedicated to their service of nature, and are already familiar with the energies that go into creating a Nature Spirit, so perhaps in a situation where one would become a Graven (something that doesn't happen as far as I know, because their life would be a paradox,) they are instead drawn to the energy, as it would embody the task they failed to complete. They wouldn't really remember who they were, but it could extend the roleplay of a character someone's not ready to let go of yet. <3
  • There was a third one, but I forgot what it was.
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