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[✓] [Deity Lore] The Spirits

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The Spirits


Definitions:

  • Greater Spirit: A Spirit in charge of a portion of the Spirit Realm.

  • Lesser Spirit: A Spirit that lives in a Spirit Realm under the watch of a Greater Spirit.

  • Ancestral Spirit: The soul of a spirit-worshipping descendant who has passed from the mortal realm.

  • Immortal Spirit: A spirit that is representative of various concepts, emotions, and constructs within the mortal realm.

  • Elemental Spirit: A spirit that represents the basic elements of the mortal realm.

  • Spirit Realm: A sealed plane where the Spirits are contained. It is split into three main areas that govern Immortal, Elemental, and Ancestral Spirits. These three areas are entirely split from each other, within their own overrealm.

  • Spirit Walk: A venture into a Spirit Realm, where a shaman guides the souls of up to five people to a specific Spirit Realm.

  • Shaman: A devout worshipper of the Spirits who have been granted access to their power.

  • Worshipper: A follower and praiser of the Spirits. Spirits will not acknowledge worshippers who use non-shamanic magic or have non-shamanic soul corruption.

  • Sigil: A small rune that a Spirit may offer to a worshipper, to carve into a shrine. These can be put onto signs, and typically make a shape from lines and curves.


 

Tenets and Disconnection

 

Tenets

 

While the spirits tend to be forgiving deities, there are a few things that they will never tolerate of their shamans. These two rules are simple and difficult to break, preventing people from targeting others for disconnection.

  • Attacking another spirit with malicious intent that is not approved of by the Greater of the realm, while in the spirit realm.

  • Not worshipping the spirits.
  • Shamans cannot use the magic or feats of Aengudaemons, Voidal Magic, Necromancy, and Mysticism. Other magics or CAs like Naztherak or Azdrazi which transmute and corrupt the soul are also incompatible with Shamanism. Seer and other future magics in which the deity's identity is hidden would be an exception to this clause. Shamanism is compatible with Blood Magic, alchemy feats, Housemancy, Bardmancy, golemancy, Sorvian crafting, Kani, and any other that doesn't alter the soul or corrupt it, so long as they do not corrupt the soul or interfere with the deific connection.

 

Disconnection

 

The LT must be given screenshot proof of tenet breaking, and will then deliberate to decide whether or not it is a punishable offense. Offenders are given three chances which are added to their MA in the form of strikes once it has been decided that they have broken tenets. Teachers that knowingly mislead their students, causing them to break the tenets, will have a strike added to their TA and MA.

Redlines

  • No forcibly disconnecting other players. This can only be done by the LT.

  • Proof must be submitted. Hearsay is not accepted.


 

Greater Spirits

 

Spirits are beings that reside in the Spirit realms. They’re primordial creatures with the power of aenguldaemons that speak Old Blah, but may speak broken common. Spirits constantly lust after power from each other. Their jealousy prevents worshippers from using other magics from other deities/unnatural power sources and dislike beings that are undead, those with soul corruption, or followers of other deities. Their power is only useful within the Spirit realm, unable to affect the mortal realm without the Shaman to act as a conduit. 

 

Greater Spirits are able to see events within the mortal realm at will, peering outwards to check upon their followers and the world. Rarely do Greater Spirits take interest upon a single worshipper, finding more appeal in paying attention to multiple worshippers. These beings of primordial energy look upon the undead and beings with soul corruption not traced back to the Spirit Realm with great disdain. 

 

Followers of other deities are awarded similar disdain from these primal beings. A Spirit will tolerate followers of other deities, although will appear aggressive in body language and dialogue towards these descendants. A being with dark magic or soul corruption is very likely to be obliterated by the Greater Spirit, as their soul has lost use with corruption. 

 

and are unable to manifest themselves in the mortal realm. The manifestation of a Great Spirit in the mortal realm is impossible, no matter the circumstances. 

 

Greater Spirits encourage their followers to perform acts or deeds that pertain to what a Spirit represents. A Spirit of greed will frown upon a mortal that does not overindulge themselves, while a Spirit of honor will frown upon mortals that break a culturally set standard for honour. Greater Spirits reward mortal followers with the sight of their sigil, only after clear success within Spirit trails or within the realm during an encounter. They rarely grant boons to non-shaman followers, even if they are devoted to the Spirit in question. Boons with genuine effects may only be given out by the ST.

 

Jealous in nature and in near-constant strife with each other, Greater Spirits may be rude and crass to followers that primarily follow a different Spirit. This case is even truer should the Spirit find that a worshipper worships them, but offers another Spirit higher praise. Greater Spirits lean towards Old Blah as their preferred method of communication. Rarely will a Greater Spirit speak in common, when done, the Greater Spirit speaks a broken version of common.

 

Greater Spirits are able to change the contents of their own realm instantaneously, at will. Within the realm of a Greater Spirits, mortals are unable to attack the Greater Spirit. 

 

Spirits are highly aggressive to those that insult them, attempt to attack them, or those who have soul corruption/are undead/have other magic. A Greater Spirit is likely to forgive first-time offenders, but has the ability to instantly remove someone from the realm. Obvious attacks on their realm, or Spirits within the realm, or greatly offending the Spirit can result in death. Should someone wish to PK here, the Greater Spirit will devour their soul and warp it into a new lesser Spirit within their realm.  

 

Characters capable of Spirit Walking may have a Shaman use the opportunity to heal curses, corruption, and other ailments typically healed by Shamanism as per their respective lore pieces. This requires the affected to become a Spirit Champion, performing a task for a Spirit during the Spirit Walk, or within the Mortal Realm.  This corruption is only cleansed when the task is completed, and marked on the Shaman's MA with their Champion. Should the healed become ineligible for championing(i.e taking up an incompatible magic), the healing would be undone

 

Devout followers of a Greater Spirit are able to bargain with their soul for the honor of spending eternity within the domain of the Spirit. 

 

Redlines

  • This requires OOC consent.
    Only characters capable of Spirit Walking are eligible for this type of healing, and must successfully become Spirit Champions to be healed. 
    This type of cleansing does not work on transformative curses, i.e Corcitură, Lycanthrope. 
    Corruption is marked on the MA with the Spirit Champion,[ i.e Spirit Champion 1 - Golb, Malflame Burns ]
    This may only cure afflictions with specific mention of shamanic or deific cures in their respective lore pieces

 

Greater Spirits enjoy sacrifices or offerings that pertain to their own natural alignment and aspects. Arwa may enjoy offerings of crops and harvest, whilst the Spirit Vulka would enjoy documented strategic plans made during a period of Warfare. What the Spirit will like is based upon what they collectively represent. 


 

Redlines

  • Cannot manifest on the mortal realm, not ever, no exceptions.


 

Lesser Spirits

 

Lesser Spirits are Spirits that follow beneath a Greater Spirit. These Spirits enjoy the attention of their followers within the realm, encouraging devoted followers to partake within “games” and prearranged ordeals and scenarios for the Greater Spirit they answer to.  

 

Lesser Spirits speak in Old Blah, but will rarely break out with a broken form of common. Needy and eager to appease for power, Lesser Spirits readily give out visions of their sigil to visitors. Lacking the strength within their respective realms. Lesser Spirits can not significantly alter the Spirit Realm around them. They are limited to small changes to the realm. 

 

Being Lesser Spirits, these beings are far more sociable when compared to Greater Spirits as they are competing to gain power and influence within the Spiritual domain. Being Spirits, Lesser Spirits loath undead and mortals with soul corruption that is not of the influence of the Spirits.  

 

Lesser Spirits willingly, readily, and actively engage other Lesser Spirits in competition. For example, Lesser Spirits beneath Arwa may battle for domination and control of crop growth while Lesser Spirits of Leyd will fight to see who is the strongest.  

 

As each Lesser Spirit grows more and more specific to what they represent, they become known as a Dormant Spirit, due to their low status. These Dormant Spirits are highly specific compared to other Lesser Spirits. 

 

Redlines

  • No manifesting. They are trapped in the Spirit Realm.



 

Praises

 

Both Greater and Lesser Spirits benefit from having shrines built to them, speaking their proper names, offerings, sacrifices and having followers.

 

Offerings are the more common method of praise, they can be a number of things, but always related in some way to the spirit in question. For example, Arwa enjoys offerings of crops and harvesting tools, while Votar accepts trophies and trinkets obtained from a good hunt. Usually, these offerings are done at a shrine.

 

Sacrifices are a more potent way of worship, but they are more difficult to carry out and require a better understanding of the Spirits, as not all Spirits will accept any sacrifice and it may even anger them, thus it is always recommended to consult with a shaman or someone knowledgeable before commiting to a sacrifice. 

Sacrifices always involve the killing of a person, or an animal in some cases. An example of a sacrifice would be when a raiding party returns from a successful raid with their defeated foes captured as prizes. The strongest ones are brought to the shrine of Enrohk and have their hearts cut out and offered to the Spirit. 


 

General Redlines

  • All Spirits, both Greater and lesser, gain power from sacrifices, offerings, shrines, prayers, mentions of their name, and the number of followers.

  • Sacrifices should be made with thought put into them and not compulsively. Making too many sacrifices to a spirit or doing them without much thought or consideration for ritual will not increase one’s favour with the spirits. Additionally, a poorly conducted sacrifice may anger a spirit.

 

 


SHAMANIC WISDOM
Spirits are capable of acting as sources of prophecy and founders of legend. Three T5 Farseer Shamans may Spirit Walk to respective Spirits as a means of drafting Prophecy. Spiritualist Prophecies affect all shamans, but also adherents of a particular Spirit. A Prophecy from Laklul might affect all members within the Lak clan, while a Prophecy from a lesser spirit of Luara could affect all dark elves who still believe in her words.  This ritual has a 1 month cooldown.

 

 


 

Redlines:

  • Spirits may only have a direct effect inside their own personal realm.

  • Spirits may only interact with others via a suitable conduit, such as a shaman, a totem, or a specific MArt object approved of doing so. They will only speak in Old Blah, although they may converse in incredibly simple and broken common. During Spirit Walks, shamans have the option of writing the Spirit to speak common to save time translating, but non-shamans (or those with no knowledge of Old Blah) cannot understand this and it should be roleplayed as such.

  • Spirits may only converse with another Spirit through the help of a shaman taking messages back and forth.


 

List of Spirits

 

Greater Elementals

The first six spirits are the only ones able to be contacted; the last eight cannot be pacted with, spoken to, or interacted with in any way.

 

Skathach - Spirit of fire, depicted as a burning wolf.

 

Akathro - Spirit of water, depicted as a half woman half fish.

 

Bregthar - Spirit of earth, depicted as an aged stone behemoth.

 

Fiarza - Spirit of air, depicted as an agile woman adorned in feathers, able to shift shape into any flying animal.

 

Kulthark - Spirit of metal, depicted as a hollow suit of armor that can shift shape into a variety of forms.

 

Neizdark - Spirit of storm, depicted as a mass of thundering clouds that can take on any shape.

 

Binazdar - Spirit of Light, depicted as a bright white cat, the brother of Radzanib.

 

Radzanib - Spirit of Dark, depicted as a jet black cat, the brother of Binazdar.

 

Fanzra - Spirit of Chaos, depicted as a hydra that never ceases to move its heads, the brother of Andrif.

 

Andrif - Spirit of Order, depicted as an aged and calm dragon, the brother of Fanzra.

 

Ringat - Spirit of Life, depicted as a white wolf, brother of Tagnir, they are always seen chasing each other's tails.

 

Tagnir - Spirit of Death, depicted as a black wolf, brother of Ringat, they are always seen chasing each other's tails.

 

Omnizan - Spirit of Space, depicted as a red snake, intertwined with its partner Sandru. Also take the form of a colossus wielding a shield made of the universe

 

Sandru - Spirit of Time, depicted as a blue snake, intertwined with its partner Omnizan. Also takes the form of a colossus wielding a staff made of all time

 

 

 

 

Immortal Spirits

The Immortal Spirits each reside in their own portion of the spirit realm, and cannot interact with other spirits or deities. Each portion contains a Greater Immortal, and a multitude of Lesser Immortals.

 

Greaters

 

Votar - Spirit of the hunt

Appears as a giant half-wolf-half-stag with a bloodied snout. Governs the art of hunting and is often praised by offering tribute in the form of hunting trophies.

 

Freygoth – Spirit of the wild, animal instinct, and plants/animals

Appears as any natural creature.

 

Enrohk - Spirit of bloodlust, savagery, and war

Appears as a berserker covered in blood.

 

Vulka - Spirit of warfare, strategy, and siegecraft

Appears as a woman made of bronze that is always preparing for war.

 

Jevex - Spirit of order, hard work, and self-sacrifice

Appears as a humanoid composed of interlocking gears. Enemy of Shezept.

 

Shezept - Spirit of revenge, plots, and stealth

Appearing as a woman with the lower body of a snake. It rewards those that tell it their darkest plots and secrets. Has a fascination with personal vendettas.

 

Ixli - Spirit of forbidden knowledge, truth, and judgement

Appearing as a giant staring eye. It provides knowledge at the cost of sanity.

 

Ogrol - Spirit of despair, sapped strength, and entrapment

Appears as a large cage full of writhing bodies. It attempts to lock all who summon him away in its prison.

 

Kor - Spirit of the dead

Appears as a cloaked man with a bony open hand and a lantern. Unique in that he has a method of being outside the Immortal Plane in order to guide the souls of the departed to the Ancestral Plane. He is the gatekeeper of Stargûsh’Stroh.

 

Ankrus - Spirit of the sea, marine life, and sea-faring

Appears as an aquatic woman wielding a trident. Said to bless ships of honour in their oversea journey, though is without mercy for ships that dare defy its will.

 

Arwa - Spirit of fertility, harvest, and farming

Appears as a plump female made of hay.

 

Anyhuluz - Spirit of destruction, malicious intent, and internal strife

Appears as a warrior covered in open wounds.

 

Akezo – Spirit of health, vitality, and healing

Appears as a winged serpent surrounded by a blue aura.

 

Paxahru - Spirit of arrogance and stupidity

Appears as a boasting fool.

 

Ublulhar - Spirit of hope and new beginnings

Appears as an entling bursting from the ground.

 

Ghorza - Spirit of travel, movement, commerce, and fortune both bad and good

Appears as an old traveller with a walking stick, with various fetishes attached.

 

Rolfizh - Spirit of murder, the clandestine, and poison

Appears as a dagger-bearing figure made of shadow.

 

Trokorl - Spirit of engineering, machinery and construction

Appears as a pile of building materials and metal that can take any shape.

 

Luara - Spirit of the moon

Appears as a pale white wolf.

 

Kezt - Spirit of honour and bravery

Appears as a bright silver hoplite.

 

Ramakhet - Spirit of the desert, barren lands, and sand.

It is never seen and therefore is only represented by its name. Sworn to scour the world of all life at the end of time.

 

Krathol - Spirit of pain, suffering and starvation

Appears as a skeletal vulture, endlessly picking at its bones.

 

Gazigash - Spirit of blood, bones, and flesh

Appears as a woman made of blood adorned with bone jewellery.

 

Veist - Spirit of illusion, tricks, and thievery

Appears as a faceless man with a thousand arms.

 

Glutros - The spirit of greed and gluttony

Appears as a large serpent coiled around a pile of gold and treasure.

 

Thulezia - The Spirit of Beauty

Appearing as a formless creature who's form shifts based on how the individual interprets beauty, to trick them into following her.

 

Isuz - Spirit of love, caring, and tranquility

Appearing as an Aengul that brings warmth to every beating heart.

 

Kinul - Spirit of disease, pestilence, and failure

Appears as a wailing man with limbs constantly growing then falling off due to necrosis.

 

Urin - Spirit of weather, seasons, and climate

Appearing as a raven that changes colour and temperament with the seasons.

 

Kesaroth - Spirit of envy, hatred, and jealousy

Appears as a golden bull.

 

Leyd - Spirit of dominance and physical strength

Appears as a strong man with burned off skin and blackened flesh.

 

Scorthuz - Spirit of cleansing, purity and purging

Appears as a watery mass that takes many forms.

 

Aztran - Spirit of the sun, stars, and the ethereal

Appears as a deep purple and orange Qing Long.

 

Theruz - Spirit of intelligence and learning

Appears as a wise old teacher. Sibling of Betharuz.

 

Betharuz -Spirit of alcohol, cactus green and celebration

Appearing as a jovial young man, in direct contrast to his sibling, Theruz.

 

Velkumezt - Spirit of cities, settlements, and the law

Appearing as a giant carrying a hammer. With a single smash he can erect a city around him.

 

Gentharuz - Spirit of smithing, smelting, industry and forging

Appearing as a huge swirl of matter in the shape of a man’s torso, hammering a cosmic anvil.

 

Ikuras - Spirit of fear and insanity

Appears as a dark void with tendrils creeping out. Often likes to pretend it is a daemon.

 

Brimztra - Spirit of creativity, art, and music

Appears as a blank page that fills and empties itself with words, music notes, and art.

 

Drelthok - Spirit of sleeping and dreams

Appears as a drowsy bear.

 

Eathruz - Spirit of dawn and dusk

Appears as a red woman able to transform into a fury red hawk.

 

Kotrestruu - Spirit of memory and the recording of knowledge

Appears as a wizened old man made up of scripture. Is known to carry a vial that acts as a canister of memories taken from mortals.

 

Letrothak -Spirit of hindsight, warnings, and excuses

Appears as a small man with a head completely covered in eyes.

 

Xaakt - Spirit of rebellion

Appears as a ghastly figure that can take on any form it wants.

 

Etna - Spirit of melancholy and depression

Appears as a sluggish six-legged donkey.

 

Âmul – Spirit of wisdom and foresight

Appears as a robed figure bearing two carved tablets with ever-changing words on them. One bears the wisdom of elders, the other bears warnings of the future.

 

Dazkur - Spirit of protection and loyalty

Appears as a large man in steel armor, carrying nothing but a shield.

 

 

Noteable Lessers

 

Laklul - Spirit of swamps and swamp life

Lesser under Freygoth. Appears as a large pale yellow toad-like creature.

 

Jezdurka - Spirit of lesser dragonkin (dragons, drakes, wyverns, etc)

Lesser under Freygoth. Appears as a red and white dragon.

 

Levaz - Spirit of slaves and slavery

Lesser under Leyd. Appears as a man with robes made of chains with a train of slaves following.

 

Zagbal - Spirit of jungles and the wildlife native to it. Lesser under Freygoth. Appears as a gorilla with a crocodile's head.

 

Eques - Lesser Immortal Spirit of Dignity and Gallantry under Kezt

Appears as a mysterious figure dressed in clad iron armor.

 

Kaas - Lesser Immortal Spirit of reconnaissance, stealth, and secrecy, under Vulka

Appears as a purple-scaled python. Kaa contrasts to Shezept, as the intentions of Shezept are for personal vengeance, whereas the actions that Kaa oversees are for the purposes of warfare and the taking of bad actions for the greater good.

 

Greater Ancestral Spirits

While all Ancestral spirits are able to be contacted, the less known are not listed here as it includes all ancient deceased worshippers of the spirits. This list is for the truly ancient orcs of eons past, and can be added to with other long-dead orcs of Krug’s era.

 

Krug - The first and greatest Shaman. Due to his greatness in life, he is an exceptionally powerful ancestral in death, and so summoning will require a convention of at least 5 T5 Lutaumans to even have a possibility of summoning him. Each Lutauman has a 50% chance of PK.

 

Lur - Said to be the greatest hunter in history.

 

Rax - Said to be the greatest warrior of all time.

 

Gorkil - Known as a great military strategist and tactician.

 

Braduk - Famed as a great chieftain.

 

Dom - Said to be an exceptional shaman, second only to Krug.

 

Ugluk - Third born kub of Gorkil, renowned as a great warrior.

 

Azog - Said to be the greatest smith in history.

 

Kurak - Also known as the wolf of Lur.

 

Tor - Also known as the Fist of Lur, renown for his calm, collective intellect and physical strength.

 

Trickster - Trickster of Lur, he was renowned for his subterfuge. His skills at deception and diversion were so great his identity was unknown.

 

Bralkor - The Axe of Lur, known for his great resistance to physical damage.

 

Jarkun - The Sword of Lur, known for strength combined with dexterity and speed.

 

Yar - Descended from Dom (though unknown to be so), known for his great wisdom and spirituality.

 

Yaggo - Sometimes called the greatest rider of all time.

 

Dregort - The greatest boat builder and captain to have ever lived, legend holds his mother was Ankrus herself.

 

Grumbag - Known in life as a great builder, he is the patron of all Yazgars.

 

Vargo - Known for being a great alchemist.

 

 


 

Notable Lesser Ancestral Spirits

This list is for all notable spirit worshippers who have done enough to get them noticed on the ancestral plane. Good leaders of communities are more likely to be listed here, if their deeds are good enough. These ancestral spirits have the ability to offer their blessing or imbue their curse to those who visit them.

 

Kharak [Smawton] - An exceptional Orcish Rex who created the world's greatest ever tribute to a Spirit in the form of the Orgonic plague. Known for his exceptional spirituality and leadership.

 

Phaedrus [CosmicWhaleShark] - Liberator of the Wood Elves, and first Elven Rex of the War Uzg as well as a great shaman. Renowned for his honour, wisdom, integrity and tenacity.

 

Khel [Baconthief] - One of the greatest mali'ker to live, he lifted his people out from the abyss. He is renowned for his frightful ferocity paired with a cunning mind.

 

Arganos [FactCore]  - A superb party goer and thrower, and a maestro in the art of entertainment and celebration. Renowned for his skill in acrobatics and many musical instruments, a true patron of Betharuz.

 

Grubgoth Wud [Grubgoth_Wud] - A notoriously savage olog of a tremendous height and weight, and an uncannily skillful chef. Notably Grubgoth of the War Uzg under a myriad of Rexes, and Keshig under the plague-bringer Kharak’Raguk. For a brief period, he commanded his own clan of ologs.

 

Skalp’Raguk [Minagobbler] - A red-skinned orc who rose to Rexdom at the tender age of 12, and united his brothers through a long, popular, and successful Rexdom. His final act of devotion to his people was to take his own life via an explosive vest in the Dwarven throne room, along with that of several dwarves in an act of retribution.

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 oh yeah, time to suicide for Luara 😎

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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