The Spirits of the World
The Spirits of the World
Spirits are divides into four groups. Minor, major, majestic and mythic. Although spirits themselves claim that this is false, with some claiming there are really seven groups and others claiming that these groupings are are useless as trying to group stars.
Anything which is admired, or imbued with a sense of character by enough people awakes as a spirit. These spirits can be as tiny as a flower or as large a country. Family heirlooms often become spirits, as do statues, cities, and monuments. (Note: what happens when a bomb becomes a spirit?)
When a spirit hits critical mass, they split into twins. For the greatest of all spirits, they become a triple aspect. When one is diminished, the other is empowered. Some happily share with their sibling but others seek to bring them as low as they can without destroying the other. For if one dies, so those the other.
There is a prison of sorts for spirits, by spirits. If three great spirits are in agreement, another can be banished there. They also send dangerous new spirits here until they learn to exist in the world.
Fort Dominion
is a sanctioned group of warlocks, and would-be warlocks. Partly to siphon this untapped resource of power from this place but also as a watch-tower against great threats. Looks for children who can see spirits.
Known Spirits
All Dragons.
Dragons are born grey, and only gain colour once they twin. The 'age' of dragons depends on the power balance between them and their twin. Diminished dragons take on 'wyrmling' forms, while empowered they take on 'ancient' forms.
Shimmer
A little, star-nosed mole-like creature, spirit of precious stones. Iridescent, mystic topaz in colour. Loves to collect them, and gives little blessings based on the colour of the stones he receives. A spirit of small good fortunes. Mostly appears in Gnó.
Whee!
Doesn't belong here. Came down one day by accident and loves this city. Lives exclusively in Gnó. Spirit of the little thrill, hence his name. Is bright white at the start of the day, and black with grime at the end. Most people can see Whee! - a fact that is a mystery to wizards and the subject of much research and debate. Really, it's just cause he wants people to see him.
Little Bless
Spirit of stealing sups. Tiny little fat friar. Having some of your alcohol stolen by Little Bless is seen as a blessing on the alcohol. So they set up little traps to prove that he likes it, and charge a higher price if he does. Lives in Sionnach.
Pick Pocket.
He steals the entire pocket, causing all your shit to fall on the floor. Aspect is a coin with a moth stamp. In Sionnach. Started as a test of a pickpocket's ability to cut off the entire pocket without being noticed.
The Cleaner
Only appears after a killing. Carrion spirit, feasts on the corpses blood, removes evidence by doing so. The police force hate it so much. Sionnach based.
The Marshal/ Reggie
Looks like a toy soldier, who pokes and prods people back into line. Appears mostly in Gnó. Loathes Whee!
Magpie
Spirit of the charms/ mementos and trinkets. Aspect of a magpie. Can gift small items that hold and share memories to those who are kind to it. Diminutive spirit.
Galileo
Spirit of astronomers, star gazers. Can give little fortunes. The fortunes are always extremely vague and can apply to anyone. Has a job, of announcing new celestial spirits.
Willow
The Princess in the tower in Baint. She favours handsome young men, gives them little warm kisses and small blessings when they visit her tower. Took on the form of Wilheim's sister after Willow accidently left an offering at the top of the tower after climbing up to spy on someone and leaving behind her lunch.
Teddy/ Sir Berenstain Bear
A diminutive spirit, who protects small children from nightmares. Can possess teddy bears to comfort children and pat their head, take away their bad dreams. Puts them into his little pouch. (Adventure idea, a hag has stolen the pouch.) Is very serious, his job is everything to him.
Spirit of personal vengeance. Detta. Aiko.
Justice taking into your own hands. Kitsune-like fox spirit. Karmic retribution, the crime should match the punishment. Works in secret. All about balance. Twinned with Sly.
Spirit of organised crime. Sly. Akira.
Male, wolf is nature. Heavy handed, protective. Work overtly, but in the shadows. All about profit and respect. Twinned with Detta.
The Storm and the Eye.
Bonded spirits who are fused together. The calm and the chaos. Originally the Chaos that spanned the world, the elves forced it to twin by sacrificing their princess, and in doing so them cursed themselves with wanderlust. Triplets with the Rainbow.
The Rainbow
Hope following disaster. She follows along after the Storm and the Eye always, even if unseen.
The Guide/ Spirit of the Path/ Rhodes
Spirit of the Compass, routes and all roads. A netural god that leads a soul to The Path. Does not interfere with the workings of their banished twin. Aspect of a bear-folk, very kind to child spirits.
The Wanderer/ Spirit of the Lost
Spirit of lost souls, tries to lure souls off the Path. Is banished, uses imps and will-o'-the-wisp to enact their will. Is a Spirit of the elves. Is fond of cats.
The Banished/ The Reclaimer/ The Rewilding/ Hikyo.
(Use the Druid Lich stats). Was banished, the quorum was broken with the death of one of the three greater spirits that banished it. (The Great turtle). Spirit of nature.
The Gear Goddess/ The Clockwork Queen/ Tuim
Patron goddess of Gnomes. Goddess of Progress, experimentation, time and planning. Goddess of clockwork, invention, and inevitable destiny for the gnomes. Worship of her is forbidden in the Era of Empires. Twin of the Entropia God.
Aspects:
- A Tiefling woman with features of a white Rakshasa and flowing white hair. She has golden gears in place of irises.
- An elder gnome woman, goes by Gizmo.
- A clockwork dragon (tiny).
- A great machine spanning miles.
- Is currently diminished
#religion #thegeargoddess #gnomes
Entropia God/ The King of Night/ Leviticus
- Is the Spirit of time, rest, fallow fields and arithmetic.
- Had a very quick cycle of 'rebirth' in appearance. Goes from looking young to old. At the height of his power when he is oldest, at the hour before sunrise - the witching hour. At sunrise, he looks again like a young man. The god of Ghouls, and other undead. The kingdom of Ghouls is rising in power in the fall of the gnomes.
- Is currently very powerful.
Spirit of the latest fad/ Meta / Sam / countless names.
Whatever is most popular at the time, changing form and aspect and personality. God of Shapeshifters. (Wild magic warlocks if patron). The one thing it cannot change is its true name, which its works to hide. Constant burst of power, which instantly start fading so this spirit never reaches the point to twin.
The Morrigan
Warden of Diarbhal. One of the three is always on the island, over-seeing those trapped.
Illecebra
Her domain is the predator's mind, instinct and insight, ambush and attracting, strategy and secrets. Spirit of the depths and the dark, secluded spaces of the world. Goddess of lone predators, and some say creator of mimics. Has a twin, who she bit into pieces, each piece growing and becoming an Orca, which then chased her into the depths. The mermaids and other peoples of the sea name her a Goddess of the moon, and her retreat in the sky her hiding from her brother. Where she goes, he will in time follow.
#underwater #aquatic #Illecebra
Apulsi
A pack of Orcas (and sometimes wolves) make up the Spirit, who is the Spirit of a predator's tenacity. Of the endless hunt, following trails, working as a team. They do not lure, they shadow. A spirit of the sun.
#underwater #aquatic #Apulsi
Gozreh
Gozreh2 (pronounced GOHZ-ray)3 is a dualistic deity of nature, a god of the storm and sky and also a goddess of the wave and surf. Born of the ocean's fury and the wind's wrath, Gozreh is a fickle deity.45
History
Gozreh is an ancient deity, thought to have existed for as long as the wind has blown and the waters swelled.675 Their faithful are to be found in all places of nature, doing her will as they have for eons. They are counted among one of the deities who fought and trapped Rovagug in the defense of all creation.6
Home
Being concerned with only nature, Gozreh ceaselessly wanders across the Universe in the form of waves or storms, keeping no permanent divine realm and caring little about other deities.85 According to a hypothesis, Gozreh is the deity with the most connection to the First World because of its primal life energy and wild nature, yet on the surface they seem as distant to the First World as other deities are, perhaps because Gozreh thinks that consistency in physics to govern nature is necessary.8
Appearance
A depiction of the duality, and wrath, of Gozreh.
Gozreh resembles a colossal humanoid, often of Mwangi ethnicity, whose lower body trails away into a mass of roiling elemental matter.49 While the deity transcends gender in nature, in such depictions the gender presented depends on their aspect. Their feminine form is associated with the sea and resembles a beautiful woman with wild hair of sea foam whose torso merges with the roiling sea. Their masculine form represents the winds and clouds and resembles a weathered old man with a long white beard whose lower body melds into a storm cloud.497 At coastlines, images of Gozreh present these two forms reaching up from the sea and down from the heavens, whose fingers only barely miss touching each other in midair.49