And now we're back.
Obviously, when I said magic was next, I really meant Spirits were
next.
You got that, right?
No, seriously, since I write these things off
the cuff, I sometimes change my mind midway through.
Spirits are so fundamental to how everything
in this setting works that I decided I needed to handle them, first.
I’m breaking this down into sections, since otherwise it
would be pretty long. (Also, this way I get
several days worth of content instead of just one)
Spirits
Man and beast share their world with Spirits, born in the
echoes of creation long ago. Spirits
ruled the world before the rise of Men, and some say they will rule it again
when the last Man dies. Sometimes
allies, sometimes enemies, Spirits are at least as variable as humans, and
wield fantastic powers.
Powers of Spirits
The ways of Spirits are not the ways of Men. Men are bound by flesh. Spirits are part of the eternal Land or the
boundless Air. They are creatures of
Will, rather than of Flesh. But they are
also constrained in ways that men are not, enmeshed in their roles or lacking
in substance.
Each Spirit is bound, to some degree, by its nature. A Hunting Beast must hunt. A spirit of flame must burn. A spirit of a lake cannot journey out to
other lands. But within its purview, a
spirit can be very powerful.
----
Gamespeak:
My thoughts are that this needs to be a freeform system. A spirit will be defined by attributes that
tell you how powerful it is, and what areas it can influence. Then there's a system for calculating how
powerful a spirit needs to be to generate a given effect. On a scale of 1 to 5, a fire spirit with a 1
might just be able to light a candle, while a 5 STR fire spirit might be able
to set a whole city afire. A Spirit's
stat block would have whatever basic statistics are needed, plus its power
level (possibly different for each of its areas of influence). Then some common/well-known specific effects
would be a good idea, so you don't have to calculate them on the fly every time
you need them.
The Buffy Magic system is a pretty good guideline, with its
definitions of effect, duration, number of people, and so on. I'll probably end up with something like
that.
The goal is to produce a system where the GM always knows
what a given spirit can do, and the players can make informed guesses, but
there's still room for surprises.
----
Spirits of the Land
The Spirits of the Land are manifestations of the Land's
will and character. A land with no
spirits withers and dies, becoming a blasted wasteland where nothing grows and
nothing can survive for long. Far from
the places of Man, the Spirits of the Land are vast and powerful. Primitive men in this primordial wild often
worship them as fearsome and terrible gods. Wild Spirits of the Land generally have the
form of great beasts. In places where
the rule of Man dominates, the Spirits are diminished, but no less vital. They are shaped by men's wills into forms
closer to human.
Wild Spirits
The Spirits that dwell in the wild are often savage and
terrible, but also often hold ancient secrets and awesome powers. Only the bravest, or most foolish of men can
face them. The risks are great, as are
the rewards.
The Black Woods of Gothe are ruled by a black bear taller
than a house, with burning embers for eyes, and with claws that can sunder tree
trunks. Anyone who brings iron into the
forest raises the black bear's rage. In
his presence, fires will not burn, and shadows become visions of men's darkest
fears. By day, the bear is never
seen. Only the sharpest arrows will
pierce the dark bear's hide, and any hurts he takes one night will be healed by
the next.
Stories say that a warrior who kills the dark bear will gain
his power - skin that turns blows, and strength beyond mortal ken; shadows that
answer his call, and power over flame.
No one has done so yet. Kenning
Men say that one can, on the first new moon of spring, approach the bear
carrying neither weapons nor flame, and the bear will judge the man's worthiness. For a worthy man, the bear will answer any
one question, and give the man one of his teeth, which may be made into a spear
tip or a dagger sharper than steel. But
if the man is judged unworthy, the bear will kill him and devour him, such that
no one remembers his name. Still other
stories say that if the man is found worthy, the bear will still kill him, and
he will rise three nights hence as a bear himself.Each land has one totemic spirit, a Genius Locus.
To defeat or treat with that spirit is to
become a Lord.
Thereafter, the Land
recognizes its Lord and rewards him when he is strong.
The Land makes demands of its Lords, though,
and these demands must be met, else great doom befall the Lord.
Once, a mighty city stood on the mountain called
Drakencrag. The city's first king slew
the dragon of the mount with a sword forged from starmetal. As the dragon died, he granted the king and
his descendants dominion over the mountain, the valley, and the fertile plains
beneath, so long as the people never slew any
of the lesser dragons that lived in the mountains, and each shepherd
left his first ewe of the year as an offering to the dragons when it was a year
old.
For many years, the people prospered. Their hunters brought back full sacks. Their fields produced more than sufficient
grain. Their warriors brought back great
plunder in raids against weaker neighbors.
Until there came a king who grew tired of the wyrms that sometimes stole
from his herds or burned his crops. With
the sword of his fathers, he slew a wyrm.
Thereafter, the city knew no peace.
A plague of wyrms descended, burning the city and the surrounding
villages, and killing those who lived there.
The king and his warriors fought back, but they were defeated, and the
starmetal blade was lost.
Now the Drakencrag is once again ruled by a great and
powerful dragon, and legends speak of the wondrous treasure that might be found
in the ruins of the city. The people who
dwell in the valley and the fields beyond will slay such wyrms as descend from
the hills to steal sheep, but they never pursue the wyrms into the mountains,
for that is surely death. To appease the
Dragon, they must now sacrifice to him a virgin girl who has just begun to have
her moontime each year on the longest night.
Not all Spirits of the Land are gigantic or dangerous. Even in wild places, there are some spirits
that can be helpful to men, although even these spirits are not to be crossed.
Many wild places are home to the Little People, who look
like misshapen effigies of humans. They
are attracted to human activity, but seldom do more than watch from a
distance. Few travelers ever get more
than a glimpse of them. When unobserved,
the little men will steal small objects, often hanging them in the tree
branches nearby, or work other small mischief.
But other times, they will mark safe trails, or lead lost travelers from
danger with their haunting voices, which warble like birds and click and croak
like frogs and insects.
A man who touches a little man will have good luck all day,
so some people think to capture one and keep it in a cage. This is a poor idea, since the others will
take great offence and work their small mischiefs on the captor and everyone
around him, and even if he releases the captive, they will never stop hounding
him. Or so say the legends.
Spirits of Man
Spirits do not only dwell in the primordial wilds. They are part of the Land, and as such are
found everywhere upon it. But in places
dominated by Man, they are diminished in form and power. This does not mean they are powerless, by any
means.
In the ancient city of Illyum,
after the sun has set, fortunate men (or unfortunate ones) will sometimes see a
trio of women, shapely in form, but clothed head to toe in red wrappings, with
red cloaks hiding their heads and silver, eyeless masks hiding their
features. These women sometimes walk,
sometimes dance to inaudible music, but never speak. Everyone knows that the Red Ladies are
harbingers. Anyone who actually hears
their music will die in a fortnight. If
he can actually hear them sing, he will die that very day.
Very rarely, a Red Lady will stop and lay hands upon a
person, always a woman or a child. If
she bestows her blessings upon a grown woman, that woman will conceive a child
within the next year. If she chooses a
child, that child will not fall ill until his beard begins to grow (if a boy)
or her moontime begins (if a girl).
Once in a great while, only two Red Ladies will appear. They will dance through the city plaza in
broad daylight, and everyone in the square will hear the haunting music. The pair will pick out a woman in the plaza,
be she young or old, pretty or ugly, and dance around her, finally taking her
hand and leading her from the plaza in a frenetic, spiraling dance. Anyone who tries to stop them will be
compelled to dance as well, although not to follow. Those stricken will dance until the next
sunrise, if they do not die first. The
chosen woman will be led away and will never be seen again. The next time the Red Ladies appear, there
will be three again.
Many peoples know of household spirits, like the Brown Men
as small as mice, always dressed in clothes made from scraps of cloth and
decorated with bits of stone and metal.
The Brown Men live in the shadows beneath cupboards, in the gaps between
stones, and in the void between roof and rafters. They prefer rough, somewhat shabby dwellings
over the fine houses of the rich. Wise
people will leave out a bit of food for them, and make sure the odd scrap of
good fabric falls to the corner, because Brown Men will protect the house they
live in. They chase away vermin, and do
not foul what bits of food they steal for their own use as rats would do. Sometimes, they might also deign to do small
chores like patching a leaking thatch roof or mending a small broken thing left
laying out.
If they are well-treated, they will also protect the
inhabitants from hostile magics.
Whenever a malevolent entity or evil spell targets a member of the
household or a guest, a Brown Man can choose to sacrifice his life in the stead
of the original target. The next day,
the lady of the house will find his corpse, blackened to a cinder, on the
hearthstone. When this happens, it is
important that the inhabitants of the house honor the little cinder with a
proper funeral, scaled down to its size.
Otherwise, the remaining Brown Men might give offence and leave the
house.
----
Gamespeak: Spirits of the Land will have fairly
esoteric power purviews like "Healing" or "Hearth" or
"Hunting" (although they won't all have to begin with the letter
"H.") I'll try to avoid the
more elemental ones like "Fire" or "Storms" because those should
be the realm of Spirits of the Lower Air.
But fire or storms might be part of a Spirit of the Land's repertoire. A spirit of fear might only appear during
storms. The Genius Locus of a volcano
could well have a body made of burning lava.
I'll have to think about how those work.
Next up, Spirits of the Lower Air.