General
Information
The Divine Spirits, more commonly known as Spirits, are a slightly
mysterious race of people somewhere between humans and Gods. They
have two main forms: a humanoid form and an animal form. Though in
their primary form, they are humanoid in appearance, they are in fact
quite different from humans. They tire less easily than humans and
do not need to eat or drink as often. Spirits also age much more slowly,
having an average lifespan of around seven hundred to a thousand years.
When they are younger, their ears resemble human ears, but as they
age they become more pointed. In this way, you can make a rough guess
at their age by seeing how pointy their ears are.
Unique
Features
As well as pointed ears when they are older, Spirits can be differentiated
from humans by their wings and forehead symbols. The appearance of
their wings depend on which Clan they hail from. This is discussed
in more detail in each of the Clans' sections. When in use (for either
flying or casting spells), their wings are quite large, in proportion
to their body. When not in use, however, to conserve energy and space,
they can be retracted to ¾ of their original size. The design,
shape and colour of their forehead symbols depends on their Clan as
well, but also the Element from which they were born. Again, this
is discussed further below.
Birth
and Death
Spirits are beings filled with Mana, much more than most humans. They
are conceived in the same way as humans, through intercourse between
a male and a female Spirit. However, they are born in a slightly different
way. When the female comes to full term and is ready to give birth,
she transforms into a large flurry of energy of whatever Element the
child is to be born from. For example, if the child is to be a Fire
Spirit, she will burst into flames and a tongue of that flame will
form the child.
A Spirit's
body and soul are much more strongly intertwined than a human's.
When a human dies, whether by mortal means or Magick, their soul
breaks free of their body is sent to the afterlife. It is difficult
for them to remain in the mortal realm as a ghost. However, if a
Spirit is killed by mortal means (e.g. stabbed by a knife), their
soul remains in the mortal realm as ghost by default. A Spirit ghost
can produce a new body with the help of an ancient spell, the Solatis
Resurrection Ritual. The only way to truly kill a Spirit is to use
Magick. This destroys them entirely and their essence returns to
the Element from which they were born, ready to pass on its Mana
to new Spirits. Taking the example of the Fire Spirit again, when
they die, they may become a sun.
Magick
and Elements
Unlike humans, where natural Magickal ability is almost nonexistent,
Magick is innate to Spirits. When a Spirit is born, it takes its Element
from either its mother or father. Taking the Element from both parents
is a rare, but not unknown phenomenon. The Spirit will learn spells
almost exclusively from its Element, but they are able to pick up
ones from outside it, normally Elements that belong to their own Spirit
Clan. A Spirit will feel an affinity to their Element and have a high
resistance to spells of it, but feel an aversion to their Element's
weakness. For example, the Fire Spirit would be able to put up with
standing too close to the fire, but would dislike a walk in the rain.
There are eleven Spirit elements:
FIRE,
RED MAGICK
Strength: Ice
Weakness: Water
ICE,
BLUE MAGICK
Strength: Nature
Weakness: Fire
LIGHTNING,
YELLOW MAGICK
Strength: Water
Weakness: Earth
WATER,
NAVY MAGICK
Strength: Fire
Weakness: Lightning
WIND,
GREY MAGICK
Strength: Time
Weakness: Psychic
NATURE,
GREEN MAGICK
Strength: Earth
Weakness: Ice
EARTH,
BROWN MAGICK
Strength: Lightning
Weakness: Nature
PSYCHIC,
PURPLE MAGICK
Strength: Wind
Weakness: Time
TIME,
SILVER MAGICK
Strength: Psychic
Weakness: Wind
DARK,
BLACK MAGICK
Strength: Holy
Weakness: Holy
HOLY,
WHITE MAGICK
Strength: Dark
Weakness: Dark
Spirit
Beasts
Now we have a good idea of what a Spirit is like in their humanoid
form, it is time to discuss their secondary form, the Spirit Beast.
Every Spirit is able to transform into a Spirit Beast; a large animal
form in which their Magickal and physical abilities are heightened.
What animal they become depends on their Element. There are more than
one different kind of Spirit Beast for each Element, but an example
of one for each is as follows:
Fire- Phoenix, a bird with flaming
plumage and a brilliant, rainbow-coloured tail.
Ice-
Crystal Lynx, a feline creature made from ice crystals.
Lightning-
Hell Hound, a dog creature with a forked tail.
Water- Leviathan, a sea serpent.
Wind- Wyvern, a yellow Dragon-like
creature with eagle's legs.
Nature- Cywyrm, a snake-like creature
with spines and wings.
Earth- Modog, a rabbit-like creature
with large, shovel-like claws.
Psychic- Wolvien, a flexiable
creature with wing-shaped ears.
Time- Cat, an ordinary cat.
Holy- Kattsythe, a white cat creature with four pink and yellow
pastel-coloured wings.
Dark- Morimal, a raven-like creature.
Spirit
Familiars
A Spirit Familiar (or Spirit's Familiar) is small animal companion
that every Spirit is born with, though not all Spirits choose to call
on them. They are usually more popular with young Spirits who treat
them as pets. A Spirit Familiar is usually a smaller, cuter version
of the Spirit's Spirit Beast. They cannot speak, but Spirits are able
to communicate with them by sharing their thoughts.
Clans
Spirits are divided in separate Clans: the Luneblanche, the Cielnoir
and the Airgris. There may be other Clans out there, though shrouded
in secrecy. The Luneblanche and the Cielnoir are the 'main Clans,'
a moniker coined by themselves unsurprisingly, as both Clans, despite
their differences, are united by a similar arrogance. The Clans all
preferred to live separately, until recent times when the Luneblanche
and Cielnoir decided to integrate. Up until this point, it was taboo
for Spirits from different Clans to mix, a hangover from the Great
Spirit War, in which the Luneblanche and Cielnoir were mortal enemies.
Clans such as the Airgris and Etoilebleu prefer to stay separate,
however.
Luneblanche
Luneblanche Spirits are defined by their golden forehead symbols
and angelic wings. Their wings are white and feathery, like a bird's,
but also translucent with a pale yellow glow that runs around their
edges. Traditional Luneblanche robes are white. Elements that are
mainly attributed to the Luneblanche Clan are Fire, Wind, Water
and Holy. Historically, Luneblanche Spirits are associated with
purity and righteousness. This is something that is not a universal
truth, however, as there are as many bad Luneblanche as there are
good. In fact, they have rather a reputation for corrupt leaders.
There is a general feeling of elitism amongst the elders of the
Clan. Although there is supposed peace between the Cielnoir, the
old prejudices against them still remain. Once again, this is not
true for all Luneblanche, but it is something that they are known
for.
Cielnoir
Cielnoir Spirits are characterised by their purple forehead symbols
and Demon-like wings. Their wings are purple-black and leathery,
like a bat's, with small spikes on each point. Traditional Cielnoir
robes are purple. Elements that are mainly attributed to Cielnoir
are Nature, Lightning, Earth and Dark. Historically, Cielnoir Spirits
are associated with evil. As with the Luneblanche, this is not strictly
true. Cielnoirs are perhaps more loose than the Luneblanche, unafraid
to speak their mind and enjoy themselves. There is a belief that
Cielnoirs are born with a killer instinct, but whether this is simply
a perpetuated myth is a matter for debate. There remains some animosity
between the Cielnoir and the Luneblanche.
Airgris
Airgris Spirits are characterised by their blue forehead symbols
and insect-like wings. Their wings are iridescent and silver, shaped
like a butterfly's. However, Airgris Spirits are good at disguising
themselves as humans if they wish to go incognito. Traditional Airgris
robes are silver. Elements that are mainly attributed to Airgris
are Psychic, Ice and Time. They are one of the lesser-known Spirit
Clans that is mysterious in nature, and never associates with the
other Clans. They are quite distrustful and prefer to keep themselves
to themselves. They are masters of illusion and expert hiders. The
only naturally born Time Spirits come from this Clan, which are
in fact quite rare, and are obliged to work for Chronos.
Half-Spirits
Half-Spirits, most often the result of a Spirit and a human having
a child, inherit Magick from their Spirit parent. They also develop
wings, but unlike Spirit wings that are on display at all times (either
full size or in miniature form), they only appear when in use. They
do not inherit the forehead symbol, but they are able to transform
into a Spirit Beast and communicate with Spirit Familiars.
The
Spirit World
The Spirit World is a beautiful and mysterious place filled with Magick,
running in parallel to the mortal realm. Like the Spirits themselves,
it is a place somewhere between this world and the next. It is a place
difficult to describe because it has no fixed shape. Spirits are
in tune with their world and can will it to take whatever form they
desire. However, the world does have a mind of its own and tends to
change into what it wants every once in a while, so it can be rather
a double-edged sword.
The
Spirit World has a strict hierarchy. Each Clan is lead by an elected
leader and his/her peers (the Lower Council), but each leader regardless
of Clan is answerable to the Upper Council of Spirit Elders. This
Upper Council is made up the oldest and wisest Spirits, though mostly
Luneblanche. The Spirit World is divided into several districts
for each clan, separate from one another. Each district has its
own headquarters, from which the Lower Council leader rules. The
Upper Council is situated in a main central headquarters. Other
notable locations include the Causeway of Reckoning, the nexus between
the mortal, Spirit, Demonic and Divine realms.
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