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DIVINE SPIRITS
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Since Spirits are such an important race in DSK, I've decided to make a much more detailed page about them. There are certain points about them that I feel need to be clarified. So anything you could ever want to know about Spirits will probably be found here!
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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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