Spirits (Kishanko)

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Spirits of the elements come in two kind, the weaker, sessile spirits tied to the elements of a particular place, and the Spirits of Elemental Force. Spirits of Elemental Force spontaneously form around strong sources of an element, but are actually composite spirits with their particular Elemental Force in dominance over the others. Spirits of Elemental Force are mostly incapable of assuming physical form, and thus are easy to strike up a bargain. However, even from the Spectral they can influence the world, with some difficulty, by controlling the flow of their Elemental Force. Inside the body of a Shaman, however, they have a much greater control over their Elemental Force in the physical world. Once they possess a Shaman, she becomes capable of working Elemental Magics of the Spirit's type, but with no additional energy expenditure.

Normal physical objects usually do not have spirits of their own, but if a strong bond exists between a soul and the object, a simple Object Spirit can develop. Shamans can 'awaken' objects with a Soul Stat Check (difficulty dependent on how long the Shaman has possessed the object -6 if they're holding it for someone else, +6 if it's a treasured lifelong possession, etc.) causing them to develop an Object Spirit over the course of a few hours. Under normal conditions, the process takes years, sometimes even decades. Simple objects and mechanical devices (firearms, magic, and steam do not work) can have Object Spirits, which can be carried by an astral body. In other terms, a character with awakened Items may use it freely with Astral Projection and to full effect. Any character who wishes to begin the game with an Object Spirit must buy the Feature (Object Spirit), which costs as much as the existing Item template. Object Spirits cannot possess Shamans.

Plants have their own spirits, usually simple creatures directly in tune with their physical form. Elves reach out to and synchronize with these spirits when performing Elven Magic on plants. Sometimes a large and particularly old tree will be home to many spirits, some of them with the power of speech and the ability to leave their tree home. Elf children frequently play games with these spirits, and most Tree Spirits develop childish personalities as a result. Tree Spirits, however, have no real powers, even over their own homes, and are mere annoyances at worst. Most other plant spirits are simple sleepers, mere analogs of their physical presence. If a Tree Spirit should possess a Shaman, she gains the limited ability to manipulate trees (essentially gaining Plant Control and Telekinesis [Wood]).

Animals, for the most part, have souls which are firmly attached to their bodies, incapable of sensing or manipulating the Spectral at all. However, groups of animals sometimes give rise to a Spirit of the Collective. Collective Spirits tend to appear as a large, powerful version of the animal group they arose from, typically appearing to hold an eldritch wisdom in their eyes. Incapable of assuming physical form, Collective Spirits guide their group (be it pack, herd, pride, or flock) through the use of Telepathy (Group Only). While these spirits typically have the best interests of their own group at heart, they can be persuaded, threatened, or bribed to use their powers for other purposes. Unlike the animal they control, Collective Spirits are capable of speech, and usually speak the language most prevalent in their area. If a Shaman should happen to allow a Collective Spirit to possess her, she gains the ability to Telepathically communicate with animals of the Collective Spirit's type.

Similar to Spirits of the Collective, Archetype Spirits also appear as large, powerful versions of normal animals. Unlike Collective Spirits, however, Archetype Spirits are capable of assuming physical form. Archetype Spirits tend to consider themselves the guardians and caretakers of their species, and have no compunctions about attacking mortals who they consider to have abused their species. A simple offering (usually a prayer for the spirit of the animal just slain, sometimes an actual offering of plants or meat) is usually enough to placate an Archetype Spirit for the death of a single member of its species, it is only the truly large slaughters that attract their attention. Fortunately, Archetype Spirits avoid civilization at all costs, and most Archetype Spirits are of non-domestic animals (although the Archetype of Cats is practically a God in some cities). It is impossible to quantify Archetype Spirits beyond this, as they are truly larger than life, all can speak at least one language, and can telepathically communicate and sometimes control their own species. Archetype Spirits grant Shamans the powers of the animal they represent during possession, allowing her to run with the speed of a Diatramy, the sight of a hawk, or the smell of a wolf.

Spirits can develop from mortal interaction, the residue of occupation upon the Elemental Forces of an area coalesces into a Spirit of Place. Generally, the larger a particular place is in the minds of its inhabitants, the stronger the spirit that results, but also the more lethargic. The 'local character' of a particular area influences the spirit's personality to some extent, as well as their appearance. Spirits of Place always appear as the dominant or most numerous race within the area. The Spirit of Ktal, for example, appears as a Ktaln woman of indeterminate age, curious and inventive, but intolerant of fools. Few Shamans seek dealings with a Spirit of Place unless they plan on spending a great deal of time there, as a Spirit is bound to its Place, and cannot leave it. If a Shaman should happen to allow a Spirit of Place to possess them, the results tend to be unpredictable and are usually dependent on the Spirit's innate abilities.

Souls are destined to reincarnate, but some refuse to, or simply cannot, move on to their next life. Typically, unfinished business or black necromancy binds these souls to the first level of the Spectral, creating a Spirit of the Dead. There are many different types of Spirits of the Dead, such as restless ghosts, hungry wraiths, and vengeful specters. Despite being confined to the Spectral, most Spirits of the Dead have the ability to affect the Physical world to some extent, usually by sending dreams or leaving messages (via the Telepathy and Telekinesis attribute). Shamans and Elves see it as their duty to help these Spirits pass on, although most Shamans will attempt to bargain with Spirits of the Dead with useful skills and abilities, as possession will grant them these.

The final and most rare type of spirit is the Avatar Spirit. Avatar Spirits are leftover memory constructs from the War of Thought and years prior, created by High Magic to accomplish a specific task. Once this task is done, the Avatar Spirit dissolves, incapable and usually unwilling to sustain itself. Each Avatar Spirit contains the memories of one Angel or Demon, their creator, as well as powers suited to complete their task. As such, Avatar Spirits can only speak High and Low Mu, knowledge of either is required to communicate with them. None knows what happens when a Shaman allows an Avatar to possess her, as it has never been completed successfully.