Showing posts with label Spirits. Show all posts
Showing posts with label Spirits. Show all posts

Thursday, January 9, 2025

Kith and Kin: Core Mechanics Redux

 

Second post that is an adapted PDF of my stone age game. None of this is fully prescriptive, especially the action resolution mechanic. Thats just my preferred


Core Mechanics



Action Resolution 

Under most circumstances you will not have to make a roll to perform an action. The GM (Genius Mundi, World-Soul) will rely on their understanding of how the world functions, your characters positive and negative traits to determine if you succeed or not.

However there are cases where there is an ambiguity in if success or failure is what would occur especially in person to person, or entity to entity circumstances.
In these circumstances roll 3d6.

If against another entity or active situation, then it also rolls a 3d6, possibly with advantages and disadvantages.

If against some passive object or circumstance (such as attempting to leap a gap), then this is rolled against a target number. If that number is exceeded, then it is a success, possibly with some additional benefit. If the target number exceeds the result, then it is a failure. If they exactly match, then a partial success, partial failure or some other ambiguous result may be the outcome.

In some cases multiple numbers can correspond to “matching”. In this case the target number is represented as a range of values, such as “9-12”. This means anything from 9-12 is a “match value.” This is usually the case for results with “degrees” of success. A 9-12 on foraging might bring an okay amount of food, but a 13 or higher will bring more.

If you have traits or skills that contribute to the action and they do not ensure success or simply allow the roll to occur at all, then you may gain dice of advantage.

This is represented by rolling additional dice, but only taking the highest 3 as your result. This biases the outcome by an increasing amount for each dice of advantage.

Disadvantage works the same, but you take the lowest three. Advantage and disadvantage cancel out, so if you have 2 dice of disadvantage and 3 of advantage, it is treated as you having only one dice of advantage.

Generally if you would have more than three dice of advantage that is probably a good sign you should simply succeed.

Similarly for disadvantage, more than three dice indicates the check should probably just be an automatic failure.

There are some cases where that might not be so, however, such as when two entities have significant advantage.

If the GM allows it, successes that have two results of six counted may be a greater success, and three even greater. Rolling higher than something by a certain multiple (i.e. rolling two or three times higher than required) may provide greater advantage.

If not using a target number, then range values can be used. Im fond of the following table, basically using the attribute bonus ranges from AD&D as a guide.

  • 3: Worst result.
  • 4-5: Worse result.
  • 6-8: Bad result.
  • 9-12: Average result.
  • 13-15: Good result.
  • 16-17: Better result.
  • 18: Best result.

With context clarifying what qualifies under each range. "Average result" on foraging in a rain-forest might net decent amounts of food (result-8 meals worth perhaps?) while the same thing in a desert wont give anything. I use this as a guide for passive difficulty.

Any other modification to the action resolution system is not the baseline game, and is reflective of unique circumstances in the game world. Some things may flatly raise the size or amount of dice you roll in some circumstances, and some entities might be mighty enough to warrant such changes to their rolls. 

You may become one such entity, with time. 

 

Resource Management

Resource management can be difficult in some tabletop games. Thankfully, you are playing a game set in the ambiguously paleo-meso-neolithic era and will not be carrying around a backpack with 2 metric tonnes of resources.

Carrying resources is useful, and sometimes you will want to stockpile. For the most part however, you can forage for resources.

Fishing and hunting are similar.

You likely won't be able to stockpile massive amounts of resources, both due to spoilage and your mobile nature. Carrying around a week's worth of firewood is a Sisyphean effort.

Even so, certain skills will let you preserve certain resources (dried and salted/treated food for example). You will have limits to the amount you can carry and certain circumstances can cause spoilage (don't get the dried food wet unless you plan to spend time drying it after).

For every two kilos an animal weighs, you can gain one “meal” of food from it. Foraging and fishing will also bring in food, depending on the area. The less vegetation, the more you’ll have to rely on hunting, and vice versa. 

 

Resources

The actual resources you will need to keep track of are

  • Useful Food (Each character needs at least a meal per day or they start to become hungry. Two meals a day will slowly reverse the effects of hunger, but some starvation ailments will be “permanent” until you can fully recover over time.)
  • Fresh Water (Each character needs two proper full drinks per day or they start to dehydrate. One full proper drink a day will give small maluses but wont kill you.)
  • Firewood (Indicated in hours of fire time. The more you put on the brighter it will burn, but this can burn through them faster.)
  • Artisan Materials (clay, hide, fabric, fibers, adhesive, wood, flint, stone, bone etc)
  • Medicinal Substances (Measured by effective dosage)
  • Psychoactive substances (Measured by effective dosage. Minimal, Low, Powerful, Heroic and Extreme, for hallucinogens.)
  • This is about every relevant resource, but others might be possible. Trade goods? Shiny stuff?


Time Management

There are four primary temporal scopes of play. The Gm keeps track of the moon (month), time of day, day in the moon, phase of the moon, season, time of day, and so on.

  • Frantic Time: When something happens that requires immediate action. Time is measured in “rounds” (~3-6 second intervals). Characters can generally take two actions (movement, attacking, defending, whatever). This is combat, chases, etc.
  • Exploration Time: When PCs are taking their time to explore an area, figure out what is around, forage, fish, and so on time is measured in “Exploration turns” of roughly 10 minutes. Thus, “Exploration actions” (like foraging) take more time to bear fruit (often literally).
  • Travel Time: When PCs are traveling long (ish) distances, time is measured in “Hours” or “Travel Rounds”. Each hour there is a chance of something happening, a chance to recheck directions, and so on. These can be interrupted (something can happen in the middle, they can choose to explore a local area), but this is the rough idea.
  • Downtime: Perhaps the PCs are choosing to prepare long term for something. To stockpile food, to spend a large time foraging to accrue large amounts of food. During downtime, time is measured in suns (days, 24 hours), moons (months, 30 suns), seasons (3-6 months depending on the environment) and cycles (years 12 months).

Note that years are measured as 12 months of 30 days, giving 360 days to a year. This is only notable in that the life expectancy of beings is a few more years over the course of a human lifespan, though is still the same amount of time. This is just to make sure natural cycles are a little bit easier to keep track of on the GM side.

 

Travel

Space and location is represented in “Zones”.

Zones are not biomes or biotypes. One forest will be split into multiple zones.
The exact spatial dimensions of the zones are not totally set in stone, but “Horizons” is the general measurement at this scale (roughly three miles or 4.8 kilometers in a given direction, the rough distance a horizon is away from an average observer on flat land, making a horizon six miles, ~9.6 kilometers, across).

Rather, the size and the difficulty of the zone is represented by “Travel time” and rough dimensions given in “Horizons”. Remember the average human walking speed is about 4.8 kilometers an hour, and a bit faster based on health. Terrain of course influences this.

Zones can have multiple points of interest scattered throughout them. These almost always have consistent locations. Distance between these points of interest is given in horizons, though characters can wander between them and find other points of interest.

 

Combat 

3d6 attack vs 3d6 evasion, blocking/parrying, etc. with modifications as described under action resolution.

Failure is a failure of the attack to connect, due to having been dodged, blocked, whatever.

A tie is that some consequence happens to both, a success in exchange for small consequence determined by the foe or they succeed with some complication described by you. Really depends.

A success is a hit. Damage is whatever a “hit” is for whatever weapon you use, and is descriptive. The defender gets to choose where they were hit.

Twice or more the defender's roll is a direct hit. Either you get to choose where or the defender chooses and the damage is even worse.

Thrice or more the defenders roll is a critical hit. Essentially both options of a direct hit happen, with increased effect the greater the difference.

The actual severity of the damage depends on the weapon and the defender. If it has a tough enough hide, a character of average strength may not be able to harm it (unless they strike a weak point, such as in the mouth).

Where and how you can hit depends on the weapon. Slashing and bludgeoning weapons struggle to target small weak points or exploit them. 

 

Damage and other Terrible Things

Damage, Illness, hunger, thirst, sleep deprivation and so on are all treated as localized status effects. They are descriptive, and their effects are based on eyeballing a real world-ish consequence of the effects at that particular location on the body.

They can of course be treated with the right medicines (or even magic).

Hunger causes a gradual subtraction of your rolls, and eventually reduces some positive traits semi-permanently if it's too long.

Thirst outright removes one of the dice from your action pool after each day, unless you have some trait that reduces it's effect on you. Once the pool runs out you die.

Sleep deprivation reduces all capabilities and acts as an altered state of mind.

These can all be represented by "clocks" if the GM wants, with "segments" filled per missed meal, drink, sleep session, illness/curse progression, would exacerbation etc. This isn't player facing however.

 

Altered States

Important to magic and mysticism are altered states of mind/consciousness.

These are split into roughly five ranges of effect, listed as follows with an example. Inspired largely by pariah and this system.

  • Weak: A minimal effective dosage. Barely any effect besides some descriptive shift and possibly some very minor malus to regular functioning.
    • “You feel like your emotions are being carried on a tide. You feel energetic, and the world seems more vibrant.”
  • Moderate: A mild shift to perception and sensation. Generally the level you can feel “energies” and “tones” of spiritual presences. Definite but minor maluses.
    • “Geometry twists and flows in the grass and dirt, shapes and angles forming and intersecting. The green of the grass and the brown of the dirt feel even more vibrant. Around the mysterious idol, the geometry seems densest and most active.”
  • Powerful: A powerful shift. Generally allows perception of spirits and brief glimpses into the otherworlds. Major shift to all perceptions and sensations.
    • “Colorful geometric forms twist and shift across your vision, obscuring your vision of the world. Colors flow and twist in accordance to principles you can only guess at. Before you, a towering bestial figure wearing a blank mask tilts it's head curiously.”
  • Heroic: The required dose to fully shift your perspective to another realm for a time. What you take to go on spiritual/mystical adventures/”Trips”.
    • “The tent blows away in an impossible wind, those who have not taken the sacred herb seem entirely unaware. The camp seems to disappear under the wind and flowing leaves. An impossibly titanic forest now stretches above you, branches and roots growing in geometric lattices. Things dance and sing through the branches impossibly far above. What will you do?”
  • Extreme: A dangerous level for when you want to skip the journey and cut straight to the heart of a realm. Often has dangerous side effects even if the other levels don't.
    • “A swirling maelstrom of transforming life. That is your entire reality, all you remember, all you perceive. You may be able to act, if only in a mental sense.”

Friday, December 27, 2024

Beyond Vancian Magic: Applied Arcana

 I was already planning to make a post about the "Arcana" of Kith and Kin, as a demonstration of how Arcana can be used to color the magic of a world and shape its structure. Then the blog carnival started and what do you know, its about non-vancian magic! Neat!

If you're unfamiliar with my "Arcana" design philosophy of magic, here's a whole post explaining it. In short, "Diegetic Magic" is a good enough summary.

Idk what I'm supposed to do to get this to count for the carnival. Guess I'll just post it where most of those are.

General warning for some stuff that is typical to magic. Animal (and human) sacrifice, mental effects (mostly under the "possession" section) and discussions of sympathetic and similar magical connections that can agitate some elements of psychosis and OCD. Take care of yourself.



Kinds of Arcana

For the purposes of Kith and Kin I am going to split Arcana into three major classifications. This is not how arcana in general, that is "across games", work. This also isn't strictly a recognized in-universe split.

Also in-universe these will probably be called something along the lines of "Wisdoms" or "Magical Secrets". "Arcana" feels too "modern" a term.

Regardless, its a useful way to approach them from a design standpoint.

Root Arcana are some basic facts about the world. Core assumptions that build the rest of the magic system in this case. They are like the "laws of physics" or the "fundamental forces" of magic, or possibly more like "Themes."

Branch Arcana are any arcana that result from the former. They are learned or developed individually, and suggest at at least one Root Arcanum. These are examples of actual magical activity.

Leaf Arcana are specific, distinct magical things, rather than broader skills or consequences like Branch Arcana. Listed examples are more akin to game spells, though some powers are listed in the examples.


A Note on Consistency and Fairness, I generally will require 3d6 rolls for magical actions, with the ranges of 3, 4-5, 6-8, 9-12, 13-15, 16-17 and 18 corresponding to different levels of success. Context and skill with increase and decrease the number of d6s added, though only the top or bottom 3 will be counted. What is possible is thus a bit context-sensitive. Its more important that this system feels consistent and fair than it actually being those.



Root Arcana

There are five, listed and described in no particular order. Magical workings can be subtle or flashy. Subtler magic is easier and more common (and is more "real" in that it feels possibly coincidental or circumstantial) but flashier magic does exist.


Altered States: The cosmology of Kith and Kin is psycho-spiritual, and in order to tap into the intrinsic power held in the cosmos it is sometimes necessary to uproot oneself (even if temporarily) from some basic perceptions and assumptions. Thus, altered states of mind are (generally) necessary. These can naturally peel back the perceptions of the world to reveal the spiritual realms entwined with it, and that is one of the core benefits of these, but it is often necessary to dip into them in order to access truly flashy magic.

There are five rough levels of these for game purposes. Minimal (Minor, Tone-altering), Weak (Minor, Minuscule game effects, slight hallucinations), Powerful (moderate bonuses/maluses, flashes of other realms, can see spirits), Heroic (Entering other realms entirely) and Extreme (cutting straight to the heart of another realm).

The levels are a combination of Pariahs measurements, with the first two instead becoming three akin to this Altered States system.

Importantly, this means there is a certain level of subjectivity in the cosmology and metaphysics of Kith and Kin. Its not entirely "post-modern", but individual experiential phenomena are Important in a cosmological and metaphysical sense.


Spirits: Kith and Kin is animistic, but its also weird. Spirits have no true universals, other than that everything is technically a spirit (or multiple spirits) and that they are more beings of their own nature than anything else, obeying their own structure over any "physics." A spirit of the land can do "spirit of this land" things quite easily, especially within the space it occupies, but beyond that it might struggle. A free spirit on the other hand, may be capable of acting just about anywhere, but might be limited to some phenomena. Spirits (much like spiritual realms) are not limited in what they can be. They can be ghosts, elementals, animal souls, your own souls, dream characters, shadows, people from other realities, alien consciousnesses, animate concepts, stories that have taken on a life of their own, elements of personal subjective experiences and many more things.

Spirits can be called upon for magic (invoking them in a ritual), or targeted by it (as with summoning and binding). Generally they are limited by their nature and whatever cycles (if any) they follow. They are not omnipotent but they are potent. Magic users who mostly rely on spirits are something like paleolithic diplomat-priests, negotiating with spirits on behalf of their community (or just themself, as the case may be).

A detail that also applies to the next arcana, is spirits explain a sort of "inertia" the world(s) have. Subtler magic is easier because spirits (including ones own souls) resist changes from outside.

What they do can be subtle, flashy or anything in between. Depends on the character of the spirit really.


Souls: Your own spirits. At least five are widely recognized, those being the physical shell (body), the vital breath/blood/movement (life force), Free-Spirit (subtle body) and Waking-Spirit (the mind). These might have further subdivisions, or be classifiable, but as with other realms and spirits there is a certain subjectivity to this.

Your souls are part of you, so you have a certain level of assumed power over them. Your souls also generally explain any magical talents you might have. Prophetic visions, Ghost-Walking, natural tendency to slip into altered states/other realms... These can also often be described by naturally existing in a semi-altered-state at all times (or falling into them easily).

These can be a path to power. There might be a part of your soul that relates to simply "Magical power". It would be extremely weak at first if you have no talent for it (i.e. no Trait relating to it), and even then it wont be anywhere near extremely impressive. Twists to ones soul can also encode mystical powers, "spells" of a kind. These are less like "wizard spells" and more like "Things you can now do and train up in power."

These can also be affected by magic, of course. Most "curses" or "talents" are some twist or distortion to ones soul(s).


Esoteric And Exoteric Connections: Binding everything together are connections both obvious (Exoteric) and subtle (Esoteric). An Exoteric connection is simple. If A causes B then A and B are connected, much the same if B causes C. An obvious causal connection.

Similarly, physical contact is about the most obvious physical connection possible.

Esoteric connections consist of those less obvious connections via some subtle aspect of reality. Some basic examples are sympathetic (like affects like), correspondent (things look like what they are), contagious (once together always together), symbolic (the image is the thing, representation grants power), composition (the part can affect the whole) and so on.

These connections exist by default but can be protected against (often by using other connections). They weave into spirits and souls, thus summoning spirits requires objects, times, activities, locations and so on that are "linked" to them in some abstract way.

This is the principle that also allows you to call upon spirits to help with magic, and is why you cant just use any damn thing to do anything.

 

Sacrifice: The balancing principle. Put simply, "You get what you put in." This is the element that suggests the more time, blood, sweat, tears, lives and so on put into a work the stronger, broader, deeper and so on it will be. This doesn't mean you need sacrifice to do magic. A circle scratched in the earth with a prayer of protection (or a promise of protection) will hold some power, albeit only enough to protect against the most impotent spirits and/or animals. This is similar to altered states not strictly being "required", but helping a lot.

Some costs can be easier. Some souls beings have might have natural power or energy to expend, but this is not strictly default (except for some spirits perhaps).

This is less conservation of mass/energy and more conservation of "fairness". A "curse" or pain or a "trial" can be a cost. Sometimes the "Cost" is paid to some specific thing directly, such as a spirit, and sometimes it is simply fuel for the magic itself. This isn't thermodynamics we're talking about. Its magic.



Branch Arcana

Branch Arcana are constructed from the assumptions of the Root Arcana. There are infinitely many, but some examples in no particular order might be...

  • Spiritual Sensitivity: Some individuals have a natural tendency to slip into altered states of mind, as a consequence of some spiritual sensitivity in their souls. This allows for ease of entering magical mindsets and seeing spirits. This will combine with other "talents".
    • Soul Flight: Often when the natural altered state enters a "heroic" dose, it often allows for soul-flight rather than simply entering another realm, though that can still be a consequence.
  • Divination: A skill. Using some mild spiritual sensitivity and possibly lower altered states to read subtle connections across space and time.
    • Prophetic Visions: Altered states up to Heroic, with Heroic slipping fully into the vision. Can be drug-induced, or a consequence of spiritual sensitivity. Rely on subtle connections and altered states more severely.
  • Bestial Communion: Subsisting off the entire body of an animal of moderate size (or a sufficient number of smaller, or portions of a larger that have the preserved ratios of tissue varieties) ritually, often in an altered state, one can take on the aspects of various beasts, birds and even crawling things like insects and worms.
    • Therianthropy: Physical transformation into a beast or beast-hybrid. A curse, so "sticky" magic tied to the self and thus soul. Often done as punishment, but due to the dynamic nature of the soul it can twist and warp from a curse to simply a thing you can do. May be possession by an external spirit instead. 
  • Summoning Spirits: Conjuring spirits requires reagents and actions, contexts really, related to the spirit. A bloody spirit of the moon for example might require the reflection of the moon and blood dissipating in water. Often an altered state of mind is required, to more properly tune oneself to alternate realms, and sacrifices to lure or draw their attention. Rarely, simply calling their name can be enough, if the relationship is deep enough.
    • Realmwalking: The ability to bring ones physical body into spiritual realms is a rare capability indeed. One possibility is allowing some spirit to summon you, as you might summon them. This is rare, as few spirits want to summon something that combines impotence and capaciousness as well as a mortal does, and most mortals loathe to grant that kind of power over oneself, but it is done sometimes. Other methods involve altered states and similar kinds of magic to summoning. Im sure you can develop your own ideas at this point.
  • Binding Spirits: Bindings require using some sorcerous method to restrict the available actions of a spirit. A basic example is a circle scratched in the dirt charged with some sacrifice, which restricts the movement of a spirit. The circle demarcates an interior and exterior and the sacrifice charges it with some power beyond simply time, effort and hope. Other forms of binding are possible.
    • Living-Dead: Binding spirits to a corpse-vessel, granting the spirit control over the dead body. If bound properly, a loyal and possibly powerful servant can be gained. Weaker ones are easier to bind, obviously. Sometimes spirits will let themselves be bound to vessels to gain bodies.
  • Possession: Often times spirits (and magic in general) cannot simply overwhelm the will and mind of a host, due to the spiritual inertia of ones own souls. The exceptions are particularly powerful spirits and magic, and contexts in which the will of the host is compromised, such as sleep or some altered states. Instead, warping emotions, sensations and memories are often required to shape the behavior of the host, but the host still has inertia and can often resist these.
    • Hauntings: Possession often requires either extreme power or extreme subtlety, which most spirits cannot provide in the required amounts to actively impose themselves. Even the subtler manipulations require one to possess enough power to redirect the inertia of the hosts soul in some way. Thus, hauntings are often the preferred dominion of spirits and most will want to simply possess a dead or "vacant" body if possession is required. These cause effects to the host, but are more akin to things happening around them, such as poltergeist activity. Still, small changes to the host (such as bouts of pain, twitching or brief hallucinations) often occur.
  • Curse-Dolls: A representation of someone, built from cloth and stick and charged with locks of hair, blood or even small bones taken from the target. If the link is extreme enough, it can act as a stand-in for the person themself. Subtle connections such as these are incredibly useful, and despite the name curse-dolls can be used in a way beneficial to the target.
  • Magical Languages: Languages spoken not with the physical tongue, but with the subtle elements of ones soul. Often allow for communication with inhuman spirits (or folk who do not share a language) without an altered state. This consequentially allows one to communicate, and thus attempt to change their behavior. This is done very similarly to how one does with other people. Threats, bribes, offers and so on. Some examples are:
    • Fur-Tongue: Mystic language of beasts with fur and fang.
    • Scale-Tongue: Mystic language of the scaled creatures of the land. Includes landbound feathery things.
    • Wing-Tongue: Mystic language of the things that fly and the winds they ride.
    • Shell-Tongue: Mystic Language of things with hard exoskeletons.
    • Water-Tongues: Mystic languages of the aquatic spirits and beasts that occupy them. Split into Rivertongue, Laketongue (Includes ponds), Seatongue (Includes near the surface of the oceans) and Oceantongue (primarily the vast lightless depths).
    • Root-Whispers: The whispering language of the forests and all that compose them, including the fungal threads. If understood can be "heard" (smelled?) as a faint murmur if one head is close to the ground.
    • Celestial-Thundering: Thundering language of celestial spirits, quite literally thunder. Dangerous to speak. Storms may provide some information, but are often just involving warcries.

 

 

Leaf Arcana

The provided examples are more akin to "spells" from other games. Think of them like dnd "cantrips" that can be trained to be stronger, more complex, and so on. They can also be enhanced by increasing whatever cost is built in to them. Other "Leaf Arcana" exist, but most of the ideas I had are more akin to these. Summoning and binding rituals for specific spirits would also be examples. The names are just for flavor. Most of these involve twists to ones souls allowing one to cast them naturally, but leaf arcana are not restricted to just "spells". Its just a name for any very specific magical thing one does.

  • Fires of the Heavens: A gift given by (or stolen from) celestial spirits of the upper air. Heavenly fire is infused into the flesh. When called upon, one may unleash the pure power of lightning, and the thunderous after effects. The sorcerer is only mostly protected from the effects. The cost is that calling upon it may cause seizing, electrifying pain and burns, depending on the power.
  • Dead Flesh Obeys Me: Casting off small parts of ones own souls to animate dead flesh with the mere motes of spiritual power one has birthed. Painful and exhausting, often involving sweating blood or layers of skin stripping away to fuel it. Crudely animates dead flesh for as long as one can withstand the pain and remain focused. More like disparate body parts clawing and flinging themselves around than anything sapient.
  • My Own Breath, Commanded: Using ones own spirit to sieze control over ones breath, something which is already "under your power" and thus easier to control. Allows very mild control over the winds to begin with, honestly like a large number of people blowing fairly hard, but greater exhaustion and training can improve this. Requires one breath out if it blows away from you, and breathing in if it blows towards.
  • My Pain Wounds You: Forcing a causal sympathetic connection to a target, and magically altering what actually carries between the two. Pain transformed into actual wounds. Can be made easier by suffering actual wounds in the casting.
  • The Cold Touch of Death: Ritually allowing ones hand to become frostbitten, and binding deathly power to the dead flesh of the hand, magically preventing it from causing horrible infections and necrosis. The hands still functions as a hand, but is crude, numb and slow, unable to precisely move. Its touch carries the horrible chill of death and frost with it, to any who touch it, regardless of intent.
  • My Dreams Laid Bare: Using ones power over their own dreams to project glamours of sensation, emotion and memory into the world. Flimsy and easy to "wake up from" at first. Effectively no cost, except for the focus required, but very very weak at first, requiring training to bring forth greater effects than prickles of sensation, bursts of intrusive emotion and subtle deja-vu.
  • The Glory of Daylight: Minor celestial spirits of the daylight sky are bound to ones own souls, carrying a mere fragment of the suns brilliance. A bright aura of light springs forth from the sorcerer, carrying the mystical effects of daylight for a small area. Unfortunately, the temperature of the sorcerer will increase with each moment, faster the brighter the light. This will only stop and begin to reduce when it ends.

 

 

 Questions?

I welcome questions about this since they'll help me define this better and better, while keeping the magic system abstract enough to still "work" as magic rather than science.

Saturday, July 6, 2024

Whats that? More spirits?

I wrote a good chunk of these when the AC at my home broke and the house started to heat up. It was 91 degrees Fahrenheit (32-33 degrees Celsius) outside, which seemed to induce a feverish episode of creativity in me.

Hilariously, the least comprehensible of these was made after that issue got fixed. You'll know which one it is.

Content Warnings are: Discussions of hunting, very brief and indirect allusions to abuse in one entry, references to vocal dysphoria in that same entry, discussions of dissociation, and of course general discussions of cognitive disruption and drug use in ritual/magical contexts.

(Please do inform me if this requires any more warnings)

 

Great Hunters

Simple yet generally impressive spirits of both the natural world and the experiences of the Kith and Kin. They look as young adults dressed in little garb, painted in camouflage, though even a passing but close glance reveals the "paint" to be seemingly a natural part of their "flesh" and "hair".

They have aspects that combine various animalistic traits. Their eyes call to mind the slitted pupils of wildcats, the great gaze of owls and the all-encompassing eyes of dragonflies paradoxically all at once. Talon-claws spring from their fingertips. Their teeth are much like that of a cats, and their wings tend to either the insectoid or owl-like. Their noses are more akin to that of a dogs, though mystics and sorcerers both claim they can track better than the most perceptive of dog breeds. 

Regardless they dance through the wilderness in near-complete silence and near-complete invisibility. 

What they do is hunt. 

They stalk their game for a short time, and then, all at once they go for the kill. 

They are as efficient and quick as possible. Their prey suffers only for an instant. 

To the wild creatures, they extract nourishment and butcher them properly, keeping a small keepsake if the prey is truly mighty, notable or simply if they are sentimental.

They do hunt kith and kin, though rarely. If they do so, they do much the same as with wild creatures, but extract very little nourishment, and instead perform the proper death-rites for the individual.
The prey suffers very little, after all.

Many sorcerers would like to summon them, but are defeated by the requirements. One must hunt and butcher an animal in total silence, a notable one in some regard. Mighty or unusual.

A token must then be taken, and an offering must be made, and even then it is not guaranteed to succeed. If successful the Hunter will come to the conjuror, share a meal and inspect the token. If they are impressed they will allow themselves to be called via the token, for aid, companionship or invocation.

If invoked they offer either aid or the animal aspects and great skill with hunting, essentially allowing for the invoker to become a symphony of predatory perfection in much the same way as the Hunters themselves.

Other rituals made for conjuring or binding may be used, but the Hunters are wily and deft, and slip through bindings and weave around summoning like a wet fish slips from ones grasp. Great skill and precision is required to pin their essence and draw it to the mortal world, and even this may prove impossible for a skilled sorcerer.

Finally one may encounter them in moderate numbers in the rare great hunts they engage in, scattered among the seething throng of spirits that cavorts and revels through the long dark nights of the great hunt, dancing untouched at the epicenters of spiritual vortexes of the dead and death-dealing.

They stalk both the great wilderness-beyond-sight, the Deathly Lands and the twilit realms of cold rationality, though they favor the mortal world most of all.

It is possible that some of them were once Kith or Kin, but only murmurings and rumors of this are heard. Noting definite

 

Mountain Chief

A specific spirit, heavily associated with a specific mountain in a range. To the local tribes, it represents both life and death. Mercy and wrath.

It resembles, to those who see it, an enormous goat-creature. It possesses four great horns, two which twist upwards at a ninety degree angle to each other, and equidistant from the very top of its head, and two which are at ninety degree angles to the top ones, yet oriented downwards. Its beard, ears and "mane" create four more points between the four horns, generating a strange "octogram" star shape with its head.

This is emphasized by the shimmering thread that connects the horns. A strange thread that almost resembles the webs of spiders... Or elegant silken secretions of a particular form of worm. At each "groove" in the horns, the threading is affixed, so each pair of "adjacent" horns is connected by four threads.

Its fur is stone-grey, and it stands a full nine strides tall. More than four times the height of even rather tall Kin. Its face is a golden skull of a goat. Its eyes are burning spheres, like white-hot embers smoothed into pristine orbs. Its tail is, strangely, akin to that of an aurochs, a "flyswatter" tail with a long tuft of fur at the end for whipping at irritations. Irritations the spirit is exempt from by its nature.

Bizarrely the feet of the spirit are not the cloven hooves of a goat, but strange three-toed hooves. This detail, to those who are wise, betrays the ancientness of this spirit.

It is a celestial being. Its mountaintop is considered sacred, one of a few bridges between the worlds. A stand-in for the Axis Mundi. And so it is quite a potent spirit. It may choose to walk and not disturb the snow it stands on, or it may choose to prance on the very winds themselves, which are its own to command.

Invocations must be done at the mountain, preferably the very peak where the snows begin to fall. Noon or midnight is preferable, and equinoxes or solstices are ideal. Traditionally, a wooden bowl of offerings is placed in a makeshift altar of stones piled in such a way that the bowl may rest comfortably in the center.

The spirit may manifest if the offerings are great enough. If not it may still answer the invocation. In the later case, a sudden stillness of the air, followed by an impossible upwards gust of wind which carries the offerings into the air. The offerings then seem to vanish, like the spots in ones eyes after gazing at the sun.

The spirit is passive and much prefers to get mortals to act in its stead, rather than acting on its own. However it does have a tendency to fall into fascination (and, if rumors are to be believed, love) with particular mortals, whom it may show cryptically high favor. This is easy to lose, however, if one serves a spirit it particularly dislikes.

The spirit is said to offer a degree of authority over the wind, skills with weaving and textiles, a gaze that may stare into the deeper nature of things, skill with rearing particular worms and insects as livestock and the capacity to stride on wind alone. As with all spirits, other gifts may be possible.

Not all at once, of course. Not unless you are favored, or your offerings are particularly, shockingly, flattering.


Tap-Bugs

Though they may resemble insects prone to swarming, they are often conjured alone, or in small groups in uncommon cases.

They resemble great insects, as large as an adolescent if it were to stand up high and stretch out fully. However that is all that can be said of their resemblance to these animals.

They seem to be composed of metal, stone or natural glass, as if their sections were carved individually and they were somehow "assembled" into the animal form itself.

These are not drab greys or whites. The colors of the apparent materials they are made of are quite variable. Reds and yellows, greens and blues. Stones and gemstones and metals and glasses from numberless corners of the world, assembled into an articulate almost delicate insectoid beauty.

Visually they are quite stunning. Akin to a sculpture. Audibly, they are unusual indeed.

Their name is taken from their sounds. A series of constant sounds that overlap but line up in a bizarre fashion.

The quickest is a very delicate "tip tapping", like a delicate needle of metal against another needle. Every second it taps thrice. On every third tap, a deeper "dokk" of stone against metal occurs, simultaneously with the delicate tap. On every ninth tap and third "dokk" a deep "tong", deep enough to just barely feel in ones teeth is heard.

The sounds are, blessedly, not loud. Barely above a whisper. But they are constant.

They are, understandably, unpopular to conjure for long.

However, their invocations are very useful indeed.

Conjuring them requires one construct a vessel of several kinds of stone. It does not require impossible skill to carve, merely an honest effort to gather and use a wide variety of visually distinct materials. Assemblage is often done via drilling small holes in the sections, segments and limbs, and using threading to create the "joints."

The vessel, which should at least resemble an insect of some kind (beetles are popular due to the ease of construction, but others may work better due to the prevalence of beetle-vessels) must then be placed in an environment that has been rendered ritually sterile. A stone surface, swept of all detritus and repeatedly sterilized with various medicinal herbs is common, but it must be done carefully to avoid the accumulation of pungent aromas.

The tap-bugs will then inhabit the vessel, which will seem to deconstruct itself, pulling more material from behind and between the sections. These will click together, carve each other and then finally, assemble into the form itself, which will begin the constant sound.

They offer an incomparable sense of rhythm, an acute sense of measurement and geometry in both space and time, skills with sculpting and the capacity to harden ones flesh against blows, while retaining its pliability and flexibility. The last of which is often why they are summoned, but it is the gift they consider the most crude and least impressive.

They are much more likely to favor you if you seem highly cooperative with others, or conversely if you seem alienated by your ambitions and curiosity. This is the extent of their ethics, though they themselves are non-violent.


Oh cool the AC is fixed.

Echo-Masques

 These spirits are extremely closely associated with specific physical objects. To each spirit, a particular Mask, to each Mask, a particular spirit.

It begins with a sorcerer, or perhaps an artisan with such skill as to be near identical to sorcery. Regardless, they must weave the mask themself.

It must be woven of a material of extremely high quality, and so to must its structure derive from something exquisite. Flax and wood will not suffice. These are vain spirits and so must be coerced with fineries not easily accessible to forager cultures.

The mask must have structure and yet it must be flexible. It must be soft to wear. It must look exquisite. Gemstones and metal threading, ivory to hold its structure, glittering glass in the eyes.

At the crux of the conjuring, the mask must be given a voice. This is a difficult but deceptively simple sorcery to perform. All that is required is that one must truly give their voice to it. Fully, psychologically, abandon their voice and speech and give it to the thing being made.

One can learn to speak once again. Understanding has not been taken. Merely the habits and complexes that create a voice. They will never be able to speak with that voice again, but they can learn a new one.

Alternatively, it is possible to take a voice, via torments and cruelties that lead one to simply abandon it. This would suffice for the ritual, but there are ways for knowledge of such actions to spread voicelessly.

Regardless of the method, the result is the same. A Mask with a voice that has been given to it. It speaks as if from within the mask, and it quickly learns to understand what the words it now has mean.

The mask cannot at this point do much. It can talk, think and conspire, but little else.

It can be given more voices.

It can also learn to invent voices. It can learn to "throw" its voice, such that it seems to come from elsewhere. It can even, eventually, learn to take control of a dead, mindless or (if truly developed) living body.

With time they can even learn certain forms of purely vocal/verbal sorcery.

The purpose of such a thing is often a kind of ostentatious servant or entertainer. Singing comes naturally to them, of course, and they can learn to mimic all manner of sounds.

Rarely one is created as a scapegoat for someone who truly does not want their voice. In some cases, these individuals may form a partnership of sorts with the mask. A kind of mutualistic exchange of ideas and services. It would not be accurate to describe this in fully human terms, as the Masks are not and never were human, but a parallel can be drawn to the concept of "fondness".

Understandably, many of these masks go on to become notorious artifacts. There are a handful of such masks scattered around the world, though what auditory sorcery they have learned and the weight of ages may have... Changed them.


Formless Inquiry 

The name is somewhat inaccurate. The spirit does not merely lack form, it lacks true location and a significant amount of independent definition. Most of its essence lies outside of the range of perception and experience that defines the cosmology of Kith and Kin.

It is difficult to conjure such a being intentionally. They are more often encountered in an abstract sort of way, during a hallucinogenic trip that brings one to another realm. Rarely, such trips will bring one far, far outside of coherent experiences they understand. This is akin to a sort of dissociation from ones sensory environment, kinesthetic sense and even ones own thoughts and self.

Such an experience is unlike any of the psychedelic realms folded into the Mortal World as we understand them. They lie between these perceptions, or perhaps outside or underlying them.

It is "in" such perceptual not-spaces-nor-times that formless spirits dwell.

The Formless Inquiry is a particular kind of these spirits. Perhaps there is only one, or perhaps they are all completely distinct and it is more a pattern of behavior some of them follow. It is not certain to anyone which of these is true, but I find the later option to be the most convincing.

When a mind that has existed almost completely in a world of sharp sensation and perception touches these modalities, sometimes a resident... Thing develops something that might resemble curiosity.

And so it latches on, and follows the intrepid spirit-wanderer back.

The Inquiry does not resemble an entity in the traditional sense. Its more a complex of psycho-spiritual phenomena and processes. It may have elements that translate to sensation, perception, will, intention, compulsion or any other cognitive phenomena, but these express only the part of its nature that overlaps with the experiential reality that the spirit-wanderer understands.

It has elements that cannot be understood, that only exist to us by their wake-effects on those they latch to.

The Inquiry will then, from its lofty vantage point of a hapless spirit-wanderers cognition, begin to subtly twist and color their perceptions and experiences.

They cannot, or refuse to, overwhelm the will of the host. For whatever reason, they seem to avoid "touching" the awareness and will itself. Though the host will likely become aware that Something Analogous To Curious has slipped into their perception, via the "gaps" in their perception.

They are not malicious. This particular pattern of "behavior" is consistent in that regard. They are more like curious scientists or mystics, attempting to glean a world they can just barely catch the slightest glimpses of, via the aspects that they happen to share.

To most sorcerers, they are little more than a frustratingly persistent nuisance. They complicate trips to other realms, as they twist the experience and perception of the realms subtly, which is equivalent to a persistent side-wind blowing a ship just barely off course (or, sometimes, sending them so far afield that its hard to find ones way back) metaphorically speaking.

To a rare few however, they represent a possible mutuality. We are equally incomprehensible to these spirits. We are to them, incomprehensible spirits of things they cannot fathom, just as they are to us. An interplay can form, whereby one expresses an intention and the Inquiry responds in some way. In this way one can (excruciatingly slowly) learn to work with such a thing, to shape ones perception around some incomprehensible modality, and slowly understand what can be understood of it via its cognitive "wake."

And so a rare few mystics have a "partner" of sorts that is more akin to a condition, a cognitive disruption or a cluster of phenomenal processes. These are often the wisest, and possibly least coherent, mystics. Or at least the most curious of that which genuinely cannot be experienced or understood.

These mystics do seem to be the most skilled with simply... Entering a trip by will alone. Perhaps there is a connection, or perhaps some other sorcery is to blame.

 

(Next post is planned to be an actual rundown of the metaphysics and cosmology of Kith and Kin. Maybe that will make the above entry make sense. Probably not.)

Sunday, May 21, 2023

Some More Spirits

 People seem to like spirits, so have some more. Only four this time though. More to come later.

Still for Kith and Kin, though they can be adapted for elsewhere. At some point I want to make a system/setting that has a more Bartimaeus Sequence style of spirits, but for now I'm content with... Whatever you would call these.


Old Man of the Deep

He is not a spirit often called upon, for his dominion lies far deeper than any since the First Wanderers have dived. The true Depths are his home, and he learns much from the alien things that dwell there, whispering wisdom of a realm not meant for us.

His complexion is a result of apparently being carved from basalt stone. Or at least his skin is textured and just as tough as such, though it flexes and deforms just as skin and flesh would. Blades appear incapable of piercing him.

Striding along the horizon, one would be forgiven for mistaking him for an oceanic stone tower-island, distorted by heatwaves, reflected sunlight and exhausted delirium. Perhaps it would be easier to believe he exists, if such things were not required to summon him. He stands so tall that even the mighty longboats made to traverse the oceans are just barely longer than his extended arm. His rages are known to toss such boats horizons off course, or send them careening into the cliffsides, reduced to naught but splinters.

He has no hair. Instead great suckered tentacles grow from his scalp and face, writhing with his movements. They give the impression of wild and unkempt hair, each tentacle only the width of a mans arm, that nevertheless remain untangled, flowing in wind that does not exist.

Such tentacles grow only from his head. On his body, it is the growth of algae and kelp that give the impression of either great masses of fur or hair, or green clothing of a strange variety. Like an immense wildman of the deep.

He is not alone.

The depths that he has claimed are his, and he must display his authority somehow. To this end he has forged a pact with an ancient being of the depths, which manifests as strange horns, or perhaps a crown, of coral growing from his scalp.

They are as alive as he. You can see the giant (eye-sized) pale polyps dart in and out of their exoskeleton. They taste the currents, the air, the ether. They whisper things to him. He has gained a reputation as a seer. He knows that they might wish to manipulate him, though they seem individually simple, together they form a spirit far older than he is.

Invocations to him are scarce, but if successful he offers the wisdom of the deep. Be wary, however. This wisdom comes from a world built for beings much more ancient and vast than those that dwell upon the surface. The mind may be poisoned by such truths.


Effigy Receptacles

They are people. All the spirits thus far have no origins among the mortal folk, at least none that can be truly said to relate to us. These are different. They have bodies. They have villages. They have children.

They are dead.

Sometimes one must not let death be the end of the transmission of wisdom, and so steps must be taken to ensure that knowledge otherwise lost can be retained. Or perhaps a people have need for folk who will never tire through mortal action, never want for food or drink, never fear death and who will need only to repair themselves before they can move again.

Alas, these folk have no such strengths. Though they need no food, drink or sleep, they were still mortal once. They still feel the cold eyes of The First To Die upon their backs. His hand upon their shoulder.

They must sleep. When they do they return to His land. It is by his will that they are allowed to exist in this state at all.

The ritual is intensive. Traditionally, the excarnated skeleton of the deceased is laid out, and used as a scaffold to build the new body. Skin is woven of fabrics, flesh of dead grasses or furs. Hair of threads, or ropes, or whatever else that they might find appropriate. The final piece, before the ritual, is a mask of some make. Ideally one that portrays the character of the one who is to be returned.

Eventually a body is completed, and The First To Die is invoked with but a whisper. Something must then die by sacrifice, often an animal captured for such, but sometimes some unlucky folk is taken and given instead.

The false body stirs.

At first their attachment to this new false life is tenuous. They must be allowed to slake their thirst and hunger with the sacrifice, letting the fading life be captured by their receptacle to fuel their new existence. If the returned is not willing to, then it is here were things may first go wrong.

Perhaps once they were allowed to live among the living, but it has long been known that such things invite envy. The Returned envies the life of those who still live, those who live envy the robustness of the returned. All manner of tragedies and abominations have been unleashed, the actions leading to such things stoked by such feelings.

And so they live separately. In sacred places, or villages carefully and lovingly made for and by them, where they may converse with others like them and exist in comfort. Where they may act as if they live. They may visit their living Kith and Kin, but must not live alongside them.

Yet perhaps they need not act. Upon and within their bodies life stirs. Upon the brows of some, within their chests, within their skulls. Seeds sprout, flowers blossom, and the flaws with their new existence seem to give way to entirely novel experiences. The First To Die begins to call them less and less, begins to treat them like the living guests, and not like the resident dead.

What they are to become, none can say for certain. Death begets Life, just as Life begets Death.


Hearth-Heads

An elderly humanoid, often seemingly woven from still living wood, with hair (and sometimes fur) of moss and standing anywhere from a hands breadth tall to a height that makes their heads scrape the ceiling. Their name comes from the statues carved for their inhabitation, a wooden head depicting the head of the particular spirit inhabiting the home.

They are newer spirits, relatively speaking. Still ancient beyond comprehension to the mortals, but they only emerged with the first cultures that drew a distinction between "Home" and "Wilderness." They exist along this boundary, dwelling within the Proximal Space of the Home, yet carrying the Distal nature of the Wilderness with them. They are only one of many spirits of their sort, of course, and most common in the western regions of the northern continent.

Manners are important to them, but they are understanding and will explain the rules with an often off-putting intensity. Like a child explaining their current obsession. Hospitality is their main dominion and so they will respect guests to the homes they reside in, and expect to be respected in turn. Offending them is easy, but they are often willing to explain the nature of the offense, and are quick to forgive if action is taken to remedy it.

Depending upon the local culture, ownership of the home falls either to the current residents or the attendant heart spirit. In the former case, the Hearth-Heads may seem more frustrated. They feel as if the home belongs to them, but are unwilling to go against the local customs. Like many (though not all) spirits, they are beings of rules, following the conventions of society more than the conventions of physics.

Summoning them is relatively easy, though more difficult outside of the lands they typically reside. Carve a representation of their head, allowing your instincts to guide the creation of the details of the object. The final touch is, of course, placing it in an appropriate spot of respect in a home. They may deny the invitation if they suspect trickery.

The benefits are more domestic than some may wish. As a guest, they will aid with the cleaning of the home, but only when none within the home may witness them doing so. They cannot always tell if someone is asleep, of course, so some may catch them by surprise.

Particularly respectful or kind homes may receive gifts, though they may seem like mere toys at a careless glance. These gifts often have spiritual properties, which may become apparent with time (or with sufficient insight into such matters). Discarding them is a grave offense, of course, but gifting them to another is far from such, and may even win greater favor from them.


The First To Die

He was born to rule the world.

It was his birthright, as the first being to be born. Alas, there was no world to rule, so he gave his life in sacrifice. From his body, the world and its inhabitants were forged.

As the first to die, he went where all who perish go. There. The Hereafter. Or perhaps it did not exist before he perished. Before him nothing had died, so perhaps he impressed his divine mind upon the fabric of the All and forged another world from his very spirit.

And so that world is his by deathright.

He stands thrice as tall as any observer, with great black vulture wings each thrice as long as he is tall. An immense Crown of Horns emerges from his crown and scalp. He wears nothing but a simple wrap-around skirt, or loincloth, for modesty. He is at once beautiful and horrifying. An Androgyne of unsurpassed beauty and vitality, and a ragged rotten corpse empty of all, and a mummified prince of the highest authority, and a sheer incomprehensible shadow over all of creation, and all the memories of all that have ever died and will ever die acting as one.

All at once. It is utterly maddening to be in his presence without some form of coping mechanism. He is no mere "greater spirit" but a fact of the world. A facet of the incomprehensible entity that is Everything. The stories presented thus far are merely one cultures understanding of what he is. He may manifest in other, stranger, or more familiar ways. Paradoxically all at once, oftentimes.

Those who die venture forth into his realm, his kingdom. Slowly they grow closer to him. Eventually, they are indistinguishable from him.

And then, they are reborn. He is no jailer. A King, certainly, but not a tyrant.

Those who remain in his kingdom longer than most are often those cursed beyond death, who escape to wander the living world at the first opportunity. Such beings are the origin of the Blood Drinkers, the Flesh Eaters, the Ghosts and more.

Not all who remain in his kingdom beyond death for long are cursed or afraid. Some remain to guide the next generations, staving off their rejuvenating metempsychosis for their sake.

The First To Die allows it, and so it may happen. It is unknown if he can truly be resisted, or if his factual nature is more akin to the flow of a river, that one can go against... Or perhaps sidestep completely?

Friday, March 17, 2023

Some Spirits

 System agnostic and/or FKR. Your pick. Even if I was making them for OSE, I wouldn't give them stats. Spirits aren't mortal, and you aren't going to be able to hit them hard enough to do anything permanent to them. You don't get that luxury.

(That isn't to say you can't physically punch a spirit. It might be possible, especially with those who have very material manifestations, but its not going to do much more than buy some time.)

CW for the "Skindog" entry. Body horror, mutilation, (both specifically around skin and eyes), desecration of the dead, and a fucked up fantasy disease (like hypothermia on sterioids).

The others are nicer I promise.


Great River Spirit

It is the spirit of the river that fuels all life at its banks, and the savannahs beyond it. A serpent covered in green fur, or perhaps river-algae, nine paces wide and of a length that cannot be estimated. Some say it winds forever, slithering through both the material and immaterial worlds.

Around its head, the "fur" forms a great mane, like that of a lions, though green as the rest. It has the face of a human, androgynous and breathtakingly beautiful, though its ears are pointed, furred and swivel like those of a deer. A bulls horns sprout from its head, a crown one is truly born with. It opens its mouth and there are great fangs as long as scimitars, rows and rows and rows that seem to open to eternity. Its eyes are like great black pearls set into its face, with rings of glowing gold set in as irises.

Though its manifestation is great, it is not a showy spirit. It manifests infrequently, more often as a mere premonition. Ripples in the river that go against its flow, impossibly. A glimpse of its fur, the glint of gold in the silt. These glimpses are held by the wise ones to be signs of its favor, or its displeasure. Though most often it alternates between passive disinterest and cautious curiosity.

It is a spirit that comes and goes as it pleases. Only the truly mighty and skilled could ever hope to summon, bind or exorcise it. And even then, it likely would not stick...

To channel a fraction of its power grants one a measure of control over the currents and flooding of its river, and a degree of influence over any river one may encounter, as their spirits would instinctively recognize the favor of their kin.

It is said to be able to teach one the arts of the serpents, to strike empty handed and yet leave venom in your foes blood, to twist and flex in impossible ways, and to take upon the very form of a serpent, but if so it has not shared this secret in generations.


Mushwisps

They dwell beneath the soil of forests of many kinds, though they favor those that grow the sacred mushrooms. They are spirits of connection, of mutualism and symbiosis, and so it is kindness and aid that can bring their favor.

Their appearance is preceded by the sprouting of sacred mushrooms, typically in circular, spiraled or networked patterns. This is a gift they give willingly and freely, as the mushrooms would have to sprout regardless.

They do not often manifest, but one can see them if they partake of the sacred substances. They look like glimmering cobwebs, dancing on winds that do not exist. The "cobwebs" flicker and glow with different colors, dancing between them all at once. Other sorts of spirits, unique or common, may dance among them, as they are an easy companion to make.

They often congregate in great numbers, for individually they are little more than a flicker of power. They are never alone, even when they are not congregating, and they will favor those that seek companionship and help, as well as those who give it, drawing them together.

All spirits are difficult to channel, but these ones require little in the way of convincing. However one cannot channel only one of them, and it is very difficult to convince only a few of them to, for they are reluctant to part individually.

If one succeeds, they find that they grow luckier in opportunities for mutualistic relationships, in forming relationships, and if they are learned in the Arts they will find that sympathetic magic gleefully springs to their fingertips. However, the host will come to find that perishables that remain in their presence for more than a day are prone to sprouting mushrooms. These will often be common ones, but occasionally rarer ones may emerge...


Lunar Owls

They are meddlers, and prefer to manifest, rather than simply observe. They are preceded by the sight of blood diffusing in waters that are illuminated by a full moon. This is a major component of rituals to summon them, which must be conducted under the full moon.

They sometimes simply take the form of an owl, albiet one in impossible shades and sizes. Like the owl, they fly silently and hunt with absolute precision, but this is not why they are summoned.

More often, they take a theriocephalic form. They appear as nude figures, of any gender or combination, albeit lacking genitalia and nipples. They have an owls head with eyes like the full moon, dextrous birds-feet with great talons for feet and hands, and either great wings with a wingspan of six times their considerable height, or a cloak of owl-feathers.

Their skin is extraordinarily smooth, like that of a baby, or like silk, and so pale as to almost be luminescent under the moonlight. This gives them their most common euphemism, "Ghost-Owls."

They deal in memories, blood and secrets, and they will exchange these with a subject. They are not hunters, despite their skill, they "partners" and "patrons." They will exchange much for blood, and when it is agreed to be given their beaks will open, and a long spiny tongue will emerge to swiftly swipe away their payment.

It is said that there are very few of these spirits who descend to the earth regularly. They are prideful and find the mortal world to be beneath their interest. Those that do offer arcane and sorcerous secrets in exchange for blood, but the blood required to learn such things is far to much for just one to bare. This concerns them little.

They can be warded with certain herbal smokes and ritual chants, protective circles, as well as by the coming of the dawn, and by lunar eclipse.

To channel their power, one must regularly offer blood. The source is irelevant, but they enjoy variety. Do this, and they will grant you their ability to see through illusions and lies, to move silently, and to move through the air impossibly. Please them especially well, or provide genuinely enthralling entertainment, and they may offer arcane secrets for very little or even no blood. However, to host their spirit is to take upon their thirst, and while normal food and drink will sustain you, nothing with match the rush of fresh blood.


Skindogs

Conjured by sorcerers of a darker disposition, these spirits make a dangerous, though valuable, reperitore of servants. Native to the darker pits of the Lands of the Dead, these spirits coagulate from bloodshed, venom, defilement and hatred that persists beyond death.

Their unmanifest presence can be ascertained by the clotting of blood, the unforeseen worsening of the effects of venoms and poisons, and the nervousness of animal life, which will become quiet as they move through the world.

They are horrifying when manifested. Imagine a dog that can walk upright as a man, imagine it can hold tools and weave delicately with its hands, imagine it stripped of all its skin, with its eyes left as pitch black pits in its skeletal face. Imagine it may laugh a pitched laugh and descend upon its victims with claws and fangs dripping with dark malice. Imagine what act must be performed to bring such a thing into this world.

Their claws and fangs are not venomous in the way a snakebite is. They carry a dark curse, rather than a physical venom. Victims will find themselves with a horrific fever, that slowly gives way to a dark chill. Unlike freezing to death, there is not the mercy of an eventual warmth as your body ceases to be able to recognize the cold. This curse will force the chill to grow impossibly deeper.

In the terminal stages, visions assail the victim. They can glimpse the world of the dead. Far more unfortunately, the Skindog will be able to track the victim so long as the curse exists in their veins.

Those unfortunate who fall victim to them will perish, but the Skindog may yet inhabit their corpse, driving it to further horrors. The spirit will tend to mutilate the body ritually, stripping away skin and eyes.

They are summoned by a defiling blood rite. A corpse must be ritually prepared, for the spirit to emerge from, and a bowl of blood must be mixed with a toxic substance of some kind. The resulting mixture must be poured over the body and its eyes and lips (at the very least) must be removed. If successful, the creature will inhabit the corpse, and may yet emerge from it.

If channeled, they allow you to infuse your weapons, bites and magic with their accursed venom, though you will suffer from constant pain that you will never, never grow completely used to.

Binding it is a different matter. Exorcisms involve salts, healing herbs, spices and incense, all of which drive the spirit to a destructive fury, yet force that fury inward. Though not guaranteed to succeed (unless an impressive amount of each substance is used), the spirit will likely appear to tear itself apart from sheer rage. The spirit has in fact, died. However the spirit was already dead, and may yet be summoned again. Similar treatments can purge its curse from its victims, and must be done so before or after its death, for if the victim does die in the later stages the spirit can use them as a way back into the land of the living.


The Thing That Fell

Of all the spirits presented thus far, this one is most associated with a physical location.

As you approach it, the rainforest grows more and more tangled, and more and more active, until you are fighting against actively coiling vines and swaying trees to get through. They hold no malice, they do not even realize you are there. Cutting through will only cause them to grow more tangled, as they supernaturally burst with yet more vitality. Move with the plants, and you will find passing through a simple (though drawn out), process.

Eventually you will emerge from the tangle, into the crater itself. The plant life refuses to move or grow into the crater itself, forming a wall of sorts.

The crater is enormous. A kilometer wide and half a kilometer deep, and there at its heart, that which fell from the heavens.

Once you come within a quarter of a kilometer of the great thing, the sky will change. Regardless of the time, it will be lit as if it were twilight, and stars will be visible. Strange stars you have never seen, in colors that stars never are.

It will be like the night sky completely unblemished by light that would interfere with you seeing it, yet alien. No milky way, but spirals and networks and contorted globular formations. All alien. All beautiful.

Reading this sky may reveal many things, but this is beyond the scope of this post.

The object at its heart is impossible. A glossy black geometric object of uncountable and ever-shifting sides and vertices, etched with constantly shifting glyphs and sigils. It is ten meters wide, and when coming within tens of meters of it, reality will seem to become more fluid. You will find inconsistencies in how you percieve the earth beneath you, the rainforest beyond and even the dimensions of space and time. The sky will remain unchanged, and the fallen things position and properties will be unchanged. All else will seem inconsistent.

Making contact with the object will allow you to channel its power if you possess the necessary skill, otherwise you will fall into a trance and find yourself outside of the crater, having lost several hours of time. If you succeed it will grant you some strange property or ability which defies the rules of creation. What you gain is not consistent. Perhaps you can find faster ways between two places than a straight line, or perhaps you can impose a bit of its destabilizing nature on the world around you, or perhaps you learn the secret to some strange new form of sorcery.

When you dream, you will dream of the Fallen Thing and the alien sky. You will dream of strange places that you've never been. You will dream of other skies as well, all alien, many with objects you do not have names for. When your mind wanders, the sky will seem to warp into these alien skies.

Perhaps there are spirits you will find in these dreams, in these alien lands and skies.

If the Fallen Thing can act, it never does. If it can think, it shows no signs.