Post by Grimone on May 14, 2021 5:47:42 GMT
Spirits of Mortalum
Celestial | Elemental | Ancestral | Infernal | Abyssal
While the eternal gods are only three, the spirits of Mortalum are many. It is the spirits who most often interact with the mortal world. Spirits are ethereal and immortal, able to both walk unseen or take any shape they wish. The spirits are the children of both The Light and The Grey. In their beginnings they were of one kind, pure and unchanged. But in time they took on minds of their own and divided. Priests and scholars have categorized them into five spheres of power. Celestial spirits, the angelic guardians of paradise. Elemental spirits, faerie guardians of nature. Ancestral spirits, ghosts of the dead within the veil. Infernal spirits, demonic guardians of gehenna. Abyssal spirits, eldritch ghosts of fallen monsters. It is known that the highest of spirits from each of these spheres of power have often been worshiped by as deities in their own right. Lesser then the triune, but greatest of their children, the highest tier of spirits known only as the Eldari, the lesser deities of Mortalum.
Compendium of Spirits
CELESTIAL
Tempori - Angelic spirits of time, space and gravity. Keepers of knowledge and cosmic law. By far the most ancient and powerful of all celestial spirits. Capable of granting limited powers of temporal, spatial and gravity manipulation via enchanted items.
Archon - Angelic guardians of the golden city of arcadia. Elite warriors and servants of the Tempori. Capable of granting powers of protection, warding, healing and purification via enchanted items.
Stellir - Angelic spirits of the sun, moon and stars from the astral sea. By far the most common class of celestials. Capable of granting powers of light manipulation via enchanted items, also known as Illumancy.
Grigori - Angelic spirits of the void, beings of pure shadow with silver eyes and blackened wings. Their light dimmed by the eternal darkness flowing between the stars. Capable of granting powers of shadow manipulation via enchanted items, also known as umbramancy.
ELEMENTAL
Ifrit - Faerie spirits of elemental fire, deeply passionate, emotional and highly temperamental. Capable of granting powers of fire manipulation via enchanted items, also called pyromancy.
Selkie - Faerie spirits of elemental water, protective of their domain and vengeful to trespassers. Capable of granting powers of water manipulation via enchanted items, also called aquamancy.
Karpoi - Faerie spirits of elemental earth, patient, yet hopelessly stubborn and often violent towards those who would disturb the peace and quiet of their domain. Capable of granting powers of earth manipulation via enchanted items, also called geomancy.
Sylph - Faerie spirits of elemental air, they do what they want, when they want, how they want. Utterly hateful of those who take away the true freedom they crave. Capable of granting powers of air manipulation, also called aeromancy.
ANCESTRAL
Wraith - Ghostly spirits of lesser reapers, agents of death and collectors of souls. Capable of granting powers of decay and inquisitorial powers to summon, bind, command and banish lesser ancestral spirits, and shadow travel via enchanted items.
Banshee - Ghostly spirits of ancient dead mortals. Having resided in the veil for so long their minds have been lost to insanity. Capable of granting limited psychic powers of melding, telepathy and telekinesis via enchanted items.
Poltergeist - Ghostly spirits of recently dead mortals. With their minds still intact, the insanity of the veil yet to consume them. Capable of granting psychic powers of clairvoyance and projection via enchanted items.
Whisp - Ghostly spirits of ancient animals, unable to pass into the veil without a soul. Wandering the wilds in death as they did in life. Leading lost travelers to what they seek. Capable of granting powers of guidance, perception and direction via enchanted items.
INFERNAL
Diaboli - The most eldest and strongest of demonic spirits. Lords of vast legions and rulers of Gehenna. Capable of granting powers of physical empowerment via enchanted items. Such as longevity, regeneration, enhanced strength, speed, durability, stamina, agility and senses.
Djinn - Demonic tricksters, strategists and lesser commanders of infernal legions. Always finding new ways of screwing over mortals. Capable of granting powers of prosperity, treasure sensing, lie sensing and enhanced intelligence via enchanted items. Granting wealth, knowledge and wisdom, for a price.
Hellhound - Quite literally the hounds of hell, demonic spirits of mortals cursed in life. Turned wild and rapid, intelligent yet full of rage and hunger. Capable of granting powers of immunity and resistance via enchanted items. Guarding against pain, poison, heat, cold, sickness, acid, hunger and other physical weaknesses of mortals. Some even granting control over sickness and power to cause physical torment.
Cambion - Chaotic demonic spirits, manipulating the emotions of mortals and causing all manner of corruption, strife and chaos in the mortal world. Capable of granting powers of aura manipulation via enchanted items. Allowing for manipulation of emotion and spreading fear, hope, joy, grief, sorrow, anger and hatred in others.
ABYSSAL
Spirits of deceased monsters of all kinds. Some more wicked and corrupt then others. Banished within the abyss and imprisoned for all time. Forced to possess corpses of the dead in order to interact with the mortal world. Capable of granting powers of physical mutation, corruption, necromancy, mind control through mental possession and nullification and reversal via enchanted items.