![]() This spirit is, just as Bregthar, very calm and steady, giving off an aura of confidence to any who were to look at it. This spirit is often depicted as a massive suit of armor able to shapeshift in various forms, animal or humanoid, it does not matter to this spirit what he looks like. The spirit of metal, an ally to blacksmith and warrior alike. A "spirit of magic" would not tolerate Voidal mages or Voidal arts, but would represent the wonder and mystery surrounding the Descendent concepts of magic and magicians.ĭo not loophole this intent to RP Spirits as approving of unholy or opposing Deities. While hypothetically infinite, this means unnatural/unworldly concepts (such as the Void/Voidal Magic, or Aengeudaemons) are not represented by a Spirit. Spirits are conceptual beings representing all domains of the Mortal Plane. One can only pact with Lesser Spirits at the time of contract creation, as the power of Greater Spirits is often too great for a single shaman. Spirit Pacting is something done by Shamans of all races, and is very important especially for the Orcish Culture. With these things in mind, a whole array of different kinds of interactions are possible. Typically a longer name means a more specific domain and thus a weaker lesser. Under Bregthar, one could say there are the Spirits of gems, of metals, of different kinds of earth. Under him, there are Spirits for example ash, flames, burns and heat. Take for example Skathach, the Spirit of Fire. While each of the Greaters rule over a variety of things, their lessers are more specific. Some of these have been formally named, and some of them have not. Some, as described below passively or actively affect their surroundings, or flat out try to attack those nearing them.Īlmost all of the Greater Spirits, Elemental or Immortal, have Lesser Spirits under their command. This language is not spoken by those not let into its secrets, and can only be taught by and to Shamans.Īnother important thing to note is that Spirits are rarely friendly in an altruistic sense, often being neutral at most to those that enter their realm. It’s important to keep in mind that, though they can understand Common or Modern Blah, the Spirits almost always prefer to speak their native tongue of Old Blah. May the spirits guide lat on the path of Truth to greater understanding. That being said, shamans with unmentioned records or details are welcome to seek me out and share their findings! Kor'garr will add to this massive tome as years go on. Some names and realms have not been sought out for a pact in centuries, and some Spirits simply represent dishonorable concepts Kor'garr will not praise with detailed descriptions. To rectify this as Skriptgoth of the Horde, Kor'garr has compiled the many records of San'Velku's Library of Theruz into a single lexicon of spiritual enlightenment, flavored by first fist accounts from miself agh shamans that have met these spirits. Such a lacking education is more fitting of Nub-Uruks or Trialwalkers seeking Honorary status, those who must be introduced to Orc Kulture rather than being raised in it. Over the years, Kor'garr has found many children of Krug grow up without proper knowledge of the Spirits. ![]() The Conceptual Compendium: Spirits Elemental agh Immortal ![]() Blocky yet precise script is legible to all races in common. Dense pages of cane parchment within are expertly bound using silk cords, and many sheets at the end of each section are left blank for future entries. The massive Codex, bound in aurum and jet black leather, is stamped with a crimson Skaddernak.
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