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{ headcanon } spiritology
spirits and the spirit world
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The term "spirits" is probably not a very good one to use, as it applies to many different beings or phenomena. Before we go into those, there are a couple of terms to become familiar with first:
Second sight: The term "third eye" is also used, albeit rarely as it can cause confusion (what with Multi-Gaze and various skins and accents). "Second sight" refers to a dragon's ability to see things that aren't normally visible to the naked, unmagicked eye. These things largely include spirits and visions. There are also cases of dragons being able to see magical effects, signs of the Shade's touch, and so on. It's important to note that second sight should be considered on a case-by-case basis. For example, Dragon A has second sight but can only see ghosts, Dragon B can see both ghosts and visions of the past, and Dragon C can only detect auras. They all have second sight, just in different varieties, and to different degrees.
Second sight is considered fairly common, but also poorly understood. You either have it or you don't. The overwhelming assumption is that it is linked to magic, and indeed, many dragons with second sight are also powerful mages in their own right. But this is not always the case; similarly, there are many powerful magic-users who completely lack second sight. It is also common for second sight to be inherited from a relative, but again, this seems to be patchy and difficult to predict. Some dragons obviously inherit it from a parent; others come from families that are otherwise completely mundane and ordinary, even going back several generations. There are also cases of dragons acquiring second sight through experience. They can be taught to develop this, or they develop it as a result of magical experiments or various non-magical experiences (e.g. Osmanthus developed second sight after a non-magical near-death experience).
Second sight is seen as just another kind of talent, like being able to do sports well. Dragons react differently to it; unfortunately, there are recorded cases of dragons being persecuted for this ability. In the region where the Disillusionists live, however, the usual response is to find a mentor for the dragon in question, or to send them away to another clan in the hope that, through new connections, they will find one. It might be a bit unfair, but second-sighted dragons are generally expected to be able to deal with the things they see, e.g. a dragon who can see fairies is expected to know how to deal with them and banish them. Not all second-sighted dragons will have this knowledge, but those who do will often capitalize upon it and become professional spirit-wranglers and/or seers. This is a very lucrative profession, and it is common for second-sighted dragons to travel long distances to aid clans that have summoned them.
Dragons tend to have mixed reactions to their own second sight. Those who develop it in childhood are generally better-adjusted, while those who develop it later in life often find themselves stunned by the new things they see, and often jumpy and nervous about them. Dragons belonging to this latter group may require counseling or magical aid (like obscuring spells) to dampen their second sight. There have been cases of dragons having mental breakdowns after developing second sight. There is a growing body of knowledge about the things that can be seen only by second-sighted dragons, but the nature of spirits and visions means that it's very difficult to experiment on them, so progress remains slow.
As for the things that can be
seen with second sight, they, too, have mixed reactions to being perceived by dragons. The simpler ones will continue going about their business, but more intelligent beings might take interest in dragons that have noticed them. A common piece of advice to dragons with second sight is to never make eye contact with a spirit unless you know what to do next. Fairies are particularly notorious for inciting confrontations, and there are some larger elementals that actively prey on dragons.
The Spirit World: This is a rather nebulous concept, and given the number of seers and spirits around Sornieth, no one has yet reached an agreement on what it is. So the term "Spirit World" can refer to any or a combination of these:
- the plane of reality on which spirits can be seen. It is in the same world as our own, but only perceivable by those with second sight.
- a dimension separate from our own. Some dragons make references to "crossing over" to this world using rituals, special items, or magical portals.
- pocket dimensions contained in our reality. Separated to some degree, but not completely, i.e. some natural laws will work in those dimensions, the same as they do outside.
- the Underworld, where the dead go
- various lands of Faerie, inhabited by fairies and other spirits
It's likelier that all these places should actually be given separate classifications and definitions, but most spiritologists agree that spirits can freely cross over from one to the other, e.g. a ghost can easily go from the Underworld, to Faerie, and then to the mortal plane before returning to the Underworld. Therefore, all of these can be referred to as the Spirit World. It's probably best to think of the Spirit World as a long street lined with clubs, where each club is a different worldlet. Spirits have membership cards to most or all of these clubs and can freely visit them, seers have limited access and might only be able to stroll down the street and look into the windows, and non-sighted dragons wouldn't be allowed onto the street at all.
Currently, the Disillusionists recognize these kinds of spirits:
» GHOSTS
What it says on the gravestone. These are the spirits of deceased dragons. The Disillusionists prefer the terms "the dead" and "the deceased", whereas "ghosts", while valid, is usually avoided by them.
The dead occasionally wander through the lair. Most of them are really just passing through and mean no harm, which is great as the Disillusionists aren't really good with dead things. They can usually be detected hanging around the Grove of Memory, either because they're looking for various relatives or because they just like how peaceful and quiet the place is.
Most Disillusionists don't want anything to do with ghosts. This can be chalked up to three reasons: A) encountering the ghost of a loved (or reviled) one can open up some old wounds, B) some Disillusionists are tremendous cowards, and C) some Disillusionists are not tremendous cowards but tend to go dumb when they encounter a problem they can't punch, stab, or throw money at. Disillusionists with second sight tend to be more accepting and less fearful of ghosts.
Osmanthus the necromancer is your go-to clanmate for dealing with the dead. His special sight enables him to see ghosts of any kind; he can even see the souls of those about to die, and gauge how long they have left to live. Tamamayu is also much respected by ghosts, as it is she who maintains the Grove of Memory. Priests like Radiance are usually ignored by ghosts -- while they can still be commanded by deities, the gods usually ignore them, so they feel that ignoring the gods' servants is only fair.
Hostile ghosts are rare and are considered borderline demonic. An example includes the forgotten king who impaled Origenes with a sword back when Origenes liked poking around in buildings that weren't his. Dragons may require specialized help to deal with these, such as professional necromancers or thaumaturges. Exorcism may degrade over time and allow the ghost to come back later; banishment requires more effort, but is largely permanent. Binding a ghost to a place or object ensures it won't be able to come back -- provided the place or object in question isn't destroyed.
» FAIRIES
The Fair Folk being what they are, they are both inside and outside the Spirit World and can cross the veils between worlds like nobody's business. A couple of Disillusionists, Aurelie and Minuit, have had run-ins with them. The general consensus is that fairies are trouble, even if their intentions are good.
Fairies are considered exceptionally powerful spirits. It's almost impossible for mortals to manipulate them -- they have to be bargained with or befriended instead. A fairy slighted is akin to a chronic illness: visiting unending pain and discomfort upon you, flaring into a disaster when you least expect it, and never really going away. Good fairies are generous, almost outrageously so, though caution must be heavily exercised when dealing with them, as their customs and morals are very, very different from that of mortals.
Fairies do not really find the Disillusionists interesting. For possible exceptions, especially Minuit, there are ways to ensure that interested fairies still stay away. Iron remains a popular deterrent, as do certain herbs and charms. in this case, "fight fire with fire" works well, as the Disillusionists have been known to enlist fairy allies to get rid of any hostile spells wrought by the more unseelie folk.
The Disillusionists aside, fairies are intrigued by mortal lives and customs, for a variety of reasons. Some see mortals as scientific curiosities; others, like Aurelie, become huge fans and try their darnedest to have the same experiences -- with varying effects on the unwitting mortal populace.
Fairies tend to look very beautiful. Some of them may look more unsettling when viewed up close; others retain their radiant gorgeousness. Most dragons, upon looking at the fairy, will perceive no hint of their true nature, except maybe a subtle feeling of wrongness (face is too pretty, teeth are too even, etc.). Those with second sight can see right through these glamours, however. Some dragons who have no second sight, but who have spent much time around the Fair Folk (like Minuit), may also be able to instinctively tell who is and isn't a fairy.
"Faerie" or "fairy" or "fey"?
In my lore, I use the following distinctions:
- "Faerie" is a noun, and refers only to the world fairies hail from, e.g. a King of Faerie.
- "Fairy" functions as both a noun and an adjective. As a noun, it refers to the inhabitants of the world of Faerie. As an adjective, it describes fairy-related things. Example: "They were fairies of the Seelie Court." / "Fairy gifts should be accepted with care."
"The Fair Folk" is a common epithet for fairies.
- "Fey" has the same function as "fairy" but is very rarely used as it is often confused with "Fae" (breed). It more commonly appears in older literature.
» KITSUNE
The Kitsune subspecies hub is a wonderful place for more in-depth information. What follows is how kitsune are handled in my own lore--
Like ghosts and elementals, kitsune are largely invisible to the naked eye. They are visible to those with second sight, and can reveal themselves to everybody when they take on a physical form. The Disillusionists are honestly kind of baffled by them and not really sure how to deal with them. They're generally just thought of as furry dragons that tend to disappear a lot.
The resident kitsune have told their clanmates about Remnant. Some Disillusionists claim they remember hearing about it somewhere; they just don't know
where. Some of the more rabid explorers, i.e. Mara, Origenes, and Aurelie, are keen on going there and checking it out for themselves.
* Exodus, while registered as a Wraith Kitsune, is not a kitsune in my own lore.
» ELEMENTALS
These are creatures that are heavily inspired by the mushi from
Mushishi, as well as other myths and traditions around the world (such as yokai). Elementals are largely fueled by magic and energy that corresponds to their own element, e.g. Light elementals feed on sunlight, firelight, Light magic, etc. Some of them can siphon energy directly from other living things or objects, however. They also look as though they are made of the magic they feed upon, resembling glowing, translucent animals or shapes. When they die, they do not decay -- instead, any energy left within them is dispersed throughout the environment.
Two rough classes of elementals are recognized:
Lesser elementals: The term "lesser" denotes magical strength rather than size. These behave more like animals than anything else. They are not believed to be sentient. They come in many different forms; the most numerous look like overgrown bacteria, plankton, or algae. There are also slightly larger ones that resemble animals such as birds or snakes. Generally speaking, the smaller an elemental is, the less shy it is about moving in with dragons, and there are many lairs that play host to hundreds of small elementals. The larger, more animal-like ones tend to avoid dragons, instead dwelling in the wilderness or in hard-to-reach locations such as mountain peaks or arid deserts.
Lesser elementals can be manipulated by many petty magics, such as the smell of certain herbs or smoke from fires. Like the bacteria or animals they resemble, they are best treated as a part of the environment, left alone unless they actually cause trouble. Smaller elementals can cause illnesses if their populations are left unchecked; when this happens, stronger magic may be required in order to remove them. Larger elementals tend to be solitary, and gatherings of these are very rare.
Lesser elementals usually feed on magic and
are magic -- it is rare for them to manipulate and
cast magic. Some of the larger ones can do this, but generally only as a defensive tactic. In the elemental world, all kinds of lesser elementals are regarded as being at the bottom of the food chain. They are preyed upon by greater elementals. They can also be captured and used to power artifacts and spells, made into familiars, or simply kept as curiosities.
Greater elementals: These are usually larger than lesser elementals and are sentient, wielding strange and powerful magic of their own. Many of them resemble prehistoric beasts, grown grotesque and bloated on a rich diet of magic. They make their lairs in secluded places such as caves, the bottom of lakes and rivers, or high up among the clouds. Some of them are capable of speech, and many can communicate telepathically.
Greater elementals prey on their lesser brethren, but there are records of them also devouring physical beings, including dragons and Beastclans. More sinister are the stories of them entrapping these beings and having children with them.
After many, many years, a greater elemental's body starts to break down. One way to delay this is for the elemental to acquire a new body. Some of them do this by simply removing parts from other beings, but all too quickly the organic matter decays and the elemental must repeat the process all over again. Another way is for the elemental to produce a half-mortal, half-elemental child. It does this by capturing a mortal (dragons are preferred due to their great magic) and producing a child with them. Several eggs may be discarded until one is produced that can withstand the magic building up inside it.
The resulting child seems completely draconic at first. It's only when they near adolescence that their magic begins to awaken. Draconic and elemental magic is often very unstable and easily dissipates. Without enough magic left, the half-breed will die, and so it must consume magical energy (in addition to the usual food and drinks) to stay alive.
It is at this stage that the elemental usually takes over its offspring. It pours itself into the child, overloading them with magic and killing them from within. The elemental takes over the body -- like a matching organ donor, the transition is easier if the host body shares part of its substance with the elemental -- and the body becomes its new form. The elemental can extend its life for several centuries more, and then it can choose to fade away. More often than not, however, it finds a new mortal to prey upon, and the cycle of producing and taking over a new body begins again.
Capturing greater elementals is possible, but incredibly difficult. Half-breeds seem to have more success with this. The elemental in question is usually forced into a vessel -- common materials include enchanted crystal or stone. The vessel is then stoppered with a magical seal, preferably one that can be removed only by the captor. They can then be deployed or recalled as needed, and thaumaturges will often use these spirits as part of their magical arsenal.
Binding greater elementals to objects is even more difficult. Most elementals do not take kindly to being fettered and have been known to overload the object with magic, even if it means destroying themselves in the process.
Half-breeds: Not really elementals, and so can't be classified as spirits, but they are worth mentioning here. These are dragons (or other beings) that were sired or mothered by greater elementals. They often resemble real dragons, their other half manifesting only in their magic and their nature. Half-breeds that master their magic will almost always become powerful sorcerers, casting spells with an ease that would put higher-level thaumaturges to shame. Those with second sight can more easily detect their other nature, often perceiving it as extra appendages, lights within the body, or strange forms superimposed over the dragon. These magics and manifestations will vary from dragon to dragon, and are largely dependent on what kind of elemental parent they have.
As previously mentioned, half-breeds must maintain their magic by consuming other magics. They do this chiefly by preying on lesser elementals, which they capture with a wide variety of spells. Half-breeds who have become spirit wranglers can also form partnerships with greater elementals. The usual arrangement is to keep the elemental constantly supplied with energy and then feed on negligible amounts of the greater elemental's magic. As the greater elemental feeds, it replenishes its magic, and the half-breed can siphon it out again. Because of this specialized diet, many half-breeds may live for centuries, their lifespans approaching that of greater elementals.
Half-breeds are not well-understood; even they have trouble understanding themselves. They tend to distance themselves from "normal" dragons, particularly because their other nature attracts spirits (not just elementals) that might be troublesome. They are very careful not to let other dragons see how they feed on lesser elementals, as this can sometimes look very alarming. In the past, half-breeds were often persecuted, but nowadays there is a growing interest in the Spirit World, and half-breeds are as keen as anyone else to learn more about it. And they have more incentive to do so. While they are often close-mouthed towards normal dragons, they will open up considerably to other half-breeds, freely exchanging information about the spirits and the magic they have observed. This information is compiled and submitted to researchers, but only if the half-breed decides that they are worth sharing the information with. It is also common for a young half-breed to apprentice themselves to an older one so that they can learn more about their other nature: the spirits that brought them here, the ones they will need to feed upon, and how they can use their magic to fit in with the rest of dragonkind.