Difference between revisions of "Magnus' Local Spirits Compendium"
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='''Marine Spirits'''= | ='''Marine Spirits'''= | ||
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Mother Orca is the head of the Marine spirits and is in charge of a great pack of Orca. She is just and strong and recently wrestled the Court from Father Shark. If she can be found and respected, she may grant an audience if you are part of a pack too. | Mother Orca is the head of the Marine spirits and is in charge of a great pack of Orca. She is just and strong and recently wrestled the Court from Father Shark. If she can be found and respected, she may grant an audience if you are part of a pack too. |
Revision as of 16:35, 25 June 2019
IMPORTANT The list below is an IC compendium that Magnus Nilsen put together based on speaking to elder Theurges about the local spirits and running through the umbra himself. He has made it available to all at the Caern and will work on updating it as the spirit courts change. OOCly, use this list as you will. The spirit world is largely flavored by the individual’s perception of reality, so what Magnus notes below may not be what you experience (aka use it or don’t…completely up to you!). That being said, if you wish to use them for a PRP scene, great! Let Magnus know via @mail and we can add updates to the current status of the courts and chiminages.
Contents
City Spirits
STAFF NOTE: All details of this spirit is unknown. Ideas of how the City Parent works are potential OOC suggestions only and should be passed by staff prior to using
City Parent – The City Parent could be run as a spirit of hope and promises of a fresh start. It could appear as a laid back surfer dude on an endless summer easy ride, as a pregnant beaming mother with young children and roses at her feet as she walks, or as a black man in a 3 piece suit with a US flag pin and a plan for ‘hopeful change’. The city parent could even be run as a spirit able to switch between all three forms as it sees fit (generally falling into a form of your current transition: Changes of lifestyles - surfer, changes of life or love - mother, socio-political or religious changes - the politician/priest/community organizer...) Again, pass these by staff prior to running.
City Parent Court
The city is littered with weaver spirits, spirits of famous landmarks, and spirits of old buildings cemented in the city’s identity (think Statue of Liberty or the St. Louis Arch). Districts also have their own spirits:
Chinatown:
Spirit of Immigration (Low Court Status): Spirits that ask you to help those who need help. They will help you in turn. They take the form of whomever you most associate as an immigrant.
Ancestor spirits (High Court Status): Your own or another’s ancestor who typically are looking for recognition in exchange for help with what they know.
Beach/Harbor District:
Big Wave (High Court Status): Elemental asking to attempt to be ridden. Big Wave can help carry you across long ocean distances...unless you fall off and end up who knows where.
The Perfect Tan (Low Court Status): A crisped girl in a bikini or guy in a speedo that wants the juiciest gossip and to be smeared with oil in exchange for juicy spirit gossip.
Summer Love (Low Court Status): Summer love is often seen as intertwined teens with braces that would rather you leave them be...but if pestered long enough they may provide you with a new and fashionable look to turn heads. On second thought, maybe we just stay away from the beach spirits...
The Highway:
Iconic Muscle Cars Spirits (Low Court Status): Mustang, Barracuda, or GTO are constantly looking for praise and speed or fuel (in the way of eating you), but can get you from point A to B if you can wrangle them into submission.
The spirits of 18 wheelers (Low Court Status): These spirits haul anything you need; if only you can get them to stop. They are tank-like in determination and drive and will not slow down for you to unload what you need.
Mini-van (Low Court Status): This is the spirit of the endless cross-country trip. It is constantly lost, tired, and in need of directions yet optimistic in its travel games if you play along.
Business District
The spirit of the never ending meeting (Low Court Status) Ever since the dawn of time, people have met to discuss business. This spirit is the manifestation of that feeling of wanting said meeting to end. A flying telephone that chases after you looking for that status update or TPS report pesters those in the Business District and will only move along once they get their sitrep!
Wolves of wall-street (Low Court Status): These crooked wolves go in for the kill of the perfect deal. What do you have that they want and can you get one over on them?
The spirit of slacking off at work (Low Court Status): This spirit takes the form of whatever tempts you to delay your quest.
City Animal Spirits
Rat (High Court Status): Rat is a great warrior of Gaia. She is a defender of nests and hoarder of junk.
Raccoon (Low Court Status): She is a finder of short-cuts, secret wisdoms of the city, and anything stinky.
Cockroach (Low Court Status): Cockroach is the keeper of secrets and breaking and entering.
Marine Spirits
Mother Orca & Her Court
Mother Orca is the head of the Marine spirits and is in charge of a great pack of Orca. She is just and strong and recently wrestled the Court from Father Shark. If she can be found and respected, she may grant an audience if you are part of a pack too.
Mother Orca’s Court
STAFF NOTE: Creatures with tentacles are typically of the Wyrm (per the Rokea book).
Father Shark (High Court Status): Sharks are warriors of the deep who will teach you battle prowess underwater if you can survive the lesson. There is currently bad blood between Father Shark and Mother Orca as to who should be in charge of the Marine Court.
Sea turtle (Low Court Status): Sea Turtle is the paragon of respect for the ocean and creator of ocean currents (ocean highways). Sea turtle looks for those who would protect their nests and young as they journey to the ocean.
Otter (Low Court Status): These lovers of joyful play and cunning wish you to play a game with them in exchange for seashore survival.
Octopus (Low Court Status): Can you beat them in a test of wits to gain ocean wisdoms
Coral Reef (High Court Status): A living collection of shells, coral, anemones, and fish) that holds fast to survival and will provide shelter and sustenance to you if you protect it in turn.
Light House (High Court Status): Light House may help you find shelter from a storm (any storm, not just a marine one), but only if you are in a bad storm and ask for help. Being grateful is all this spirit needs (or it may toss you back into the storm).
Deep Forest spirits
Bear & Her Court
Bear is the totem of the Sept of the Enduring Spirit, which resides in the deep forest. Bear is thusly the leader of the Deep Forest Spirit Court. Bear is fierce in battle and wise in peace time. She is a great healer. Do not use electronics at the caern!
Bear’s Court
The peak of the mountain (Low Court Status): The summit of a good climb (or culmination of any challenge really)gets farther and farther away to test endurance and willpower for a time but provides full rejuvenation when achieved (WP filled). Spirit manifests randomly as pebbles around you or in your pocket and then when you complete the task as a rock pile (hiking caern).
The calm of the glade (Low Court Status): Peaceful and calming. Spirit is simply a feeling with a voice in your mind. Bans fighting and requests meditation. Refills gnosis.
The babble of the streams (Low Court Status): The babbling gets into your mind and drives one to frenzy but keeps you in the brook’s path running or fighting the brook’s bed until you pass out. Restores Rage once frenzy is over.
The breathing of the trees (Low Court Status): This spirit is a slow steady rhythmic breathing that could be confused at first for the wind rustling through the forest leaves...that is until it speaks in slow drawn out sentences. It seeks that you stop corporate logging companies and only take what you need from the forest and replenish what you can. It will then, much like the giving tree, give all it can to you.
Rabbit (Low Court Status): Spirit of reproduction and helps with getting pregnant if you promise to take and dispose of actual rabbit foot charms whenever you see them (even if they are not yours).
Stag (High Court Status): Deer, Elk, Moose etc. nothing can go to waste. Provides Forrest sense if you stop sports hunters.
Boar (Low Court Status): Boar is a spirit of survival and toughness, which it can teach you if you challenge and face it head on in a battle.
Wolf (Low Court Status): Our natural allies. What the Garou respect, they respect. There aren't many local wolves here as this is the top limit of the Mexican Grey Wolf's habitat. Most wolves that are here were brought in by the Garou and are foreign, so take that into account when playing a Wolf spirit in the area.
Lesser Jaggling Winter Wolf - Magnus’ spirit familiar in the form of a black wolf with ice shards for eyes and flaming blue jaws and claws. It has glowing blue runes swirled over its body. It is fiercely protective over Magnus.
Currently: Prone to stalking the Get’s territory looking for a tasty spirit snack and networking with the local spirits.
Porcupine (Low Court Status): Night time spirits that get prickly when we are around and have quite the attitudes. They can help with protection if you actually leave them alone and don’t get pissed off at their quips.
Owl (Low Court Status): Night time spirit associated with the dead. If you wish to learn more about the dead, Owl will need a mouse.
Snake (Low Court Status): Sing snake a good song and/or dance to learn how to resist toxins and stay still without moving.
Coyote (High Court Status): Provider of prophetic dreams and demanded of ritualistic sacrifice. Be careful of what you agree to sacrifice as coyote is wily. There are many Coyote spirit packs in the area.
Mountain Lion (High Court Status): Mountain Lion is fierce and noble. It will either try to eat you or teach you, but either way, be prepared for a hard lesson.
Turkey (Low Court Status): Turkey can fly. You probably don’t know it, but if you tell Turkey something you keep hidden from others, it may teach you how to fly too (for short periods of time in the umbra only).
Frog (Low Court Status): Spirit of shape shifting and lover of a good game of catch or eating flies. Bring it ripe garbage for a feast and it may teach you how to jump far!
Lightning bug (Low Court Status): Spirit path guide at night, but it asks for gnosis to help keeps it’s lights going.
Will-o-wisps (Low Court Status): These spirits will ensnare you and guide you towards doom...or maybe that is just a story!
Vulture (Low Court Status): Can teach you how to cleanse an area if you provide it with a part of your past you would rather stay dead. The past may then come back to find you, but if you are strong then you will be better off anyway.
Hummingbird (Low Court Status): Here, there, zipping around. If you can provide it with sugar water, it may stick around long enough to teach having a firm, steady hand when needed and/or speed in combat.
Mouse (Low Court Status): Master of stealth and circumventing security traps. Likes you for removing traps for critters and offering cheese...the more foreign the better.
'Sasquatch (Low Court Status): Sasquatch helps provide a spiritual version of arcane (spirits will not notice you unless you address them and will not remember you once you leave. Effects last one scene per interaction (at the player’s choosing) with Sasquatch. You have to specifically go looking for him and not have technology around when you do.
Bison (Low Court Status): Once a huge aspect of the spirit courts, now just a shadow of its former self. Use everything (like Stag).
Blood Rose (Low Court Status): Offer blood by pricking yourself on its razor sharp thorns to feed it in exchange for being able to manipulate situations easily.
Pack Totem Spirits
Helios: Flames of Gaia Pack Totem: Helios commands the solar winds with boundless vigor and a bright temper. He appears as the Aetherial sun, or as a human warrior clad in bright armor, or a golden eagle, a huge raven or a diamond-bright crocodile.
Black Unicorn: Black Unicorn is a totem of War, but from a time when war was pure and honorable, before even a time when "civilized" battles involved lining up troops on battlefields and taking alternating turns shooting volleys at one another. Cunning has no place with Black Unicorn, nobility and chivalry are everything - especially the defense of the innocent.
Mamoth: Kandula's Hope Pack Totem - With great power comes great responsibility. This giant exists only in the Umbra. Mammoth watched his true children die four thousand years ago and has been dying ever since. Mammoth, even in his last years, teaches his adopted children to exercise their might wisely and conservatively.
Eagle: Legend's Guardians Pack Totem - Eagle is an awesome sight: powerful yet loyal, regal yet vicious. Eagle was not highly regarded until recently, but the recent successes of his children are rapidly making him amongst the most well-known, if not trusted, of Falcon’s brood.
Weasel: The Devil's Own Pack Totem - Lots of folks think Weasel is a Totem of Cunning, and that's just fine with her so it's just fine with us, but the truth is she's a fuckin' force of War, and we know it. Trickster, prankster, motley fool... yeah, that's all true, but she fights like a demon and takes shit from nobody, so who better to represent us to the world? All she asks is that we show no fear, and you know what? Fine. Ain't none to show. – Jes
Cuckoo: The children of Cuckoo are master infiltrators, able to enter caerns, Pentex offices and even Black Spiral Hives without being challenged. Spying and manipulation is prized by Cuckoo.
Firedrake: Firedrake is a guardian of hidden treasures, a manifestation of the fire that destroys and renews, and a patron of destructive battle. He gladly works with packs who swear to leave their foes' houses in ruins, and is particularly sought after by Fenrir.
Fox: Fox is quick, cunning, and sly. He prefers to sneak up on his victims, or better yet, pull them into his confidence, making them feel safe before he strikes. Fox enjoys seeing his Children baffle their enemies. Fox is not seen as honorable by the Garou, and is not a favored Totem.
Sodal Spirits: The Sodal spirits were the patrons of old Anglo-Saxon frankpledges, of brotherhoods of Spartan warriors, and any Garou that accept Kinfolk into their pack. They appear as idealized warriors appropriate to the setting; a Sodal assisting a Glass Walker pack in Rome might appear as a perfect centurion in gleaming gold armour, while a New York Sodal might appear in the guise of a heroic-seeming street gang leader.
Opossum: The only marsupial to thrive in North America, ‘Possum is a wily survivor, able to exist in the wilderness as well as in cities. ‘Possum has learned the value of deception in escaping dangerous situations, but when cornered she is a fierce adversary. Her immunity to snake venom aids ‘Possum’s success in keeping the snake population under control.
Merlin: Although Merlin is far from the largest or most dangerous of birds, Merlin appears in many different ways amongst Falcon's brood. Because he is one of the smallest of hawks, Merlin also tends to be swift, fierce and cunning. He is a champion of the underdog, teaching that size is far from the most important factor and that courage and intelligence are just as important, if not more so.
Typhon: Typhon is a raging storm-spirit, the dragon that spits thunder and lightning. He is one of the more violent aspects of Grandfather Thunder, and his children reflect his tendency toward violence.
Crow: Crow is intelligent and sly. He is the guardian of secrets of the forest and the guardian of ancient wisdom. He seeks trinkets and secrets. The more powerful the secret you provide, the better the secret knowledges and ancient wisdoms he will share.
Inner Sky Spirits (Elementals)
East Wind: Zephyr's Hand Pack Totem - Affiliated with sunrise. Represents Gaia's gift of the Umbra, stepping sideways, and spiritual insight.
South Wind: The south wind, associated with fire and the desert. Represents Gaia's gift of Rage, important to the Warriors of Gaia!
West Wind: Affiliated with rain. Represents the gift of shape-changing.
North Wind: Associated with cold, the winter, the mountains. Represents spirit-gifts and the wisdom of tradition.
Inner Wind: Associated with the earth. Represents the sum of Gaia's blessings, Gaia's power within the Garou, and in some septs the gift of peace.