The Spirits of the Eternal City

Dec 08, 2014 15:16

Another set of spirits, this time city-style. This is a bit of a crapsack world, so here the forces of evil are dominant.

The Eternal City has no temples, only small shrines. The true temple of the evil spirits is the City itself: a prison without chains. The suffering and frustration of the City's inhabitants is the food and drink of the evil spirits.



The evil spirits

(faces of a d8)

(1) Spirit of the City

Domains: Community, Strength, Destruction, Air
This spirit of common strength and unity founded the Eternal City together with its partner the Spirit of the Contract.
Its shrines are stone-carved miniatures of the Eternal City. Some of the more fanciful ones have working lights that come on at dusk.
It is offended by vocal complaints or protests about city life. Those cursed by this spirit lose all joy and hope, soullessly plodding through the motions of a life that has lost all meaning.
Daily prayers to this spirit are offered at sunrise. Rites include recitation of the City's districts, blessings for new buildings, and a week-long summer festival of music, dancing, gladiatorial combat, and every other kind of entertainment.
Its chosen weapon is the mace.
Mortal servants of this spirit are known as Masters.
Its symbol is a square, divided into four smaller squares, within a circle.
When its power is manifest, wood turns to stone, and the sound of distant hubbub can be heard.

(2) Spirit of Consumption

Domains: Void, Destruction, Air, Knowledge
This spirit of indulgence and spendthriftiness is the patron of commerce and the markets, venerated by seller and buyer alike. All coinage in the City is marked with his symbol.
Its shrines are ornate gilded statues, with a slot into which offerings of coins can be placed.
It is offended by frugal living and donations to charitable causes. The accursed of this spirit are targets for every scam artist, pickpocket, and dishonest dealer.
Daily prayers to this spirit are offered at sunrise. Rites include the offering of coins as a bribe for good fortune, prayers for bargains, and a yearly festival when shops lower their prices.
Its chosen weapon is the dagger.
Mortal servants of this spirit are known as Exchangers.
Its symbol is a golden crown.
When its power is manifest, coins may appear or disappear. Long-treasured items start to appear faded and dull.

(3) Spirit of Expression

Domains: Liberation, Knowledge, Trickery, Air
This spirit of art and individuality demands continual tribute of creative works to withold its curses.
Its shrines are blank spaces where offerings can be exhibited. The works must be changed frequently, and must never be repeated. A whole industry exists to track and catalogue previous works.
It is offended by creations which fall afoul of its current fashions, or which are too similar to a work already existing. Those cursed by the spirit experience maddening physical pains and soul-wrenching emotional distress.
Daily prayers to this spirit are offered at sunrise. Rites include prayers for inspiration, ritual drinking of paint and mercury, and periodic contests of skill.
Its chosen weapon is the rapier.
Mortal servants of this spirit are known as the Possessed.
Its symbol is a vertical half-mask.
When its power is manifest, colours shift and change, and surfaces and objects become intricately decorated.

(4) Spirit of Smoke

Domains: Fire, Air, Strength, Trickery
This spirit of smoke and pollution is said to live in the smog of the City, and in its sewers. It is one of the most powerful spirits of the Eternal City.
Its shrines are small furnaces where offerings can be burned. A special chimney ensures maximum distribution of fumes across the vicinity.
It is offended by excessive talk of "fresh country air", or covering one's mouth while outdoors. Those cursed by this spirit are condemned to suffer from diseases of the lungs.
Daily prayers to this spirit are offered at sunrise. Rites include the burning of phials of coloured smoke, blessings for journeys, and an annual bonfire celebration.
Its chosen weapon is the flail.
Mortal servants of this spirit are known as Fumers.
Its symbol is a dark cloud containing an eye.
When its power is manifest, open flames produce copious amounts of smoke, and breathing becomes difficult.

(5) Spirit of Conflict

Domains: Darkness, War, Destruction, Knowledge
This spirit of strife and discord pits the various factions of the City against each other for his amusement.
Its shrines are deep within the territory of every faction, usually with quite different forms from each other.
It is offended by cross-community projects and political compromises. The accursed of this spirit find themselves causing misunderstanding and offence whenever they speak.
Daily prayers to this spirit are offered at sunset. Rites include blessings for protestors and rioters, imprecations against one's enemies, large-scale protest marches and other "shows of strength".
Its chosen weapon is the club.
Mortal servants of this spirit are known as Representors.
Its symbol is a shattered skull.
When its power is manifest, every possible source of disagreement turns into an argument, and people are quicker to reach for weapons.
Adherents belonging to different factions have different sayings and mannerisms. Using the wrong saying to the wrong person is likely to start a fight.

(6) Spirit of Security

Domains: Protection, Destruction, Strength, War
This spirit of suspicion and insularity encourages the armies of the City in their perpetual efforts to bring civilisation to the countryside.
Its shrines are martial in character, with decorations depicting victories over evil foreigners.
It is offended by the existence of country folk, and those who fraternise with them. Those cursed by this spirit are whispered about, pointed at, and possibly assaulted.
Daily prayers to this spirit are offered at sunrise. Rites includes prayers for protection, invocations before battle, and pleas for deliverance from foreign monsters. An elaborate ceremony celebrates the return of victorious armies.
Its chosen weapon is the longsword.
Mortal servants of this spirit are known as Defenders.
Its symbol is a pair of crossed swords.
When its power is manifest, people become suspicious and prone to speaking in stereotypes.

(7) Spirit of Industry

Domains: Artifice, Strength, Trickery, War
This spirit of construction and design is a close ally of the Spirit of Smoke. Factories dedicated in its name create many of the goods sought after by the Eternal City's inhabitants, while great steam-powered machines perform labour both within the City and on the battlefield.
Its shrines are cunning clockwork devices that automatically pull in an offering placed on the receiving plate, then dispense a slip of paper with a blessing printed on it.
It is offended by counterfeiting the goods produced in the factories, and acts of sabotage. The accursed of this spirit become feeble and afflicted by uncontrollable shaking.
Daily prayers to this spirit are offered at sunrise. Rites include prayers at shift changes, dedications of machinery, ritual offering of prototype inventions, and public holidays celebrating specific industrial sectors.
Its chosen weapon is the crossbow.
Mortal servants of this spirit are known as Grand Makers.
Its symbol is a mechanical fly with gears in place of eyes.
When its power is manifest, a distant ticking can be heard, and objects may spontaneously turn into clockwork versions of themselves (including e.g. fruit, small animals, doors).

(8) Spirit of the Contract

Domains: Chaos, Knowledge, Trickery, War
This spirit of rules and bureaucracy is co-founder of the Eternal City, working alongside the Spirit of the City. Its influence is shown wherever red tape and confusion flourish.
Its shrines are decked in ribbons and paper decorations. A complicated and ever-changing list of regulations and equivalences describes which offerings are appropriate for which circumstances, and which are interchangeable with each other.
It is offended by breaking the letter of the law, although it cares little for the spirit thereof. Those cursed by this spirit find themselves unable to speak clearly, constantly stumbling into odd neologisms and bizarre analogies.
Daily prayers to this spirit are offered at sunrise. Rites include the blessing of holy inks, ritual dedication of scribes and legal officials, and memorisation of the City's perpetually shifting rules and laws. The City's lawmakers are appointed during a grand ceremony every year.
Its chosen weapon is the handaxe.
Mortal servants of this spirit are known as Judges, and act as such in the courtrooms of the City.
Its symbol is a scroll and quill.
When its power is manifest, people find themselves recollecting odd bits of legal trivia and obscure rules which nevertheless apply to the current circumstances. Small intricately-looped writing may appear on various surfaces.

The good spirits

(faces of a d4)

(1) Spirit of Spells

Domains: Magic, Travel, Plant, Repose
This spirit of magic and secrecy infiltrates agents into the Eternal City to ruin the plans of the evil spirits. It teaches the basics of arcane magic (forbidden in the City) to any who are willing to learn.
Its shrines are constructs of magical energy, normally invisible but revealed by speaking a word of power. A subtle rune marks the location of such shrines for those in the know.
Daily prayers to this spirit are offered at sunset. Rites include anointing of spellbooks, blessings for spies, and prayers for success in teaching, learning, and research.
Its chosen weapon is the quarterstaff.
Mortal servants of this spirit are known as Spellsages.
Its symbol is a circle of five gemstones.
When its power is manifest, strangely coloured lights flicker, and magic items glow softly.

(2) Spirit of Beasts

Domains: Animal, Luck, Travel, Repose
This spirit of animals and emotion has a secret army of loyal rats in the catacombs of the Eternal City.
Its shrines are constructed of small animal bones and topped by a skull. Offerings are usually made in blood.
Daily prayers to this spirit are offered at sunset. Rites include ritual dedication of animals, totemic ritual masks, and blessing of holy animal-hide cloaks.
Its chosen weapon is the shortsword.
Mortal servants of this spirit are known as Beastmasters.
Its symbol is a group of three claw-slashes.
When its power is manifest, animals become still and silent, watching everything that goes on with a sense of fearful purpose.

(3) Spirit of Life

Domains: Healing, Plant, Luck, Travel
This spirit of restoration and rebirth offers succour to those who take up the cause of the Wild.
Its shrines grow from living plants, displaying a riot of colourful nectar-filled flowers.
Daily prayers to this spirit are offered at sunset. Rites include the creation and blessing of flower necklaces, ritual steam baths, and prayers against sickness.
Its chosen weapon is the sickle.
Mortal servants of this spirit are known as Whitehands.
Its symbol is a leaf with the imprint of a hand.
When its power is manifest, grass and small plants grow rapidly in nooks and crannies.

(4) Spirit of the Storm

Domains: Weather, Luck, Repose, Plant
This spirit of Nature's fury is the most powerful of the good spirits. It constantly seeks the destruction of the Eternal City and the rescue of the inhabitants.
Its shrines are carved from the body of lightning-blasted trees.
Daily prayers to this spirit are offered at sunset. Rites include striking sacred rocks, performing ritual chants under rainy skies, and throwing grain to the wind.
Its chosen weapon is the warhammer.
Mortal servants of this spirit are known as Doomsayers.
Its symbol is a lightning bolt striking the earth.
When its power is manifest, sparks fly between metal objects, and a metallic smell fills the air.

ideas, writing, setting design

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