Spirits

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World of Aserra
Spirits

Post by World of Aserra » Tue Feb 15, 2011 12:24 am

Spirits
Spirits are a broad category of beings that covers basically anything that exists beyond the Prime Material Plane. This not only includes ghosts of the dead that most people may be familiar with when they hear the world “spirit”, but it also includes fae, elementals, angels, demons, and even the presence of gods can be be perceived as spirits by those on the material plane.

On the higher planes of Aserra, there are numerous spirits that are ranked below angels and demons, and are living immortal beings. This includes the elemental spirits, which exist in, and control the elements of nature such as Air, Water, Earth, Fire, and others. These are ruled over by the seven elemental gods, with the exception of Entra, who rules over the Fae, a vast category of nature spirits from elves and fairies to satyrs and leprechauns. Each of the main elements has it’s own plane, including the Fae, which inhabit the Maze of Dreams.

Aside from ghosts, other spirits all have tangible bodies on higher planes, as well as a soul. They are not subject to the same reincarnation cycles as mortals, upon the death of their body, they may be reincarnated into any newly conceived being of equal spiritual power. Despite similarities between the spirits and humans, they can be quite fantastical and very different, even improbably different.
World of Aserra

Angels

Post by World of Aserra » Tue Feb 15, 2011 12:26 am

Angels
Angels live in Zephaer, occasionally influencing the lives of mortals of all races. Firstly, the angels serve the Divine King, Idraen. In Zephaer, they make up the majority of the population, they hand the reincarnation queue, the weighing of souls, and serve as a council to support Idraen’s decisions for both divine and mortal matters.

They appear human, but are graced with a single pair of white plumed wings. They are fair; having light skin which can range from porcelain to lightly tanned, blonde hair from platinum to golden to sandy, and usually blue eyes. Angels are genderless and sterile, created initially by Orran’sulani, and with Idraen creating the rest. Some ascended beings and demi-gods may find themselves falling into the ranks of angels as well, though their appearances vary and they do not necessarily have to conform to one of the seven virtues.

Angels are grouped into seven factions defined by seven virtues to oppose seven sins; Kindness, Patience, Diligence, Humility, Chastity, Temperance, and Charity.
  • Kindness/Humanitas
    Angels of Kindness appear androgynous and childlike, looking to be around ten to twelve years old. Their faces have a gentle beauty, conveying their virtue. They are led by the Archangel Eliel.
    Patience/Patientia
    Angels of Patience are androgynous, but lean more to the masculine, appearing to be around fifty or sixty years old. They are lean and have a guru-like peace about them. They are led by the Archangel Oseliel.
    Diligence/Industria
    Angels of Diligence are more masculine in appearance, looking more like strong, handsome men around their early twenties. They have a presence that speaks of duty, lawfulness, and persistence to a cause. They are led by the Archangel Hiphael.
    Humility/Humilitas
    Angels of Humility are androgynous, but plainly so. They appear unremarkable and average and are at peace with it. They are led by the Archangel Runael.
    Chastity/Castitas
    Angels of Chastity appear as beautiful young women around the age of sixteen to nineteen. For all their beauty, they are focused on purity. They are led by the Archangel Nenael.
    Temperance/Temperantia
    Angels of Temperance appear as strong female figures, confident and assured. They are taller than the average woman with a simple, strong beauty bordering on handsome. They are led by the Archangel Nanliel.
    Charity/Caritas
    Angels of Charity appear as strictly female with an ample, motherly figure. They appear to be in their late thirties or forties and remind one of a loving, generous mother. They are led by the Archangel Nipael.
Fallen Angels
As a punishment for the most serious of crimes, some angels (and even gods can be subject to this punishment) are executed in Zephaer, the power of their soul sealed, and reincarnated as humans, where they suffer under the weight of the Karmic debt life after life until it is repaid. Fallen angels are reincarnated quickly after their mortal deaths and avoid the thousand year cycle. They may sprout ethereal wings in their human incarnations and have a higher than average capacity for spiritual power. However, to return to their place in Zephaer, they must atone for their sins and can only be ascended by choice of Idraen.

Humans who are reincarnations of fallen angels may be playable if well presented. The character should have no knowledge of this truth to begin with, but it may be discovered in game.
World of Aserra

Demons

Post by World of Aserra » Thu Feb 17, 2011 7:31 pm

Demons
Demons are a race of entities that inhabit Malbolge, serving under the more power goddess Ispa and her children. They are the antithesis of angels, but mirror the same social structure; being broken into seven groups based on seven major sins and led by a demon lord or arch devil. Though unlike angels, demons are no so concerned with serving the gods, usually they are left to their own devices and run their society as they wish in Malbolge. Some demons are employed in administering punishment to the souls toiling in Malbolge, however.

The appearances of demons vary based on sin. Typically rather hideous and fearful, they have traits of animals on humanoid bodies. Most have bat-like wings on their backs. When dealing with humans or Ispa, they often prefer to conceal their appearance with glamers to appear more human, though some traits (such as horns and wings) are still apparent.

Unlike angels, demons are fertile and can reproduce amongst themselves and other beings—Ispa herself has bore two children fathered by demon lords. Demon females may become pregnant by humans or other mortals through extra-planar sex. Children born of such a union are raised as demons and typically fall easily into the ranks of their mother’s kind. For a male demon to impregnate a human woman takes far more effort than a demon is typically willing to take just for a fling, unless he has ulterior motives, which would require creating a temporary body on the material plane.

The demons are defined by the sins Wrath, Sloth, Pride, Lust, Envy, Greed, and Gluttony.
  • Wrath/Ira
    Demons of Wrath have bear-like features. Their head is bear-like, but with some vaguely human features, especially about the eyes and skull structure. Massive curling horns wrap backwards from the top of their head and point forward at the jawline. Their arms and legs are massive and covered with black bear fur, ending with large paw-like hands with huge claws on each digit. Their torso is human-like, large, and thick with body hair—but not furred. Their wings are bat-like, heavily furred along the back of the arm. They are led by the demon lord Ohadibael.
    Sloth/Acedia
    Demons of Sloth have lion-like features. They have a lion head with vaguely man-like features about the eyes and skull structure, but still mostly feline, and with a thick, dark mane. Their arms and legs are a mix between man and lion, covered in dark, dingy dappled lion, thickly muscled and the legs digitigrade with fearsome retractable claws on the paw-like hands and feet. They have a lion’s tail, along with bat-like wings. Their torso is human. Demons of Sloth are led by the demon lord Sabatiel.
    Pride/Superbia
    Demons of Pride have eagle-like features. They have the heads of eagles with fearsome hooked beaks, plumed in dark feathers. They have the torsos of humans, while their arms become wing-like with dark feathers pluming them from the shoulders down, distinctly along the back of the arm, which ends in talon-like hands. Their legs are bird-like, digitigrade, and ending in large black talons, the thighs plumed in feathers. Upon their backs are dark black plumed wings, as well as an eagle’s fanned tail. They are led by the demon lord Harsitiel.
    Lust/Luxuria
    Demons of Lust, also called succubi and incubi (succubus and incubus in the singular), have goat-like features, predominantly from the waist down, while their upper body is quite humanoid. They are known to have beautiful faces, but when appearing to humans, they often disguise their lower bodies which stand on digitigrade goat legs. On their heads are goat-like horns as well, and they have bat-like wings on their backs. Some Lust demons are also fully-functional hermaphrodites. They are led by the demon lord Arael (whom is the father of the Goddess of Lust, Suldra).
    Envy/Invidia
    Demons of Envy have jackal-like features. They have the head of a jackal with some vaguely human features, especially about the eyes and skull structure. They have lean, whip-like bodies with digitigrade jackal legs and short-haired black fur up their arms, which otherwise appear mostly human aside from claw-like nails on their fingers. They also have a jackal’s tail and bat-like wings. They are led by the demon lord Memurael.
    Greed/Avarice/Avarita
    Demons of Greed have raven-like features, and are bird-like much in the way of Demons of Pride only with the head of a raven rather than an eagle, and with more delicate talons. They also have plumed black wings. The feathers of both differ; both are dark, but eagle feathers are matte brownish-black while the raven feathers are glossy jet black. Greed demons are also leaner. They are led by the demon lord Nazularuet (whom is the father of the God of Corruption, Belas).
    Gluttony/Gula
    Demons of Gluttony have boar-like features. Their facial structure is a mix of boar and human features, with boar ears and snout with fearsome tusks. They also have thick horns that arch back from the brow and then point forward. They are more portly than other demons, suiting their sin, and sit upon digitigrade boar legs. The rest of the body is human-like with bat-like wings. They are led by the demon lord Asuderon.
World of Aserra

Fae

Post by World of Aserra » Sat Feb 19, 2011 10:17 pm

Fae
The fae are spirits of nature and exist in many forms. They live under the rule of Entra, the Goddess of Life and their own councils of each race. Most fae live in the Maze of Dreams, but visit the other planes and influence the Material Plane. Humans have long seen fae manifesting in their world as they tend to the natural world, and the relationship between humans and fae is complicated. On the one hand, many fae are outright disdainful of humans for their destructive tendencies, yet many fae females are also very attractive to human men. Fae take great pleasure in tormenting humans, but very few female fae have male counterparts, so they often use human males to impregnate themselves to bear the next generation of their people. Fairies in particular are guilty of this, but they are known to switch their shape-shifting babies (Changelings) with human babies.

No fae can tolerate the touch of pure iron, as it causes excruciating pain and can be used to kill them. This is the reason why faeries steal human children and replace them with changelings, to study the effects of iron in the blood of humans. As iron is an inhibitor of magical energies, they hope to overcome this weakness with knowing how the human baby can live with iron in the blood and still control the fairy magics taught to it as it grows.
  • Elf
    Elves are a higher form of fae, nearing angels and demons in power. They have a small population and tend to have little dealings with humans, though they have long been in the employ of the gods. Elves often move between the Maze of Dreams and Zephaer. However, they were well-known by early humans, and when they came to know the Idayn, they confused them with the elves that had served the gods. To this day, “elf” is common in the modern vernacular and used to identify any individual with tapered ears and an otherwise human body—and “half-elf’ has become the accepted term to call any individual of mixed blood, including those born of any of the Idaynian races, half-Nafod, half-Mariel, and sometimes half-Zaedyn.

    True elves look very much like the Idayn, aside from their ears—true elves have only pointed ears, while Idayn have long and tapered ears that stick out from the sides of their head. Otherwise, they look alike, both being fair of skin, hair, and eyes. Unlike some other fae races, there are both male and female elves.

    Luma, the Goddess of Dreams, was fathered by an elf through an affair with her mother Entra.

    Faerie
    Faeries appear as small green females, and though they are wingless, they can fly. Like most fae, faeries are shape-shifters, though they rarely use it, instead relying on glamers to trick people, then disappearing as quickly as possible. They are known as mischievous tricksters, and are even malicious in their tricks. They are usually not fond of humans due to their destructive tendencies, but some humans and other races have gained the trust of local faeries through mutual respect, offerings of gifts, and open channels of communication. Faeries enjoy singing and dancing, and if you teach them something new, they will reward you with whatever you ask for—though keep in mind that it will be taken as literally as possible!

    Faeries are known to lure victims (especially men, as they have no male members of their race) to a raucous party full of dancing, wine, and beautiful women, and when the dance is over, the man will emerge to find that days, months, or even years have passed. Men taken in by faeries often become unwitting fathers of their young, who may be switched with human babies and are known as changelings.

    Faeries often construct rings of mushrooms, flowers, and other plants in which they dance, and many humans are superstitious of these rings for good reason; stepping into or disturbing faerie rings risk incurring the wrath of vindictive faeries. They also travel along well-worn paths that, while are safe to cross, are unwise to build upon.

    When Entra accepted the Fayl’Idayn as one of her peoples, she chose to incarnate them with the souls of faeries.

    Nymph
    Nymphs appear as incredibly beautiful women—and only women—with easily concealed pointed ears. A nymph’s glamers are less effective than other fae, but due to their alarming beauty and human stature, they don’t need as much glamer as other fae to maintain an air of normalcy. Their eyes, bewitching and wild, is their greatest lure, summoning young men (and sometimes women) to them. Despite their smoldering sexual good looks, Nymphs seek others they find attractive not for sex, but merely for love and companionship, even if only fleeting. They have been known to shape-shifting into trees, shrubbery, and even animals to escape those they find repulsive.

    Nymphs utilize some small glamers, such as misdirection, to ward off people from finding their homes. Some, although very few, have gained unimaginable insight into mortal affairs that they become akin to sages wandering the wilds, learning what they will. Their lure spell, regardless of their bewitching beauty and eyes, is the production of pheromones, targeting specifically people they would find intriguing or attractive. A Nymph can recall these pheromones at a moment’s notice to avoid letting someone ever see them again, once they have let them see them once.

    There are a few different sub-races of Nymph as well. The main Nymph race can be reincarnated into the mortal Ochae’nafod. Unlike the elemental spirits, Nymphs are fully reincarnated as Ochae’nafod, either after accidental deaths, or by willingly abandoning their bodies to experience a new life. Many of the Nymphs who chose to abandon their true bodies are consistently reincarnated in Ochae’nafod life after life.
    • Dryad
      Dryads are tree nymphs. They are tied to deciduous trees in the material plane, they exist slipping between the Material Plane and Maze of Dreams. Their abilities are akin to their Nymph cousins, but their focus on shape-shifting is merging with their bound tree to hide. In the same manner as Nymphs, Dryads reincarnate into Dra’nafod, which are practically a mortal version of their race.
      Naiad
      Naiad are water Nymphs that inhabit bodies of fresh water in Aserra. They share allegiance with Maris and Entra, moving between the Deep Ocean of Welis, Maze of Dreams, and Material Plane where they are bound to specific bodies of water. They are encountered near streams, rivers, ponds, and lakes. They do not incarnate into any Nafod races.
      Nereid
      Nereid are water Nymphs that inhabit oceans and seas of Aserra. They share an allegiance with Maris and Entra, moving between the Deep Ocean of Welis, Maze of Dreams, and Material Plane where they are bound to certain regions of the ocean, appearing on shores and islands to lure potential companions. Nereid provide the souls of Marfod in the same manner as Nymphs and Dryads.
    Pixie
    Spirits of nature that are much kinder than faeries. Pixies appear slightly larger than faeries, feminine in form, and winged with insect wings. They can be mischievous, but are playful rather than malicious. They enjoy dancing and playing with children, and sometimes even help people. Pixies and faeries often butt heads over their involvement with humans, leading to conflicts in some regions. In the aftermath of these conflicts, some regions are dominated by pixies and others by faeries.

    Pixies have the same abilities as their smaller and more agile cousins, the faeries. They are notorious tricksters and even more notorious for leading people astray. Unlike other fae, however, they are relatively harmless. The jokes they play are for their own amusement and they hardly ever hurt anyone in their games.

    Their glamers are stronger than the faeries’, though their ability to shape-shift is limited only to insects, their close friends. The do not have a lure for people; their natural curiosity usually lands them near people, rather than the other way around.
Assorted Other Fae
There are many, many kinds of fae, some of which we haven’t even defined yet. Feel free to suggest more based on old world mythologies and superstitions and we’ll consider adding them.
  • Boggart – (aka Bogart, Boggle, Bogle, etc.) Boggarts are household fae that pester humans from time to time. They cause things to disappear, milk to sour, and disturb sleep. They may follow families even if they move to a new home. An exorcism and warding will remove a boggart from a home.
  • Brownie – Brownies are household fae that are rather the opposite of Boggarts. Instead of troubling the families whose homes they reside in, they assist in household tasks, sometimes taking to cleaning and tidying up the home, but only at night, when they can’t be seen. If a family believes they have a brownie, they often leave it gifts of food (preferably porridge and honey) out to reward it.
  • Dwarf – A race of fae closely related to elves, dwarves are a short race standing around three to four feet tall with big heads and beards, sometimes noted to be deformed. They are known as master craftsmen and are aligned with the earth element, sharing residence between the Maze of Dreams and Rock Kingdom of Enos. They have little interactions with humans, but bear a close resemblance to the Brech’mar though the Brech’mar take the souls of gnomes.
  • Faun – Fauns are a pleasant nature spirit. They are of child height, standing on the haunches of a goat, with the features of an adult man and a pair of small horns on their brows. They enjoy parties and are known for playing the pipes.
  • Goblin – Goblins are mischievous, even malicious fae that pester humans from time to time. They are known to be small and ugly. They lurk around the Maze of Dreams and Rock Kingdom of Enos, but sometimes drift into Malbolge when they are of a darker character than their peers.
  • Leprechaun – A fae which takes the form of an old bearded man, often wearing a red or green coat. They are known to spend much of their time making shoes and horde away gold. If ever caught by a human, a leprechaun has the power to grant three wishes in exchange for their release.
  • Satyr – A nature spirit. They appear as middle-aged men with dark hair and receding hairlines, long beards, large pointed and almost horse-like ears, and horse tails. They are known for high libidos and lust for Nymphs, which they obsess over by can never obtain.
World of Aserra

Elemental Spirits

Post by World of Aserra » Sun Feb 20, 2011 1:39 am

Elemental Spirits
Aserra’s familiar seven elements are Air, Water, Earth, Fire, Life, Light, and Darkness. Six of these elements are represented by spirits which dwell within them—with the exception of Life which is the element maintained by the many races of Fae. An additional “sub-element” of Ice was added for the benefit of the Goddess Fria, who rules the season of Winter.

The elemental spirits also make up the souls of the elemental races. At their own choosing, elemental spirits may be incarnated into the mortal races created by their ruling god to experience a mortal life. Their souls determine the capability for elemental magic, a power which is imparted onto their mortal incarnations.
  • Sylph
    The elemental spirit of Air. Sylph appear as small blue translucent feminine figures with long insect-like wings. They inhabit the Whispering Heavens of D’neiw, where they serve Zelan, the God of Air. Their realm of influence is mainly on the weather, which they maintain alongside Undine. Sylph can be incarnated into Zaedyn.
    Undine
    The elemental spirit of Water. Undine appears as a small feminine figure formed of water, but with no legs, only a flowing tail of water. They inhabit the Deep Ocean of Welis where they serve their Goddess, Maris. Undine have influence over water in all its forms, including bodies of water and water vapor in the air, which lends their influence to the weather alongside Sylph. Undine can be incarnated into Mariel.
    Gnome
    The elemental spirit of Earth. Gnome appears as a short, squat masculine figure composed of soil and rocks. They inhabit the Rock Kingdom of Enos where they are ruled over by Brecha, the Goddess of Earth. Gnome is present in the soil and rocks of Aserra. They can be incarnated into Brech’mar.
    Salamander
    The elemental spirit of Fire. Salamander appears as a small lizard-like creature that is composed of burning embers (the amphibian salamanders were named for them). They inhabit the Burning Mountains of Magnal alongside their God, Alaezo. Salamander are present in fire and magma. They can be incarnated into Asath.
    Shades
    Elusive spirits of Darkness. Shades have no true form, existing only in darkness. They inhabit the Seven Infernal Chambers of Malbolge and supply the souls of Danaij and Danaij’vai.
    Spirits of Light
    Spirits of Light are nameless. They appear as minute androgynous figures with gossamer wings in the shape of a butterfly’s wings, but without the substance to their form. They are almost impossible to see, but dance in rays of sunlight. Light spirits inhabit Zephaer, where they form a glowing moat of light around the divine palace. They are allowed to incarnat as Idayn.
    Lycia
    Elemental spirit of Ice. Lycia appear as a small ice-blue maid, wingless and translucent, but with sharp features, as if she were chiseled from ice. Lycia were created by Zelan and Maris, an amalgamation of Sylph and Undine, as a gift for their daughter Fria. They now inhabit Fria’s sub-plane, the Frozen Fields of Flau. Lycia flourish in winter, and the colder reaches of the world, joining in control of the weather in these regions to assist Sylph and Undine, whom are essentially their “mothers”. Lycia have the opportunity to incarnate into the Aeul’Idayn.
World of Aserra

Souls

Post by World of Aserra » Wed Feb 23, 2011 10:04 pm

Souls
Souls are essential for living things, acting as a “battery” to charge people and even flora and fauna. Animals and plants have a spiritual essence formed of mana, but more complex beings have souls that were forged by the gods from mana and other energies. All forms of souls and spiritual essences reincarnate, the energy is best recycled life after life. In the case of the least complex beings, plants and insects, the mana that exists in them returns to the earth and is sent forth in their seeds to fuel the next generation. For animals, their spiritual essences can condense into true, though simplistic, souls which are reincarnated directly into the next generation after death. When it comes to the sentient races, however, their souls are tended to by the gods in cycles of rebirth.

Human Souls
The souls that incarnate into humans and other races such as Kiar, Iengi, Kuzo, Samiss, some Eain’Idayn, Ery’Idayn, Oir’Idayn, and Ur’Idayn are all the same souls. They have a varying spiritual capacity, some are weaker while others are stronger. Kuzo and Iengi usually fall at the weaker end of the spectrum for reincarnations, while Idayn sub-races have the potential for the highest spiritual capacity. Kiar and Samiss are in the middle of this range, but humans range from weak to strong. This capacity is determined by the genetic predisposition of the mortal individual and allows for greater potential in magic and higher spiritual awareness in general, and souls suiting that disposition incarnate into them.

Upon incarnation, the memories of souls are sealed to reduce influence on the new life, but over time they may be weakened allowing memories to filter through. Even through seals, sometimes subtle influences of the soul filter through, such as cases of “soul mates” where individuals who were especially close in previous lives gravitate towards each other and feel a close bond upon meeting in their current lives. Souls can retain memories of up to six or seven lifetimes. Souls may also influence an individual’s perception of their gender; though souls are genderless, they sometimes develop a predisposition to one gender or another over the course of their lives, and being incarnated into the gender opposite of which they prefer may lead to their incarnation feeling out of place.

Mortal souls undergo a thousand year process between reincarnations, designed to cleanse them from Karmic debt so that the debt will not impact their next life. After death, a soul’s Karma is measured, and if it is negative, they will be sent to work off their debt in Malbolge. OEnce the debt is cleared, they will be allowed to move to Zephaer to await reincarnation.

Elemental Souls
When the seven elemental gods created their races to populate Aserra, they were incarnated with the souls of spirits native to those elements. These souls allowed them to manipulate their aligned element as a form of magic, and secured their loyalty to their patron god. Most elemental spirits are of a similar nature and temperament, which is passed down into their mortal incarnations. For most of the races, this was a process which involved taking a willing spirit from their elemental plane and binding it with a small portion of the normal mortal souls which humans possessed. This is the process used for the Zaedyn, bound with Sylph souls; the Mariel with Undine souls; the Brech’mar with Gnome souls; the Asath with Salamander souls; the Idayn with light spirit souls; and the Danaij with Shade souls. The only one who had a different process was the goddess Entra, who chose to incarnate her people, the Nafod with the souls of Nymphs, which were a more complex creature than the elemental spirits. Instead of being bound to a mortal soul, they Nafod were the reincarnations of Nymphs who originally chose to abandon their fae bodies to be reborn as mortals. Since, many of these Nymphs have continually been reborn as Nafod rather than Nymphs in the Maze of Dreams.

In the time since their creation, these races have changed, and new ones have been born. The Zaedyn, Mariel, Brech’mar, and Asath are the same as ever, but the Idayn broke into several different sub-races from the original. The Eain’Idayn, Aeul’Idayn, Fayl’Idayn, Ery’Idayn, Oir’Idayn, and Ur’Idayn now live spread across the world. The Eain’Idayn have two distinct cultures, one which still lives alongside the Idayn in the Eldir and Itray Forests, and far-flung herds that have spread across the world. Only those who live alongside the Idayn still reincarnate with the souls of light spirits, while the others have human souls. The Aeul’Idayn found favor with the Goddess of Winter, Fria, and were incarnated with the souls of her spirits, Lycia, the Ice Spirit. Fayl’Idayn fell into Entra’s domain and were incarnated with the souls of faeries. The Danaij broke into a sub-race, the Danaij’vai, who are also incarnated with shades. The Nafod now exist as three different races; the Ochae’nafod with Nymph souls, the Dra’nafod with Dryad souls, and the Marfod with Nereid souls.

While individuals of the elemental races are usually rather loyal to the characteristics of their element, they can stray from these characteristics by mentally distancing themselves from their soul, which would be achieved by not using their elementalism or performing any sort of self-communion with the elemental spirit within them. In these cases, especially if the individual does something that their god disapproves of, may risk losing their elemental spirit as punishment. The elemental spirit can be removed from the blend of the soul, leaving the individual with a small portion of a soul. This will leave the individual feeling drained of energy until what remains of their soul regenerates enough to work as a full soul, but it will always remain weak. The individual will no longer be able to use elemental magic, and using other forms of magic that require spiritual energy could prove to be risky as they could risk burning out what is left of their soul.

Interracial children born between the elemental races or other races can only be incarnated with an elemental spirit that is the same as their mother. Regardless of the genetic material provided by the father, it is the womb in which the child is conceived that determines its soul.

Elemental souls are not bound to the same reincarnation cycle as other races, and their karma is usually moderate. Negative Karma on the soul can be dealt with in successive reincarnations and throughout life.

Ascended Beings
All sentient beings have the potential for divinity. To ascend, usually one must obtain enlightenment, but it may be granted to lucky individuals as a boon, if they are judged worthy. Ascension is the way through which an individual spiritually evolves to a higher state, and can be achieved in life. However, an ascended being will not fully realize their potential until they leave their mortal body. When an individual ascends as a mortal, their bio-physiology is subtly and slightly altered to accommodate greater spiritual strength (these changes can also be passed down to offspring conceived after the parent’s ascension). They often sprout ethereal wings to act as cells of spiritual power—though these wings can only been seen on higher planes, they are felt by the individual. The seals that separate their soul’s memory from their mortal memories is broken, and they will begin to remember past lives—up to seven lives prior.

Ascension gained through enlightenment often takes a lifetime of devotion to deep introspection and knowledge. Those who wish to chase this dream often cut themselves off from society in monasteries to focus on their spiritual growth. They lead a simple life, dedicated to higher knowledge, cut off from the desires of the flesh, until their goal is obtained. This path is completely optional, and there is no drive but one’s own desire to achieve ascension. To be granted ascension is a rare gift, bestowed by the higher gods. This most often occurs to prophets and individuals of extreme devotion who please their patron god greatly.

After the death of an ascended mortal, their soul will go to the afterlife, but take a place amongst the gods. Since many ascended individuals are about equal to angels in power, they often fall into the ranks of the angels. Enlightened ascendants may often continue their spiritual growth and evolve to higher levels of power. It is possible for a former mortal ascendant to ascend to the level of Orran’sulani and even higher, but it could take an immeasurable amount of time to achieve.

The Fates, Niariss and Uvesa, are ascended Idayn Oracles.

Avatars
Avatars are fragments of the gods, sent to live amongst mortals. To create an avatar, a god will take a small portion of their soul, blend it with a new mortal soul, then chose a newly conceived child with whom to incarnate with this new soul. Avatars will not know of their true identity unless their seals are tampered with by the gods. They serve as a means for gods to experience mortal life, or spread a message amongst their followers. Upon an avatar’s death, they will be reabsorbed into the parent god who will receive all the memories of their avatar.
World of Aserra

Ghosts

Post by World of Aserra » Wed Feb 23, 2011 10:05 pm

Ghosts
Ghosts are spirits of the dead that have stayed behind, or have been trapped, in the ethereal plane instead of moving on to the afterlife. After death, some souls are reluctant to leave for any number of reasons; they don’t want to leave their families, the have “unfinished business”, or they cling desperately to the world of the living after the shock of being murdered, killed in battle, or suffering a sudden and unexpected death. If not found by a Reaper, ghosts soon found themselves bound to the location at which they linger. They can manifest in the material plane briefly to be seen and heard by the living, but only at certain times and many are bound to a cycle of manifesting only to relive the events that led to their deaths. Some ghosts can break through the cycle by attempting to communicate or interact with the material plane, but these attempts are often energy and time consuming, as well as incredibly frustrating. This causes most ghosts to descend into madness.

In time, ghosts who have gone mad will lose whatever humanity they have left and become something more malicious, such as a wight. Wights are spirits which “repossess” recently deceased bodies, often on battlefields or places of massacre which the wight is near. With new undead bodies, wights seek to cause even more death and carnage to create new bodies to inhabit.

Elemental races rarely linger as ghosts for more than a year, as the elemental spirit in their soul eagerly wishes to return to their realm after death.

Animal Ghosts/Spirits
Normally, animal spirits pass on peacefully into the next life, free of the burden of Karma, but occasionally, they do linger on for one reason or another. They also do not suffer as human ghosts do, and rarely become maddened by manifestation cycles, though they do experience them as well. Sometimes, animal ghosts gain an amount of sentience and “ascend” to something greater, rather than descending into something terrible.

Domestic animals—pets and companion animals specifically—sometimes linger as ghosts, clinging to the companionship they had with the individual with whom they spent their lives. These spirits usually linger for a few months until it moves on. They may also ascend to guardian spirits of their former master.

Wild animals rarely remain as a ghost. When it does happen, it is often due to a profound connection with the land. Though if an animal is killed violently by hunters, is torn from its offspring, or perhaps its habitat has been destroyed by human incursion, it may remain behind from the shock of it all, soon becoming a mad, vicious spirit that continues to haunt its native land.

Other times, animals that have become mature and wise—especially if their soul has lived many lives—earns them an amount of sentience. After death, their soul remains to become a guardian spirit of the land. These spirits often become totem spirits for local shamans.
World of Aserra

Reapers

Post by World of Aserra » Fri Feb 25, 2011 12:36 am

Reapers
Reapers are higher spirits that serve Yoma, the Goddess of Death. Created between her and her father, Idraen, the duty of reapers is to collect souls of the dead and usher them to the afterlife. There are only several hundred reapers in Aserra, which leaves them spread thin so that they cannot be responsible for every single soul that passes in Aserra. From time to time, they assist ghosts in crossing over if they have not slipped too far into madness. They can break the bonds that bind ghosts to the mortal world, but some ghosts require exorcism, and Reapers are not always willing to deal with ghosts that have lost their humanity, as they are no longer viable for reincarnation.

Reapers are immortal beings, weaker than angels and demons in spiritual strength, but around equivalent to fae. Much of their time is spent roaming the Aether to find souls, and then sending them to limbo to be weighed. In their natural form, Reapers can be terrifying to behold, appearing as skeletons swathed in black robes. However, they can disguise themselves with illusions in order to tempt souls to follow them, often taking the form of a loved one who has passed before to convince them that peace awaits on the other side.
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