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The gods are generally extensions of the spirit world. Temples dot the landscape,
bowing to a particular way of life. These temples normally are devoted to a major god and
several minor gods that are sympathetic to the particular life stream.
Ways of Life
The paths of life cater for all the different core paths. The prime paths are the
active and the passive. Followers of activism seek some or all of the minor goals Action,
Fighting, Wealth and Domination. Followers of passivism seek some of all of the minor
goals Tranquillity, Peace, Poverty and Coexistence. It is possible for a character to seek
a mixture of the minor goals. A neutral character may seek two minor goals from each path.
A person seeking three of one path would be considered to be of that path.
| Classification |
Activism |
Passivism |
| Tiger |
4 |
0 |
| Bull |
3 |
1 |
| Carp |
2 |
2 |
| Cat |
1 |
3 |
| Ox |
0 |
4 |
Spirit Forms
Spirit forms are created anywhere where there is life. The life force becomes
personified in a spirit form. If the life force is more complex then there is a spirit
form for each aspect. Within the Human world these spirit forms become formed into gods,
such as a Kitchen God. Also within the human world, the forms take on a hierarchy, so
there are major gods, and minor gods. Any character would follow a couple of Gods. A
priest would normally be a priest for a major god, though sometimes they will follow the
minor ones.
Spirit forms are listed as creatures.
Within the sprit forms there are major streams. Each stream has it's own hierarchy and
a head sprit who is in all effects a god.
Supreme Spirits are very powerful spirits who represent the core values and mores of
the world. As such they rule over all spirit houses. The streams are Order & Chaos,
Good & Evil, Time, Fate, Tolerance & Vengeance, Communal & Individual.

While each of the gods is an immortal, Dragon Kings and their legions do their work for
these gods.
Character's Spirit Connections
Most characters have a connection to the Spirit world. However they are not usually
aware of it and require that a Shaman discover their spirit connection. When they discover the
connection, they require that the connection be exposed. This can be done through the
training by an associated spirit for one week (@100 gs cost) or by a Shaman activating the connection (again at 100gp
cost).
Spirits Forms
Abode is where spirits of this type often reside.
Appearance Is the typically depiction within the society of spirits of this type.
Followers are the types of creature who are attracted to this spirit form.
Personality is the personality of the follows of this spirit form.
Symbol is the typical symbol used to represent the spirit form.
Domain - The Granted Power is obtained when the spirit world connection is enabled.
Domain - Spells are also obtained by all characters when the spirit world connection is
enabled. However, characters cannot cast spells, where they have an insufficient ability
score to cast the spell. Also, characters must obtain a character level of at least twice
the level of the spell, before being able to cast the spell. The character does not need
to learn the spells, but can only case one domain spell per day.
"Variety is the spice of life" Chaos is the supreme freedom from constraint.
They follow no particular path and crave diversity.
Abode: Chaos spirits live in the wilder, untamed parts of world. They
also live in places of extreme agitation or change, like in the centre of a large storm.
The supreme Chaos Spirit lives in the centre of the multiverse.
Appearance: The Spirit of Chaos has no fixed form. To each individual
there is a different appearance, for all aspects, size, race, sex, etc. To the rest of the
world, the Spirit of Chaos is usually drawn as a chimera with at least six aspects.
At the supreme council, the Spirit of Chaos delights in having a different appearance
each time.
Followers: Chaos followers seek to gain from the power of diversity.
They believe that only though a wide mix of abilities and traits can progress be made.
Each character has a unique set of abilities and only those with the best mix will
survive. However, as each situation is different, altering a set of abilities is a must
for survival.
Creatures who follow chaos gain powers that draw on the wild and unpredictable nature
of the universe. As a result the effects they have can be somewhat unpredictable. Wild
mages are an example of a chaos based character class.
Personality: Creatures of chaos are generally only predictable in
their unpredictability. Chaotic spirits are often very egalitarian. Chaotic sprits have no
lasting allegiance, even to themselves. They at time seem to act randomly as they have no
underlying rationale for action. Often they are more forgetful than malicious.
Symbol: The god of chaos has many symbols and changes them seemingly
at will. Some coexist, sometimes they one is replace with another. The rest of the world
uses the vortex symbol for this god.
The complex symbol: The simple Symbol: 
Chaos Spirit Domain
Prerequisite: Any Chaotic Alignment.
Granted Power: Chaos followers automatically gain the Wild Action feat. (Even if they do not have the Dex
prerequisite.)
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Random Action |
Level 2 |
Level 2 |
Level 2 |
Level 2 |
| 2 |
Resist Elements |
|
Level 4 |
Level 4 |
Level 4 |
| 3 |
Dispel Magic |
Level 6 |
Level 6 |
Level 6 |
Level 6 |
| 4 |
Hallucinatory Terrain |
|
Level 8 |
Level 8 |
|
| 5 |
Ethereal Jaunt |
|
Level 10 |
Level 14 |
Level 14 |
| 6 |
Animate Objects |
Level 12 |
|
|
|
| 7 |
Word of Chaos |
Level 14 |
|
|
|
| 8 |
Whirlwind |
|
Level 16 |
|
Level 16 |
| 9 |
|
|
|
|
|
Communalism
Communalism is the placing
of the group and it's goal ahead of the requirements of the individual.
Abode: Communal spirits live generally in large ordered, communal
societies. They can often be found in places like bee hives. In some human societies,
there will be communal spirits reflecting the true nature of these groups.
Appearance: The Spirit of Communalism is often drawn as the Queen from
a hive type group, such as a Queen Bee, Ant or Termite.
At the supreme council, the Spirit of Communalism usually comes as the Queen Termite.
Followers: Each member had a place and position that works for the
benefit of the communal being. Communal groups often have a very different set of
behaviours for interactions within the group and to other groups or individuals. They will
respect, if not agree or cooperate with other groups. They despise groups that favour
individualism.
Personality: Communalists are solid workers for the common good. Even
when they are the leaders, the take the responsibility for the well being of all in the
group seriously. Though they will demand sacrifices, even ones involving death, if it
means that the group can survive.
Symbol: The Spirit of Communalism is usually drawn as a group of
concentric ants with the Queen ant in the centre.
Domain
Prerequisite: Any non-Chaotic Alignment.
Granted Power: Communalism followers automatically gain the Leadership
Feat (See DMG) at sixth level.
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Command |
Level 2 |
Level 2 |
|
|
| 2 |
Calm Emotions |
Level 4 |
|
|
|
| 3 |
Speak with Dead |
Level 6 |
|
|
Level 12 |
| 4 |
Status |
Level 8 |
|
|
|
| 5 |
Mark of Justice |
Level 10 |
Level 10 |
|
|
| 6 |
Geas |
Level 12 |
|
Level 12 |
Level 14 |
| 7 |
Mass Invisibility |
|
Level 14 |
Level 14 |
|
| 8 |
Mass Heal |
Level 16 |
Level 16 |
|
|
| 9 |
Antipathy |
|
Level 18 |
Level 18 |
Level 18 |
Evil
Evil spirits do not care for other spirits of any type.
Abode: The Spirit of Evil lives in the bowls of the earth, trying to
gain the souls of those who have just died to play with and to torture.
Appearance: The Spirit of Evil is usually drawn as a creature in great
pain. If there are clothes, then these are the white robes of death.
At the supreme council, the Spirit of Evil appears as ghost of an upright creature.
Followers: Evil Spirits seek out the paths of pain and suffering, even
for themselves. They use domination, manipulation, or other devious means, to gain control
over others. Once they have this control they use it to advance their cause, no matter
what the cost to the ones they are using.
Personality: A malicious creature that seeks the servitude of others
in suffering. This creature feeds on pain and hurt.
Symbol: Torture implements are the favoured symbol of Evil Spirits.
Domain
Prerequisite: Any Evil alignment.
Granted Power: Evil characters automatically gain the Iron will feat.
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Cause Fear |
|
Level 2 |
Level 2 |
|
| 2 |
Hold Person |
Level 4 |
Level 4 |
Level 6 |
Level 6 |
| 3 |
Bestow Curse |
Level 6 |
|
Level 8 |
|
| 4 |
Pain |
|
|
|
Level 10 |
| 5 |
Nightmare |
Level 10 |
|
Level 10 |
Level 12 |
| 6 |
Repulsion |
Level 14 |
|
Level 12 |
Level 14 |
| 7 |
Withering Palm |
|
|
|
Level 16 |
| 8 |
Power Word Blind |
|
|
Level 16 |
Level 18 |
| 9 |
Imprisonment |
|
|
Level 18 |
Level 20 |
Fatalistic spirits believe that the world is deterministic. All actions lead to
consequences, and that to a significant extent these are beyond the ability of most to
control.
Abode: Fate exists everywhere that there are sentient beings.
Typically fate is hidden until the cards are played out.
Fate Spirits often have the appearance of a skeletal form for the group they represent,
as this is the usual fate for all members of this group.
Appearance: A skeletal character is the normal appearance of Fate.
At the supreme council, the Spirit of Fate appears as a giant, ancient, skeletal
dragon, made from green jade.
Followers: Followers of fate believe that all actions are preordained.
Hence they give little thought to the correctness or consequences of these actions.
Personality: Fatalists often believe that the world is one large
conspiracy, working for or against them.
Symbol: The symbol of fate is usually a skeletal figure. Usually only
one part of the skeletal figure. The symbol of of the Supreme Fate is a Skeletal Dragon
Head.
Domain
Prerequisite: Any Neutral alignment.
Granted Power: Followers of Fate automatically get the feat Alter Fate.
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
True Strike |
|
|
Level 2 |
Level 2 |
| 2 |
Augury |
Level 4 |
|
|
|
| 3 |
Bestow Curse |
Level 6 |
|
Level 8 |
|
| 4 |
Status |
Level 8 |
|
|
|
| 5 |
Atonement |
Level 10 |
Level 10 |
|
|
| 6 |
Geas |
Level 12 |
|
Level 12 |
Level 12 |
| 7 |
Vision |
|
|
Level 14 |
|
| 8 |
Mind Blank |
|
|
Level 16 |
Level 16 |
| 9 |
Foresight |
|
Level 18 |
Level 18 |
|
Good
Good spirits seek to aid others, especially the most needy. They are selfless about
themselves and often need the help of other good characters to continue. They gain
satisfaction from their aid given, no matter how small or hopeless the cause seems to be.
They hold that if enough do good, then the world overall will be a better place.
Abode: Good spirits live in good communities and communities where
good acts are required just to meet the daily needs of the inhabitants.
Appearance: Good spirits usually appear as wholesome, well kept, and
well manicured (even idealised) members of the group they represent.
At the supreme council, the Spirit of Good is usually in the form of a Ki Rin.
Followers: Followers of Good believe that continual improvement of the
self and surrounds is the most important imperative. They form groups to aid in the
delivery of basic services and needs for the needy.
Personality: Good spirits are generous in nature and tend to shun more
materialistic goods.
Symbol:
Domain
Prerequisite: Any Good alignment.
Granted Power: Good spirits automatically gain the Scholar of Nature
feat (OA).
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Animal Friendship |
Level 2 |
Level 2 |
|
|
| 2 |
Make Whole |
|
Level 4 |
|
|
| 3 |
Remove Disease |
Level 6 |
Level 6 |
|
Level 6 |
| 4 |
Neutralise Poison |
Level 8 |
Level 8 |
|
|
| 5 |
Break Enchantment |
Level 10 |
|
|
|
| 6 |
True Seeing |
Level 12 |
Level 12 |
Level 12 |
Level 12 |
| 7 |
Control Weather |
Level 14 |
Level 14 |
Level 14 |
Level 14 |
| 8 |
Sympathy |
|
|
Level 16 |
Level 16 |
| 9 |
Freedom |
|
|
Level 18 |
Level 18 |
Individualist spirits believe that each spirit has a destiny and a set of abilities
that should be used to maximum gain. By having each individual behave in such a manner,
the total wellbeing of the world is enhanced. This is turn benefits all.
Abode: Individualists tend to live anywhere, though they shun
communalist communities.
Appearance: individual spirits often appear as locals, but dressed in
outlandish costumes and unusual clothes and other garb, such as piercings and tattoos.
At the supreme council, the Spirit of Individualism appears as a tattooed man with many
body piercings.
Followers: Followers of individualism form little clans, that are
surprisingly conformist in the way they present them selves. They do not form lasting or
strong groups, rather flit from one style and form to another.
Personality:
Symbol:
Domain
Prerequisite: Any Chaotic alignment or True Neutral.
Granted Power: Individualists gain the disobedience feat.
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Change Self |
|
Level 2 |
Level 2 |
Level 2 |
| 2 |
Alter Self |
|
|
Level 4 |
Level 4 |
| 3 |
Gaseous Form |
|
|
Level 6 |
Level 6 |
| 4 |
Polymorph Self |
Level 8 |
|
Level 8 |
Level 8 |
| 5 |
Spirit Self |
|
|
|
Level 10 |
| 6 |
Stone skin |
Level 12 |
Level 12 |
Level 12 |
Level 12 |
| 7 |
Refuge |
Level 14 |
|
|
|
| 8 |
Sure life |
|
|
|
Level 16 |
| 9 |
Shape change |
|
|
Level 18 |
Level 18 |
Law
Time spirits maintain the rules and regulations that many places work by. Some
represent the law in general, some specific domains, and some are the law's enforcers.
Abode: Followers of law prefer to live in orderly societies with
strong monastic or governmental presences.
Appearance: Law creatures appear as those in official costumes,
particularly those of the legal and police groups.
At the supreme council, the Spirit of appears as an elderly Mandarin, in full
ceremonial garb.
Followers: followers of Law typically form large organisations with
many rules and regulations. They often form into the ranks of Mandarins of the government.
Personality: Followers of law typically demand that people follow the
letter of the rules, rather than the spirit.
Symbol: The symbol of law is three concentric circles.
Domain
Prerequisite: Any Lawful alignment.
Granted Power: Followers of law gain the Soul of Loyalty feat (OA).
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Doom |
|
Level 2 |
|
|
| 2 |
Commune With Lesser Spirit |
|
Level 4 |
|
|
| 3 |
Locate Object |
Level 6 |
Level 6 |
Level 6 |
Level 4 |
| 4 |
Discern Lies |
Level 8 |
Level 8 |
|
|
| 5 |
Commune With Greater Spirit |
Level 10 |
Level 10 |
|
Level 14 |
| 6 |
Geas |
Level 12 |
|
Level 12 |
Level 12 |
| 7 |
Dictum |
Level 14 |
|
|
|
| 8 |
Shield of Law |
Level 16 |
|
|
|
| 9 |
True Resurrection |
Level 18 |
Level 18 |
|
|
Order
Orders spirits believe that only though rigid order can to world be made a better
place. They seek to have a place for everything and everything in it's place.
Abode: Followers of order prefer to live in places where things are
well organised and there are unlikely to be surprises.
Appearance: Followers of order can wear any garb, but it is always
well fitting and neat.
At the supreme council, the Spirit of
Followers: Followers of the spirit of Order want to live in a world
where everything is orderly. They eschew anything that is out of place and destroys the
workings of an orderly society. They feel that there is a place for everything and
everything shall be in its place.
Personality: Followers of order are well organised. They lead
structured lives and are stressed when the structure is disrupted.
Symbol: A square split into four.
Domain
Prerequisite: Any Lawful alignment or True Neutral.
Granted Power: Followers of the spirit of order gain the soul of
sincerity (OA) feat.
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Calm Animals |
Level 2 |
|
|
|
| 2 |
Ancestral Vengeance |
Level 4 |
|
|
|
| 3 |
Locate Object |
Level 6 |
Level 6 |
Level 6 |
Level 4 |
| 4 |
Order's Wrath |
Level 8 |
|
|
|
| 5 |
Terracotta Lion |
|
|
|
Level 10 |
| 6 |
Control Weather |
Level 14 |
Level 12 |
Level 12 |
Level 12 |
| 7 |
Programmed Image |
Level 16 |
|
Level 14 |
Level 14 |
| 8 |
Discern Location |
Level 18 |
Level 16 |
Level 16 |
|
| 9 |
Imprisonment |
|
Level 18 |
Level 18 |
Level 18 |
Time spirits are the chronographers of the world. They mark and manage the march of
time throughout the universe. Some believe that some time spirits can travel in time. They
can be known for linear thinking.
Abode: Time followers live in places where the march of time can be
accurately measured and determined. For this reason, they eschew places such as the
underground, where the march of time is hard to determine and has little meaning in a
short term context.
Appearance:
At the supreme council, the Spirit of
Followers:
Personality: Followers of time are incredibly punctual. They seem to
naturally know how much time activities are going to take and are good at scheduling
activities.
Symbol:
Domain
Granted Power: You gain the feat of Time Compression. Note that all followers of time
gain this ability without the normal need to meet the prerequisite.
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
Tolerant spirits believe that the world is full of many shades and hues and that all
should be accepted and allowed. They seek to understand, and accept rather than to change
and to alter. Tolerant spirits enjoy the variety of life in all it's glory.
Because tolerant creatures seek to understand, they are less likely to impose their own
view on those they are dealing with.
Abode: Tolerant spirits live in many places. They have no particular
abode.
Appearance: Most typically tolerant spirits are shown as gentle
creatures.
Followers: Followers of tolerance seek to understanding. Their
responses in most situations is one of compassion and they attempt to see all sides of the
equation. The thing they despise most is intolerance.
Personality: Tolerant creatures are unbiased and lineant. They would
spare the rod to save the child. They are slow to anger, but can become unstoppable if
their anger is aroused.
Symbol: The symbol of tolerance is a young lamb.
Domain
Prerequisite: Any Good alignment or True Neutral.
Granted Power: You gain the feat of Tolerant
Mind.
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Charm Person |
|
|
Level 2 |
Level 2 |
| 2 |
Enthral |
Level 4 |
|
|
|
| 3 |
Charm Monster |
|
|
Level 6 |
Level 8 |
| 4 |
Ray of Tolerance |
Level 8 |
Level 8 |
Level 8 |
Level 10 |
| 5 |
Remove Prejudice |
Level 10 |
Level 10 |
Level 10 |
Level 12 |
| 6 |
Generosity |
Level 12 |
Level 12 |
Level 12 |
Level 14 |
| 7 |
Inspire Tolerance |
Level 14 |
Level 14 |
Level 14 |
Level 16 |
| 8 |
Mass Charm |
|
|
Level 16 |
|
| 9 |
Eliminate Prejudice |
Level 18 |
Level 18 |
Level 18 |
Level 18 |
Vengeance
Vengeful spirits seek to punish those who have done some wrong. They seek to improve
the world by punishing those who are wayward, wrong thinking or too lawful or chaotic.
Each type of vengeful spirit type typically seeks to punish for one or more of these
possible aspects. The more powerful they are the larger the number of aspect they seek to
control.
Abode: Vengeful spirits either live in societies where they can vent
their anger, or they live in solitary places making raids on those they seek vengeance
against.
Appearance: Vengeful spirits are usually depicted as being angry or
upset. They may have the fury that drives them.
At the supreme council, the Spirit of Vengeance appears as an angry, infuriated frog.
Followers: Followers of vengeance believe that there is a need to
punish others for the wrongs that have been committed. They tend to act on perceptions
first and then ask questions later.
Personality: Vengeful spirits are constantly made angry by those
around them. They either find wrong in most of the world around them, or they have some
series of events that have made them bitter.
Vengeful spirits have a need for an outlet for their vengeance. If this outlet cannot
be met, they will increase in their anger until there is a catastrophic event in their
lives.
Symbol: The symbol of vengeance is an arrow through a heart.
Domain
Prerequisite: Any Evil alignment.
Granted Power: You gain the feat of Ki Shout(OA).
Domain Spells:
The following spells can be cast only if the character is of the specificed class and
level.
|
|
Shaman |
Shukenja |
Sorcerer |
Wu Jen |
| 1 |
Alarm |
|
|
Level 2 |
|
| 2 |
Ancestral Vengeance |
Level 4 |
|
|
|
| 3 |
Castigate |
Level 6 |
|
|
|
| 4 |
Pain |
|
|
|
Level 8 |
| 5 |
Lesser Planar Binding |
Level 10 |
|
Level 10 |
|
| 6 |
Yakamo's Anger |
|
Level 12 |
|
|
| 7 |
Withering Palm |
|
|
|
Level 14 |
| 8 |
Greater Planar Binding |
|
|
Level 16 |
|
| 9 |
Imprisonment |
|
Level 18 |
Level 18 |
Level 18 |
Celestial Bureaucracy
Ruling above the emperor is the celestial bureaucracy. This is headed by the Jade
Emperor who has Dragons and other powerful creatures as minions. The characters will
generally not have any dealings with the bureaucracy unless they are very powerful, or
members of a very powerful family.
The Jade emperor is Hong Jung. His prime responsibility is for the proper operation of
the heavens and the bureaucracy. He has very little to do with mere mortals, and no mortal
could survive for long in his presence.
|