Spirits of Man

Spirits of Man are the various spirits that are linked various aspects of city life, before 2020 there were some Pagan Spiritualists that insisted various areas in cities and homes had spirits, no one believed them of course until magic returned, now Spirits of Man are an accepted part of city life.

There are 5 basic types of Spirits of Man

All Spirits of Man have some common traits, but are all found in their own areas and cannot cross into another spirit domain. They can be helpful, mischievous or deadly depending why they are interacting with humanity. Park and Hearth Spirits tend to be the most tolerant of humanity, City and Work Spirits are more neutral and Pollution Spirits the most aggressive.

Hearth Spirits

Hearth Spirits are spirits of the home, they are the force that protects homes from unwanted supernatural forces, the power of a hearth spirit is linked to the history of the home they are in. All homes have Hearth Spirits, not all have Hearth Spirits that are strong enough to defend the home from invasion.

Homes that have existed in a family for generations and has had no major darkness laid over it have the most powerful spirits, while bachelor pads with no familial touch's are generally the weakest.

Police and Security Forces routinely check with Hearth Spirits when major crimes are committed in homes, the evidence they gather is not admissible in court in most countries, but it can be used to further an investigation and maybe point it in the right direction ( Seattle Legislature is trying to pass a bill allowing spirit evidence, but it is held up while loopholes are being plugged )

City Spirits

City Spirits are the life of the city, they are the trouble on the streets, the carnival of the mardi gras, they reflect the life around them in the streets and alleys of their town. Appearing in many guises, but generally made up of the debris of the street ( Rubber, Oil, Concrete and Bitumen ). City Spirits are strongest in communities with low crime and old families, though they can also take on the power of the mean streets in more devastated urban areas.

Work Spirits

Work Spirits are found in factories, office blocks, laboratories etc, they are fairly weak compared to Hearth and City Spirits, but if the work place is a happy place with a strong bonding between workers they can get reasonably strong ( Small tight knit companies seem to have the most powerful spirits ).

Work spirits can help defend a workplace from harmful supernatural forces in the same way Hearth Spirits do a home, but are nowhere near as good. Malicious Work Spirits have been known to cause accidents to workers who cause trouble in otherwise stable and strong workplaces

Pollution Spirits

Pollution Spirits haunt the places man has damaged with pollution, as opposed to Toxic Spirits who are summoned or created in the pollution but mage's with a toxic leaning. They try to clean the pollution, often failing and blaming mankind for the failure ( rightly so in most cases ). Thus they tend to be more aggressive towards Humanity than others of their type who are generally created by the goodness of humanity.

Park Spirits

Park Spirits are the spirits of the playgrounds and recreational areas of a city, most major Golf Courses have Park Spirits, as do many Sporting Arena's. Park Spirits tend to be playful and mischievous, they do like their little practical jokes ( Sports Arena Spirits are particularly mean to opposing teams, Boston Red Sox and New York Yankees Park Spirits have been known to go a little overboard with their pranks and both teams employ security mage's when visiting the others park )

 

Summoning Spirits of Man

When you summon a Spirit of Man you have to be careful, do some research on a place before attempting it. An ancestral home with strong families will produce a strong spirit, maybe far to strong for you to hold, and depending on why you summoned it, you might then need to defeat it.

Summoning Hearth Spirits

You need Planar Summons ( Hearth Spirits ) [ Prerequisites = 5 Body Control Spells + 5 Mind Control Spells and Magery 1 ].

It also wise to bring an offering which reflects the home which will give a +2 to control the spirit if appropriate, a ritual circle created with items found in the home also add +2 to controlling the spirit. The spirit will perform 1 task for 1 hour, or answer 5 questions about the home truthfully, if it determines you mean the homes owners harm it will instead try to lie ( Opposed Control Roll ), if it becomes convinced you are trying to harm the owners it will attempt to break free and attack you.

Summoning City Spirits

You need Planar Summons ( City Spirits ) [ Prerequisites = 5 Body Control Spells + 5 Knowledge Spells and Magery 1 ].

It is also wise to bring an offering which reflects the area of the city you are in, don't bring a Tenctonese Offering to a downtrodden area filled with Orcs and Trolls, don't take something appropriatte to a working class area to Bellevue etc. you will get a +1 to +2 on control roll depending on how appropriatte the offering is, of -1 to -2 if it offends the city spirit. A ritual circle created from items and effects of the area will also give a +2 on the control roll. City spirits can answer general questions about the area of the city they are summoned in, specific questions if a tight enough area, they can also conceal a party from detection for up to an hour using a form of Illusion Shell.

Summoning Work Spirits

You need Planar Summons ( Work Spirits ) [ Prerequisites = 5 Mind Control Spells + 5 Knowledge Spells and Magery 1 ].

It is also wise to bring an offering which reflects the workplace the spirit is in. Inappropriatte offerings will cause the spirit to fight control and gives a -2 to control rolls, an appropriatte one will give +1 to +2 depending on the value of the offering and the atmosphere of the workplace. Not all Workplaces have Work Spirits, only places with a community within the workplace generally have strong ones, and all Work Spirits can only answer general questions about the workplace