The Contemporary Animist's Guide to Spiritual
Entities
Being a complete and concise guide to the nature of spirits as
depicted by various Eastern traditions.
Definitions
Ghost
(n): The spirit of a living entity. Also the spirit of a living entity
freed to the spirit, or astral, plane after the death of said
being.
Ghost (v) vulgar: To trick; to fool. To make
one seem helpless to oppose, such as if the individual did not exist
physically. i.e.: "Man, he ghosted you!" i.e.: "You got ghosted by that
mugger!" i.e.: "You gonna let that punk keep ghosting
you?"
Demon (n): 1. A spirit that exists
independently of life. A being of independent spirit matter, that may be
controlled by an Animist in a manner similar, but not identical, to that
of controlling ghosts. 2. According to some religious traditions, a
malevolent entity of sentient intelligence with great power. 3. A
versatile piece of multi-tasking software popular in the
2020s.
The Spirit WorldThe
spirit world is a complex place, a mixture of chaos and subtle order. Few
master its secrets before they join its population. It is currently
believed by many Animists that the spirit world is actually divided into
six regions, called Kingdoms (for the scientific terminology, not for
political characterization, though it holds equally true). These Kingdoms
are based upon some of the earliest societies, each one unique. The
Kingdoms are, in no particular order, the Mayan Empire, Egypt, Graecia
(Greece), Israel, Zhongguo (the Middle Kingdom, China), and the Dreamland.
It is thought that these Kingdoms represent regions of the world where
views of the Afterlife became important to the people of old. Perhaps the
varied views that these people held were what first divided the spirit
world, no one is sure, as no living man has had sufficient experience with
the spirit world, and no ghost volunteers an answer. Another theory is
that the inhabitants of the spirit world (demons, in this case, not
ghosts) chose these civilizations to emulate. In any case, these realms of
old have become the present day's Kingdoms of the Spirit
World.
The Kingdoms are actual bounded regions of the
spirit world, and it requires more than a simple summons to traverse the
areas these kingdoms bound. Indeed, it irks many Animists to think that
their summons are subject to the whims of civilizations long past and
surpassed. To travel into a Kingdom other than that into which they were
conducted at the time of their death, the spirit must obtain permission to
pass, either from a ruling spirit, or by paying their passage. In olden
days, it was often the custom to bury the body with possessions, or with a
coin or two to pay for passage. This is, indeed, an act of some
significance. A spirit 'possesses' (owns, not exerts mastery over) any
items that are buried with it. Chinese Hell Money, Greek burial coins,
Egyptian burial sacrifices and items; all are items with which passage may
be bought. In older days, this would allow a person to leave the Kingdom
into which he passed, perhaps going to a more familiar one if desired, or
a foreign one for a new experience. In the present day, few sacrifices are
offered to the dead, and so few are able to leave the kingdom of their
death. The practice has been rapidly renewed in Asia, where many have only
now realized that their ancestors may be trapped in a foreign
Kingdom.
For those
unable to pay their passage, appeal to a ruler of the realm is the only
way to travel. This is generally a very hard task. Few demons are
sympathetic to mortal concerns, even after centuries of coexistence. In
fact, this task should generally be considered near impossible. To
determine if a spirit can travel beyond its Kingdom, an Empathy +
Persuasion/Fast-Talk skill total should be made, versus a difficulty of
the demon's Cool + Intimidate (for undetermined demons, assume difficulty
25. Yes, this is rather hard, isn't it?). It should also be noted that as
ghosts tend to have so few skills (3 or so, and usually of low or
mid-levels) the ghost does not often possess Persuasion/Fast Talk. In
other words, ghosts that want to travel are pretty much fucked. To further
reinforce this, see Dying later in this document for an explanation of how
to determine ghostly skills.
The
relative difficulty a ghost will have in traveling beyond its Kingdom is
one reason that few Animists make their summons directed at a specific
spirit (they prefer to summon spirits by general conditions, such as 'a
low-level spirit with keen observational skills,' instead of 'the spirit
of Elliot Ness.'), unless the spirit's Kingdom has already been divined.
The divining of a spirit's Kingdom can be relatively easy. Relatively. One
must either summon a demon, and inquire as to a spirit's location, or one
may simply find the point of the individual's death and consult a local
spirit as to the Kingdom said point is within. This example makes demons
seem rather all-powerful, but in matters of the spirit world, they rather
are.
In terms of scenery, the spirit world offers
none. This is, in fact, one of the qualities of the spirit world, its
inability to imitate physical faculties, such as sights, sounds, or
tactile sensations. The ghosts who inhabit the Kingdoms claim that each is
a perfect representation of its claimed culture at its finest. Many
archaeologists have been interested in this idea, either for the sure
absurdity of it, or for its immense possibilities. Most archaeologists
accept this claim, after an Animist in contact with a spirit from the
Mayan Empire proceeded to write a short letter in Mayan hieroglyphs,
taking the time to explain each character, several of which had not been
translated as of that point in time. Similar feats were performed by
Chinese, Egyptian and Greek spirits. However, more interesting than the
depiction of these ancient civilizations to ghosts is the way that demons
have chosen to interact with their ghostly subjects within their
realms.
In the
case of each of the spirit Kingdoms, demons fulfill the roles of the major
gods or of the royal caste of the society. The only region in which demons
do not play at deification is in Israel, where no demon has taken the role
of JHVH, Jesus or Allah. Many take this as a sign of respect, others as a
sign of fear, though most Animist think the positions lack the diversity
of pantheonic deities, and that demons would be unable to reach a
consensus as to who should fill the position. This should not be taken to
show demons as a democratic group, but simply to illustrate the fact that
they do not agree on anything for long. Still, in other regions, demons
play the roles of Zeus, Huang Ti, Osiris, Kangaroo, and any number of
others. The roles demons play tend to be those of power, though demons of
lesser rank are often found among mortal ghosts.
>> Enough on the spirit world in specific. I'll cover that
another time. -Geomancy<<
DemonsDemons
are, simply put, living spirits. More accurately, they are spirits that
never lived. Their great power might be attributed to the sports metaphor
of the 'home field advantage'. Mortal spirits only travel to the spirit
world when their lifetime expires; yet demons have existed and always will
exist in the spirit world. They excel in spiritual matters (not religion,
but simply manipulation of their state). Demons do not die, and do not
expire unless killed by a mortal on the physical plane. This, even, is
hypothetical, as the demon killed in China in 2034, whose name was never
obtained, cannot be verified as dead, as no spiritual searches can locate
a demon without its name, and only the physical form and aura of the demon
are known, both easily disguised. In fact, what is known about demons is
little at best.
It
is known that demons are part of a hierarchical structure, in which the
strong dominate the weak. It is also known that each demon is particular
to a Kingdom of the spirit world, and could leave, if allowed to travel to
another Kingdom, but the rulers of the Kingdoms are often hesitant to have
a demon who has proven himself disloyal or dissatisfied (by leaving his
previous Kingdom) as part of their regime. In all the Kingdoms, those who
play the role of gods are the most powerful, followed by those who play
the royal caste. Among nobles or offices of great importance, one will
find more demons still, travelling down the ladder to the position of the
average mortal. In this, demons are much like present day people, a
structured, power-based society. It is also known that some demons play
the role of messenger and diplomat, sent by the rulers of the Kingdoms to
their neighbors for purposes of better relations, or for the acquisition
of one or more ghosts. These messengers are treated with 'diplomatic
immunity', allowed to travel as necessary among the
Kingdoms.
All
Kingdoms engage in a system of trade for mortal ghosts, with each Kingdom
trying to obtain both the greatest souls and the greatest number of souls.
A common trade commodity is lower ranking demons. Often, rulers will trade
a highly-prized advisor, or even several score demons of the lowest rank
in exchange for a ghost or ghosts. This trade is both an attempt to
achieve a sort of racial or regional purity, and also an attempt to gain
the greatest of mortal souls to advise demons of greater rank. This system
of exchange and the status it offers a demon is in fact the key to their
summoning as well.
The
summoning of ghosts is not the same as the summoning of ghosts. Demons are
wholly intelligent creatures, and expect an exchange, whereas most ghosts
can simply be coerced. With regards to Animist power, demons are superior,
and they know this. Summoning a demon can be simple or complex, either by
a loose designation, or by their name. To appease a demon, one must most
commonly release bound souls.
>>
I know what you're thinking. Does he mean human sacrifice, or does he mean
releasing spirits bound by an Animist? Both, actually. Human sacrifice is
banned by AERS, but some wonder about the Meistern des Lebens und der
Toeds. This is one of the more debated practices of ghostspeaking. Many
question the worth of a demon's opinion if this is his price. Of course,
not many of those who question are Ghostpeakers. Most Ghostspeakers know
that if you keep asking questions about the spirit world, you'll
eventually have to question a demon. That doesn't mean they like it.
-Geomancy<<
The
offering of bound souls can be random and quantitative (in the case of
lower-ranking demons) or very specific (usually in the case of
higher-ranking demons). In fact, such deals can be very hard to achieve,
depending on the demon's whim. Some high-ranking demons consider giving a
challenging task to the Animist both a way of showing how valuable their
cooperation is and of acquiring souls they would otherwise never gain. In
fact, one should exercise caution in some cases, as a demon may use the
opportunity to remove another high-ranking demon's charge-to-be. Another
(safer, less bloody) option is to offer goods, like Chinese Hell Money, in
tribute to the demon much like when offered to a ghost. However, the
quantity is usually exceptional, and the demon less helpful. When not
presented with some form of sacrifice to appease them, demons can become
quite agitated. One case of a demon becoming agitated was recorded in
2034, in China. The first verified instance of a demon slaying a man
occurred at a summoning in Beijing, in which three Animists working in
unison made a summons for 'a member of the ruling class of the
Kingdom', without any more of an understanding of what the Kingdoms were
than the enigmatic statements of a handful of ghosts that had been
summoned in the past. The summons in fact brought them one of the Imperial
Magistrates of the Middle Kingdom, who was angered by the lack of a proper
sacrifice for the burden placed upon him. The demon spontaneously
manifested, taking the form of a Chinese warrior of the Shang, and
promptly killed the three Animists and several spectators in what could
only be described as 'quickly and with extreme malice' by one of the
surviving witnesses. The demon was finally destroyed by an Eastern Son who
had been hired by AERS for just such an occasion. Since that time, it has
been discovered how to properly appease demons and how to avoid their
rather garish tendency to killing if mistreated. However, few outside AERS
have any idea of these techniques, another example of how they retain a
monopoly on the means of Anima.
Much in the same way that AERS has learned to appease demons
other groups have encountered them with increasing frequency. One rumor
states that one of the German students who were to become the Meistern des
Lebens und der Toeds attempted to share his knowledge with the Catholic
Church late in 2034, only to be brutally killed by a demon when he stepped
upon Christian ground. In fact, most of the cases in which a demon
manifests are related to those who have crossed AERS. It seems that the
Alliance is using demons as 'spiritual assassins', though this cannot be
verified by any living being. It is noteworthy that no member of the
Eastern Sons or any other organization of Chi Masters has ever fallen prey
to a demon, but the Eastern Sons alone claim to have killed 6. Similarly,
no Geomancer has ever been killed by a demon.
As a closing note, mention should be made of demonic cults.
Seen by some rogue Animists as the only way to acquire the favor of some
demons, these cults tend to offer the worship of their members in exchange
for the favor of these powerful demons. The demon may even manifest to aid
its followers if pleaded with. However, such cults are highly speculative,
as none will admit to being a member, and none have been prven to be one.
The very idea of such worship has started a wave of inquisitory movements
across Europe and in the Americas, much to the chagrin of legally
practicing Animists, who are often targeted needlessly. Also much to the
chagrin of these fools who soon find that Animists are nothing if not
capable of their own defense.
E-Mail me with your Ghostpunk 2035 ideas, questions, adventures,
you name it, by clicking below.
-
All this Ghostpunk shit is the creation of Hans Chun, aka
Geomancy. I do not claim to have written Cyberpunk, nor do I take any
credit for any of R. Talsorian Games'
productions.