Hey folks so here is the first Patreon doodle! It was uploaded onto Patreon about a week ago and I figure a weeks waiting time is probably for the best.
here is some lore taken from that post for ya!
There are a lot of spirits that wander the dragonscape, most of which are imperceptible and unable to affect the world, larger spirits such as Wanderers and Starir also exist though are rare. While generally speaking spirits and starir can be peaceful in a "leave me be" type of way and some starir and spirits can even be convinced to aid the living through the skilled negotiations of draconic dreamcallers, some are dangerous.
The most potential for danger comes from the most powerful of Spirits or "Starir", often spirits that are 50-100 years aged in the living world who have accumulated enough mana to become a nest for other spirits. This mana gives them a lot of magical abilities that they often use to protect themselves from attackers or to attack the living in the hopes of a successful possession (though attacks are immensely rare they do happen). Starir are capable of powerful dragon magic, often elementizing their own bodies into elemental furies of fire, ice, acid, lightning or wind and most starir are capable of elementizing themselves in multiple ways at once. Starir are equally capable of Pulse Resonance though, only for short bursts. They often use this to change the rules of physics around them to protect themselves from strikes though have also used it to do things such as turn off friction below a dreks feet to make them fall, or even to rip spirits up from the 1st construction to aid it.
Starir are immensely dangerous opponents to fight and many cultures from drek to sivilão to human colonials have all come up with varying tactics to deal with them. The most straightforward is numbers as starir are relatively easy to overwhelm provided you don't give it time, it can only focus on so many problems before a spear flies into the solid parts of it's body. Engaging starir from a distance is heavily preferred for obvious reasons.
Possession is a danger of many spirits, possession is simply when a spirit invades the body of a living creature that has it's own spirit. Most lesser spirits pose no real threat to living creatures though greater spirits like wanderers and especially starir do have serious potential to rip a spirit from a body and take it's place if the condition is left untreated. It is common to find an invading spirit perched in the mouth of a victim as it tries to ease it's body lower into the body.
ypically during a possession the native spirit will work to try and force the invader out and, in this process often leaves the victim in a catatonic or uncontrolled state while the spirits work it out. In most cases the original native spirit can win unassisted though in regards to dealing with starir the odds are much more likely to go in favor of the sta should noone intervene.
Helping with a possession can be as simple as filling the mouth with manaphilic mana that sucks the mana out of the spirit (which dispels or at least forces it away), in more severe cases a dreamcaller can be called upon to suck the possessing spirit out of the victim though doing so is obviously not without it's own risks.
Generally a successful possession takes around 2 days and ends with the expulsion of the native spirit from the body with the new invading spirit taking it's place. This often causes severe damage to the body though so it is common for a possessed individual to die from medical complications within a month after a successful possession. Spirits rarely have the understanding of the consequences of possession though and considering all the spirits, their lack of immediate memory, and their inability to communicate it continues to be a problem.
The sivilão often call upon the mavõtur to devour spirits when needed so successful possessions are rare in sivilão society, should a successful possession be made the spirit is ripped from the body and devoured by a mavõt. In drekir tribal societies possessions are a little bit more common dangerous though as long as a village is prepared for it and doesn't trifle too much with spirits it tends to go through safely enough.
here is some lore taken from that post for ya!
There are a lot of spirits that wander the dragonscape, most of which are imperceptible and unable to affect the world, larger spirits such as Wanderers and Starir also exist though are rare. While generally speaking spirits and starir can be peaceful in a "leave me be" type of way and some starir and spirits can even be convinced to aid the living through the skilled negotiations of draconic dreamcallers, some are dangerous.
The most potential for danger comes from the most powerful of Spirits or "Starir", often spirits that are 50-100 years aged in the living world who have accumulated enough mana to become a nest for other spirits. This mana gives them a lot of magical abilities that they often use to protect themselves from attackers or to attack the living in the hopes of a successful possession (though attacks are immensely rare they do happen). Starir are capable of powerful dragon magic, often elementizing their own bodies into elemental furies of fire, ice, acid, lightning or wind and most starir are capable of elementizing themselves in multiple ways at once. Starir are equally capable of Pulse Resonance though, only for short bursts. They often use this to change the rules of physics around them to protect themselves from strikes though have also used it to do things such as turn off friction below a dreks feet to make them fall, or even to rip spirits up from the 1st construction to aid it.
Starir are immensely dangerous opponents to fight and many cultures from drek to sivilão to human colonials have all come up with varying tactics to deal with them. The most straightforward is numbers as starir are relatively easy to overwhelm provided you don't give it time, it can only focus on so many problems before a spear flies into the solid parts of it's body. Engaging starir from a distance is heavily preferred for obvious reasons.
Possession is a danger of many spirits, possession is simply when a spirit invades the body of a living creature that has it's own spirit. Most lesser spirits pose no real threat to living creatures though greater spirits like wanderers and especially starir do have serious potential to rip a spirit from a body and take it's place if the condition is left untreated. It is common to find an invading spirit perched in the mouth of a victim as it tries to ease it's body lower into the body.
ypically during a possession the native spirit will work to try and force the invader out and, in this process often leaves the victim in a catatonic or uncontrolled state while the spirits work it out. In most cases the original native spirit can win unassisted though in regards to dealing with starir the odds are much more likely to go in favor of the sta should noone intervene.
Helping with a possession can be as simple as filling the mouth with manaphilic mana that sucks the mana out of the spirit (which dispels or at least forces it away), in more severe cases a dreamcaller can be called upon to suck the possessing spirit out of the victim though doing so is obviously not without it's own risks.
Generally a successful possession takes around 2 days and ends with the expulsion of the native spirit from the body with the new invading spirit taking it's place. This often causes severe damage to the body though so it is common for a possessed individual to die from medical complications within a month after a successful possession. Spirits rarely have the understanding of the consequences of possession though and considering all the spirits, their lack of immediate memory, and their inability to communicate it continues to be a problem.
The sivilão often call upon the mavõtur to devour spirits when needed so successful possessions are rare in sivilão society, should a successful possession be made the spirit is ripped from the body and devoured by a mavõt. In drekir tribal societies possessions are a little bit more common dangerous though as long as a village is prepared for it and doesn't trifle too much with spirits it tends to go through safely enough.
Category Artwork (Digital) / Doodle
Species Unspecified / Any
Size 3710 x 2246px
File Size 2.35 MB
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