Ghosts and Spirits

Spirits have been a part of Hireath since the gods first created the world. From strange elemental beings, to chaotic spirits that travel through the world unseen, and even ghosts trapped on the mortal plane, spirits are as varied as they interesting.
== Types of Spirits ==
=== Ghosts ===
Ghosts are the spirits of dead equines who have for one reason or another, gotten stuck between the mortal plane and the starscape. Unable to move on and their energy disperse, they are trapped in a stagnant state, with some even getting trapped in loops where they relieve their last days over and over on repeat. While they do occasionally appear to mortals unprompted, they can typically only be communicated with by mediums unless some stronger magic is involved - Such as the ghosts in Aquore's Temple of Time or those in Nariah's Library. Those who do manage to eventually pass on entirely often leave behind echos that mediums can also see and interact with, though they are stationary and have incredibly limited interactions, as they are just a lingering memory.
=== Earthly Spirits ===
Residual magic from the gods' existence in the world will sometimes form a mind of it's own. Wandering the world of Hireath unseen, these spirits exist somewhere between the mortal plane and the starscape, flitting in and out of existence, only able to interact with mortals with the mediumship blessing. They are often chaotic, and typically cause mayhem where they can. They are not easy to communicate with and are difficult to control. That said, talented mediums have managed to harness these spirits and use their strengths to help (or harm) those around them. They are, more often than not, the origin of many of Hireath's "ghost stories" rather than actual ghosts themselves.
=== Elementals ===
Half spirit, half physical creature, elementals are in a class of their own. Often attuned to the magical energy of whatever element they are an embodiment of, they are a side effect of the magic that created the world itself. While some can be communicated with through the mediumship blessing like their counterparts, such as the Arcane spirit, others are more easily understood with the familiar whisperer talent, as they are also physical creatures that live and exist solely on the mortal plane.
Known elementals in Hireath:
* Echo (Air Elemental)
* Furia (Fire Elemental)
* Nisse (Earth Elemental)
* Lindworm Golem (Earth Elemental)
* Water Wisp (Water Elemental)
* Arcane Spirit (Arcane Elemental)
== Beliefs and Legends ==
While earthly spirits and ghosts can be found on every continent and ghost stories heard throughout Hireath, Most of the world's herds care very little for the unseen spirits that wander the earth. The one exception are the Breim, who are very aware of the spirits and culturally value them and their influence greatly due to their inherent tie to the arcane.
=== Breim Lore ===
==== Spirits of the Deceased ====
It is believed that once an equine has passed, their soul takes the form of a wisp. Those who have lived pure and good lives glow brightly and are quickly found by the messengers of Argus (thought to be birds) who then bring the soul to the spirit realm to live among the gods. Those that have lived tainted lives or who have passed before their time glow dimly, leaving them undiscovered by the messengers. These wisps are wandering spirits and will continue to float among the living until they have either redeemed themselves or found their purpose. They are most often found around Argus's largest temple, as well as the Abyss. Because of this, many Breimian also tend to believe that Arcane Spirits are the souls of deceased loved ones (rather than the elementals they are) taking on a new form to watch over and guide them.
==== Known Breimian Ghosts ====
Rin is a ghost bound to a gemstone that resides within Neriah's library. So far, they seem incredibly helpful and act as a second librarian, helping visitors navigate the ancient portion of the library and regaling them with stories and fables.
==== Earthly Spirits ====
it is believed by the Breim that all things in Hireath contain a spirit, even that which does not breath life. Earth spirits are the oldest, created from the magic that flows through all things. They are known to spread dreams, knowledge, and creativity, and are said to feed off the hard work of those they inspire. The more dedication and emotion put into a craft, the more powerful its spirit will be. This is thought to be especially true of objects made before and during the god's war, having absorbed the tremendous energies and emotions of the time. While earthy spirits are neutral in nature, they are considered to be especially wise and powerful.
==== Additional Notes: ====
* Bells are said to contain the language of the spirits as well as have the ability to summon them. Bells are also said to contain and bring purity, an ability often used to ward off evil. Because of this, many lucky charms and talismans have a small bell attached to them.
* Ceremonies to attract earthly spirits are held frequently among Nariah's spirits, and many hopeful herd members attend, seeking an encounter or a blessing from a passing spirit.
* Loud and jarring noises are said to frighten spirits, and it is customary to be quiet when in their presence.
* Younger spirits are thought to be adventurous, leading them to wander the Labyrinth, while the oldest and wisest of the spirits are said to remain on the Isle of Spirits. That said, on rare occasion, ancient spirits occasionally make their homes hidden throughout Sirith. The spinning lake on the surface known as the Vortex is thought to be the home of one such spirit.
* Leaving gifts for the spirits is thought to bring good luck, and many Breimian will leave small trinkets and treats at the shrines for them.
* Though spirits remain unseen and heard by the general populous of the herd, those blessed with mediumship can interact freely with them, and as such are often sought after for their services.
=== Talori Lore ===
While there is little thought given to earthly spirits In Aquore, ghosts are believed to be the souls of the dead who haven't found their way through the gate to their next life. Though the gateway to the River of Time is thought to be beyond the physical plane, it is believed to be found most easily through large bodies of water. Because of this, burials at sea are viewed with the utmost importance. Horses that die in the wilds, or whose bodies are destroyed or never found, are thought to be forced to wander until such a time as their spirit finds the gateway on it's own. Many equines who lose a loved one this way will leave out "ghost lights". These small lanterns are put out with belongings on the deceased along a pathway that leads to the sea, in hopes that the dearly departed will find their way to their next life.
==== Known Talori Ghosts ====
Zyana and Tozi are ancient ghosts that appear in the halls ever so often. Tozi is outgoing and typically introduces herself to inhabitants, but she seems trapped in a loop—probably a result of time magic that keep replaying a memory similar to how the books in the library work. Zyana often accompanies her daughter and causes trouble for Temple inhabitants, either purposefully trying to get them lost, or lead them into unsafe areas. She seems afraid of new faces.
=== Aodh Lore ===
Aodhians place little stock in ghost stories, and pay no mind to the earthly spirits - save for the few individuals who have the blessing of mediumship to commune with them. 
In the metropolis of New Valore, there doubtless are many lost spirits of mortals, but they mostly go ignored. The busy lifestyle and individualism of the Aodhians doesn’t lend itself naturally to experiencing  or even noticing the spirits. The Aodhian belief is that all souls go to the afterlife, and after being purified by Ignacio’s flame, join him in the stars. As such, to be a wandering spirit is, in many ways, unthinkable. When such spirits are observed, they are often rationalized away, or believed to be spirits of the natural world.
It also seems that the Aodhian practice of burning the dead contributes to there being less spirits than expected for its population, as ghost sightings are extremely rare.
==== Wisps of Darkwater Swamp ====
For centuries, this swampland was known for its blue will-o-wisps. Interestingly, they would glow brightly during the gloomy days in the marsh, but become very washed out or even invisible during the night. They were thought to be the spirits of the kirins who died in the God’s War, unable to be truly at peace.
This theory was proven true when the wisps began to disappear with the first reincarnations of the kirins. Today, only a few lonesome wisps remain.
Category:Lore