Decay Spirits

*Spirits who thrive on decay, whether that be the decay of living things, or society as a whole.*

### **Vampires**

* Spirits of disease, plague, and illness. Capable of draining away life just through proximity, and are forced to suck away human life force to stay alive. Look sickly, gaunt, and jaundiced.
* Often give magicians plague-bearing tools or spells in pacts, or serve to draw away enemy life-force. Useful against fighting a Familiar duo. Born in the midst of famine and disease, these spirits directly opposed the pact of secrecy and now occasionally attack the unmarked.

**Vampires**

Due to their nature as a parasite, a vampire likely will ask a magician to give up a portion of their life-force or bring them a human/animal to leech off of.

OFFERING - A healthy, live human or animal. Offering yourself works just as well.

### **Spriggans**

* Chaos spirits who spend their time causing trouble for everyone around. Not terribly powerful and serve best as annoyances or distractions. Terribly skilled thieves.
* Often, pacts with a spriggan will result in the magician asking the spriggan to cause trouble for someone else or steal something. They can also grant chaos magic, such as smokescreens or disruptive effects. Very unpleasant to deal with, for an unknown reason Spriggans dislike Pixies and vise versa.

Often, pacts with a spriggan are best utilized in asking the spriggan to cause trouble for someone else or steal something.

OFFERING - A stolen item, something that is out of place.

### **Goblins**

* Goblins are spirits of filth, violence, and vulgarity, known to crawl forth from particularly disgusting events. They do absolutely everything they can to try and break down rules, society, and civilisation, because a return to baser instincts is a return to a world where the goblins are on top.
* While the vast majority of goblins are relatively weak creatures known more for vulgar mischief than any real threat, there are goblins that have accumulated enough power to grow far stronger. At the very highest levels of power, there exist goblins with such strength as to approach that of gods.
* Goblins most commonly take an appearance reminiscent of a particularly ugly child, or even a deformed child, but as they grow stronger they take on larger, more intimidating looks. Certain goblins begin to look more quadrupedal or even develop wings as they travel up the metaphysical food chain.
* To facilitate this growth, goblins can accumulate power from proximity or infliction of filth and vulgarity; for example, they could gain a small boost by wallowing in the pollution left behind by a smog dweller.
* Pacts with goblins tend to lead to abilities related to filth and violence: tools that inflict vicious wounds or guarantee infection, for example, or an ability to travel through disgusting environments without dirtying yourself or your clothes.

Goblins are vile creatures and most often bargained with after catching them in a binding circle. For stronger goblins, threats against their lives are most effective if you can bring that power to bear. Goblins that willingly make pacts demand a certain level of filth from their magician, or an opportunity to cause chaos and violence elsewhere. Attracting a goblin is often unnecessary, as they can be found in large numbers on the outskirts of urban areas, but when it must be done representations of filth will call them to you.

OFFERING - Acts of vulgarity or mischief, with the magnitude increasing based on the strength of the goblin to be called; simple graffiti might attract a minor goblin, but stronger ones will require far worse.

There are some very well done, crunchy optional rules for becoming a Goblin Liege, I.e. specialize in dealing with Goblins. Note, again, they are very much optional, so if you want to stick to the free-form variant laid out above, fell free to. Otherwise, enjoy Zooks Goblin Rules.

### **Gremlins**

* Gremlins are abstract goblins in every sense of the word. Where regular goblins sow chaos and violence through almost mundane means, gremlins do so via unorthodox routes.
* Their abstract nature allows them to travel through unexpected avenues based on what one might call connections; they can travel through a phone call to reach the other end, or step into a mirror and crawl out later, or even slip into a spell and emerge at the ritual site. This unorthodox movement is what makes them so dangerous, as it somewhat limits their potential. Even the strongest gremlins are only equal to maybe mid-tier goblins.
* Visually they look like goblins with more exaggerated looks - some of them are covered in a layer of thick fur, some have disproportionately long arms, some have enormous eyes that can see in the dark, so on and so forth.
* Pacts with gremlins are much like those of goblins, only more esoteric. Wounds that are inflicted by gremlin tools tend to develop obscure diseases few have ever heard of (or know how to treat). They can also confer their unorthodox movement if they can be sufficiently convinced, granting the ability to travel through connected objects.

Gremlins should be treated much the same as goblins, but gremlins often demand more technologically-oriented acts of mischief. That might be an opportunity to sabotage phone lines at the low level, or the local power grid at higher levels.

OFFERING - Sabotage of technology or more abstract forms of mischief.

### **Smog Dwellers**

* Spirits of pollution and embodiments of the city. They are black, smoky humanoids with glowing golden eyes. Sometimes can be confused with wind jinn
* They can grant magic relating to smog, pollution, natural corruption and such. Effective against nature spirits. Smog Dwellers were created during the industrial revolution, and have stuck around as a reminder of our never ending corruption of nature.

More feral than intelligent, they are still able to make pacts but are dangerous to deal with, and may require immediate satisfaction.

OFFERING - Burning trash like a sacrificial animal is the most reliable way. If you were worried about the environment, don’t deal with smog dwellers.