Matter of the Soul Physical / Metaphysical Law in Fur Fantasy | World Anvil
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Matter of the Soul

In universe

Not known: The world has a finite quantity of Animas (name to improve)   When someone is born, they gather a certain quantity of Animas. All conscious things have Animas. The quantity varies. In certain cultures (XXX), the size of the Soul can be measured (not precisely). It is speculated that the bigger the Soul is, the more remarkable/ significant that person will be, for weal or woe. But a tiny Soul makes you more easily hideable.   Each Anima is composed / marked by the previous lives it was part of, tainted by the memories and impact that person had. The specific colour is named Resonance. Each sprites accumulates and change Resonance with time and lives lived but keeps a link between each. When being born, the specific sprite mix skews toward a Resonance. The smaller the soul the more weird and wild Resonance can be due to the smaller pool of Sprites. This resonance doesn't direct the person's life and destiny but is a natural bias/ tendency. In certain cultures (XXX) the main Resonance can be determined.   At death, the soul's sprites depart the person, this is the only moment they can be easily observed. They will hide and move away from the person.   Soul's sprites can naturally coalesce in specific places, creating a particular effect.   They travel, mostly hidden, to join the Soul's Sea (to be improved), a hidden realm where they wait. This place can be physically accessed in XXX.   The Soul Sprites aren't able to perfectly direct themselves back to the Soul Sea. They can become trapped. This can taint them and they can congeal. Congealed Sprites, or Soul Stones can stay as is, congregate together or absorb Material Realm's elements to form a shell around it.   Those shell become animate and are the source of most, if not all monster's: the corrupt shell of Soul who stayed too long in the material realm.   On the monster's defeat, it breaks the bound of the Soul Sprites, leaving behind the shell and/ or an empty soul stone.   When invoking, sprites can call a specific Resonance and manifest it. Summoning is calling a particular memory/ person to call upon their help/ memory.   Soul Sprite can be hoarded and kept for nefarious use.   In the world cataclysmic cycles, usually, they are triggered when the Whole Soul's pool takes on a skew Resonance. If left unchecked, it can become a vicious cycle and to bring back balance, the world reacts and the effects are unpredictable and catastrophic.   Not everyone believes in this theory. Some cultures consider it only luck or the natural personality of that person.   Most heroes are wielders of larger souls, making them predisposed to go on an adventure. Does everyone who has a large soul become a hero/ villain/ someone important, no, but most are.

Rules effect

Every character has a Resonance and a Soul Pool. It starts at 1.   You can spend creation stats points (unknown what now) to increase the size of the pool, max 4.   A Soul's point can be used on any roll with a link to the Resonance. It gives advantage. The Soul's point regenerates at the start of each session. During the session, if appropriate with the resonance, a character can choose to gain disadvantage on a roll to regain a Soul's point.
Type
Metaphysical, Supernatural
In Fortian culture

Articles under Matter of the Soul


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