Written by Nikkyla of Bronzesun and Aves Dal Garidor

[Races Main] [General Races] [Elves] [Nymphs] [Elementals] [Spirits] [Ethereality] [Vampires] [Undead] [Fairies] [Werefolk] [Trolls & Goblins] [Angels] [Demons] [Golems]

Spirits are not simulacra of their charge, although they have the ability to control it and use it for attacks or defense. Spirits, if summoned by even a beginning summoner, are under harsh control, and must do everything their summoner commands until the hold is broken or the spirit or summoner dies. Only the strongest of Spirits have been known to break free. All spirits have the power to turn into other humanoids. However, when in that form, they lose their other powers. When summoning a spirit, their charge must be in use, ie. if you're summoning a Mirror Spirit, you need part of a mirror. Here are some types of Spirits, but we are told that many other races exist.
Any species with no asterisk next to its name is based on traditional myth or folklore.
* These species have been created in books or movies etc or by people outside of Lan Mesinsure.
** These species were created for the Atlantis series by Lan Mesinsure staff.

Water Spirits: Small creatures commonly mistaken for Fairies or Elves or both are the Water Spirits. They have six blade-like, translucent wings and hair which ranges in colour from green to blue to purple. They have great power, and can summon water shields or launch water-based projectiles. The closer to water, the more powerful they become, and some have been known to summon waterspouts when near a body of water. They usually flutter in the air, and illuminate the areas surrounding lakes and ponds on foggy evenings. Mysterious and mystical, yet one of the more stunning creatures in the world.

Plant Spirits: Small elven creatures with pale green skin and vines growing from their backs and wrists are Plant Spirits. They protect their forests and control the plants around them. They also have the power to accelerate the growth of plants. Like the forests they live in, they are always open to strangers, until they or their forests are threatened. Then the fury of the wood is released, and few have lived to relate it. The Plant Spirits are subtle in their ways, with optional poison breath and pollen extruded from glands in their necks which can leave a nasty rash, but always plenty of fun to hang out with.

Earth Spirits: Almost human in appearance, these spirits are tall, muscular, and yet gentle. The easy way to tell them apart is that Earth Spirits will usually have valuable stones embedded in their arms, chest, legs, or neck. The Earth Spirits can burrow and travel underground, and their powers include projectiles, the ability to open and close chasms, and share the power to make plants grow with the Plant Spirits. The Earth Spirits have a profound respect for all life, plant or animal, and are disgraced by anyone who doesn't respect that. Always good friends to have.

Fire Spirits: With close ties and alliances to their Earthen cousins, the Fire Spirits are tall, strong, orange skinned, and flaming. Fire Spirits have always had a strong culture which abound with warrior honour and tales of great Spirits who fought against evil in early times. Fire Spirits are bound by honour to protect those in need, and usually do. However, misinterpretation of their tales and prophecies lead to rebellious groups who roam arid lands, killing everything in their path.

Cold Spirits: Possessing powers surrounding ice, snow, and just plain "cold," Cold Spirits can be summoned in any place in which the temperature is below freezing. Cold Spirits have pale skin, icy eyes, and frosted hair. Their size varies greatly. Some are hardly larger than pixies, while others stand at a towering seven feet. They have the power to launch ice or snow projectiles, freeze their targets for a few moments, summon blizzards or snowfalls, and some have even caused avalanches. Many different tribes display different emotions towards outsiders. However, one should verify the safety before scouting into an encampment.

* Shadow Spirits: Wherever there is darkness, Shadow Spirits thrive. Shadow Spirits are cunning and benevolent creatures, but will sometimes use their "master" to fulfil their own desires and agendas. The full extent of their powers is unknown, but some that are is the ability to launch Dark Fire, a missile still under study, as well as teleport to another position where there is dark. Also, Shadow Spirits can manifest in a creature's shadow, which in turn allows it to possess the said creature. Shadow Spirits have grey skin, varying in tint, deep black eyes and dark hair.

Echo Spirits: Once called "cave spirits," Echo Spirits draw their power from sound, and use it as a weapon. Echo Spirits are grey-skinned creatures with large, bat-like ears and red eyes. They have the ability to concentrate single bursts of sounds into single points, and wield sonic booms easily. They can create sounds of pitches so low it will vibrate the ground and so high that glass will shatter. Echo Spirits are friendly, but very defensive and territorial.

Lightning Spirits: Lightning Spirits are extremely hard to summon, as their charge is at hand sometimes for mere seconds. Lightning Spirits have light blue skin, spiky hair and electrical charges follow their footsteps. Although no one can peg an entire species as "good" or "bad," these ones generally aren't too friendly. They wield the power to toss lightning bolts like javelins, and have been known on occasion to control electrical devices to an extent, but usually just blow them up.

** Spirits of the Fountain: This is one of the few spirit races that cannot be summoned. Spirits of the Fountain are still considered spirits, however, because of their basic biology and powers. They resemble relatively small creatures with four thin, silvery wings sprouting from their backs, which produce a glowing sensation when they are flapped at high speeds. The Spirits of the Fountain also have crests over their hair. Their powers include limited telekinesis, prophecy, and transformation. A good ninety-five percent of the race live by a massive fountain with thousands of statues adorning it. This location is known as the Blue. The other five percent usually dwell in smaller fountains in towns or villages. They are mystical and mysterious, and always an ally to the forces of good.

* Mirror Spirits: Mirror Spirits have the power of illusion at their command, and can turn any mineral into mirrored glass. Usually dwelling inside of actual mirrors, they resemble normal humans, but with reflective eyes and usually silvery hair. They launch a missile called a mirror bolt which can cause considerable damage. Reflective armour is usually customary with them, and they weild nasty reflective daggers and swords. They dwell in tribes usually in mountains, living in massive caverns which have natural mirrors all over them, or they transform them. Secretive and mysterious, but usually not very temperamental.

Wind Spirits: This race of Spirits have the powers of wind at their control. Wind Spirits resemble normal humans, except their hair (usually a reddish colour) whips itself about, which looks really weird indoors. They usually fly, and can summon gusts of wind, tornadoes, and other wind-affiliated stuff, as well as teleportation. Usually friendly, but keeping to themselves, Wind Spirits are very powerful allies, and enemies.

Thorn Spirits: Resembling humans with thorns growing out of their arms, legs, and back, Thorn Spirits are the spirits of thorned plants. They have the ability to make any plant thorned, as well as grow thorns from a human or other intelligent creature. However, the range of their power is quite limited, and they have to be extremely close for any curse to be executed properly. Because of these limits they usually are not summoned, although they can be.

Soul Spirits: Also called "Nomad Souls," Soul Spirits have no mortal form. They exist on an ethereal plane of reality, and have no power on our realm in their natural form. Instead, they must possess a mortal creature. The host soul becomes dormant for that time, and the body is at the disposal of the Soul Spirit until it relinquishes that control. Although they can be communicated with in their natural state, that is as far as our interaction can go. They cannot be summoned.

Spirits of Strength: Large, strong spirits with dark skin and light hair are Spirits of Strength. Although they can be fierce in melee combat simply because of their battle expertise and physical strength and stamina, they are rarely used for frontal assault when summoned. Instead, other powers are put to use. Spirits of Strength have the ability to increase or decrease the strength of any creature they choose. Also, they can increase in size, and spirits standing a hundred feet tall are not unheard of. They can use that same power on other creatures as well. Very popular in medieval times to increase the strength of armies in battle.

Poison Spirits: Cruel and sadistic creatures, Poison Spirits wield toxins as their main arsenal. They resemble small, green-skinned creatures with webbed spikes on their heads and backs. They have poisonous fangs and little in the way of virtues, which makes them very hard to control when summoned. Poison Spirits use varieties of venom to stun, kill, or torture their prey. They also seem immune to every poison known to man.

Blood Spirits: Blood Spirits are small, pointy-eared pale creatures, with usually deep red hair. Blood Spirits at one point were the most popular to summon, as they steal life from their victims and use it to replenish that of their masters. Blood Spirits also have the power to heal themselves by drinking blood from their victims, and shoot telekinetic bolts. Blood Spirits are not in chronic need of blood, as Vampires are, and are not as malevolent as some have been led to believe.

Sand Spirits: The deserts of the east fall under the power of the Sand Spirits. Sand Spirits are sandy-skinned with sand-coloured hair as well. They can control and manipulate sand, or summon it in variable geysers from normal earth. Also, the Sand Spirits have the ability to change in size. It is well documented that in her wars against Rome, Cleopatra instituted giant Sand Spirits against her enemies. Sand Spirits have a shamanistic culture and a deep sense of warrior honour. Because of this, they are usually trustworthy, but if summoned, can be deadly.

Spirits of the Mind: With pure white skin and hair, the Spirits of the Mind are the spinners of dreams and keepers of fears. Resembling albino humans with sleet black eyes, the Spirits of the Mind have powers surrounding the mind. They have the ability to enter, observe, and manipulate the subconscious thoughts (dreams) of mortals. Also, they can cause hallucinations, and are telepathic and empathic to certain extents. They know the fears of all mortals and the hopes of all children, and attack the mind rather than the body when being utilized in battle.

Fog Spirits: Creatures of mystery, Fog Spirits appear whenever fog clouds the Earth. Although it is believed that they can be summoned, precisely how to summon them is unknown. They resemble humanoids, and have pale skin and hair that is usually matted down by water. Although their powers are still under study, they can create fog, form portals, and teleport. They possess great power, and whether these powers come from study or from their biology is not known as of yet. What is known is that they are reputable for either helping or hindering strangers they come across with their powerful arcane arts. Unless threatened or provoked, Fog Spirits do not appear to show animosity towards anyone.

1