This post envisions how spirit houses could work in PARIAH (or your animist RPG of choice). Before I get into it I want to say a quick word about its provenance. I've previously written 3 posts on the topic of shrines but they crossed over into real life recently when I started to consider the act of building a birdhouse through an animist lens in this post.
I've also begun watching SCAVENGERS REIGN (only a few episodes in so no spoilers, please): without giving too much away I am completely in love with it. So much resonates with the psychedelic animism I have made my life's mission to evoke (and there's a post percolating as we speak on this very topic) but it was a much more subtle moment that crept into the ultimate genesis of this post, which I will mention towards the end.
But for now, spirit houses...
Spirits of the Here & Now, visiting the shrine I built to house them |
Disclaimer!
Abandoned hokora/ hokura in Miyazaki's Spirited Away |
A home for the spirits
- It is not a shrine for a hearth spirit so it should not be placed inside a dwelling, though it could be situated just outside—by a doorway, for example, or the entrance to a cave.
- Likewise, this should not form the basis of the band's ancestral altar, though it could be designed for a specific spirit of the dead or to propitiate a ghost (see
belowa future post I'm yet to write). - The structure should look and feel like a "home": at the very least, their should some way of getting in and out (whether its open on all sides or through a specific portal), and it should have a roof shrine
- The shrine needs at least one item associated with the spirit that might dwell there: this could be a specific food, material or piece of statuary.
- The shrine should be cleaned and inspected, made good and repaired regularly: its residents need to feel cared for.
Spirit houses by realm
Here & Now: Animal shrines
A shrine to an animal should be large enough to accommodate that animal and be in an environment in which they are found. This could be a simple shelter for a fox to shelter in, a hibernacular for a lizard over-wintering in cooler climes, or a box for nesting birds.
Decoration might include effigies of the creature, but should be subtle.
Signs of occupancy will include traces of the creature: feather, fur, tracks, shed skins, food scraps etc.
Offerings are most likely to be food that they enjoy, but also fresh water for washing and drinking
The builder or maintainer (the shrinekeeper) of an occupied shrine may call upon the occupant once a day, so longas they are within a few miles of it. The occupant will travel at normal speed towards the shrinekeeper. Animal spirits called in this way can temporarily bond with the spirit of the shrinekeeper, enabling them to see through its eyes, hear through its ears and even speak through its mouth, though any wounds sustained by the spirit are also inflicted upon the shrinekeeper.
Here & Now: Tree spirits
A tree may be honoured in many ways, but any structures erected should not impede its future growth. Small spirit houses to its tree sprites can be placed in its boughs or any exposed buttress roots.
Decoration coloured ribbon and string ensure the spirit house is visible to passing travellers wishing to honour it. These can also be used to decorate the tree itself.
Signs of occupancy of the spirit house are fleeting but unambiguous: tiny, luminous sprites climbing in and around the structure, fading in and out of existence, encouraging the branches, roots or suckers of the tree to grow through and around the spirit house
Offerings tree sprites are like the children of the tree, and appreciate small toys to play with. Otherwise, keeping the tree in good health and burning incense are sufficient to honour its inhabitants.
Shrinekeepers may summon 2d4 tree sprites by placing their hand against a tree of the same species as the one they honour, as long as it is within 6 miles of the shrine. They arrive instantaneously, and can confuse, distract and terrorise with minor illusions if asked to do so. Five tree sprites acting together can inflict a human with a minor curse or affliction. They disappear after an hour.
Dawn spell-spirits
The source of life itself, flowing through the Here & Now, is the realm of dawn: an infinitely abundant, ever-shifting spirit realm sitting adjacent to our own. Dawn is closest to the kingdom of plants, animals and the earthly elements, and so the spirit houses are found deep in forests, by springs and waterfalls or sites otherwise rich in natural beauty. Different traditions associate them with particular trees, plants or mushrooms, too.
Spirit houses (and indeed any shrines to the dawn) should face the rising sun.
Signs of occupancy offerings are re-crafted into new forms, they may be exchanged and in this way broken items can be repaired, embellished or improved. Occasionally spirits in the form of orbs might be seen within the vicinity, or even a fleeting glimpse of a diminutive animal-human hybrid.
Offerings dawn spirits have a great appreciation for human craftsmanship, especially where it imitates nature. Shiny objects reflecting natural hues are greatly appreciated, especially emerald (it is very bad luck to loot an emerald from a dawn spirit house). Sweet foods (especially fruit cut, peeled and presented beautifully) and the burning of sandalwood are also considered appropriate.
Shrinekeepers may summon a dawn spell-spirit once per day whenever they are in a similar environment to the location of their dawn shrine. The spirit manifests as a charm, illusion or minor curse.
Dusk hive
With the proper encouragement, bees can be encouraged to build their hives in suitably appointed spirit-houses, as long as they are near a reliable, expansive source of pollen and nectar, as well as plentiful water. Once a hive has been established, the shrinekeeper may collect 2d4 pints of honey each week (except during winter, in temperate climates). With proper intent, however, the hive's consciousness will manifest as a minor dusk spirit
In terms of structure and decoration, the spirit house need not resemble a contemporary beehive (though this would make honey collectible, I feel this was not something developed until much later). It needs somewhere to hold clean water.
Signs of occupancy the hive is clearly visible upon inspection. Once the dusk spirit arises, the droning of the hive takes on a unusually high or low pitch, or follows a subtle melody (i.e. phasing between two or three tones over regular (though prolonged) intervals. The hive responds in a way that is... different. It subtly acknowledges that the shrinekeeper is a fellow intelligent being
Offerings be sure to burn pine needles or mixed with slightly damp wood or leaves to make smoke. Approach the hive slowly. Refresh the dish of water. Place some fresh flowerheads, ideally from a location close to the hive not previously known to it.
Shrinekeepers can summon a swarm of bees once per day (and during daylight hours only), wherever they are. The bees will be travelling directly from their hive, however, so here may be significant delay before they show up. The swarm follows the commands of the shrinekeeper for one hour, before returning to the hive. If night has fallen they will build a temporary nest in the shrinekeepers hat or hair, remaining there until the following morning.
.Additionally, the hive offers the shrinekeeper the option of limiting the honey they harvest to a cup a week, a mere 8 servings. Each cup of honey is imbued with a random magical effect, as follows:
Spirit Houses in game
- They can operate as a kind of "living spellbook", albeit one that PCs will need to monitor and maintain over time, tied (to varying degrees) to the landscape. This sits alongside the relationships the pariahs build with the spirits of place and settled human communities
- It can create a space for the two improvised magic systems to coexist: the hit dice based sorcery of pariah volume 1 and the gentler reciprocity of anima.
- It adds another layer to the activities of the pariah band: as they build and maintain these spirit houses across the landscape, how do other human communities respond to them? What communities emerge around them as they start to grow in significance?
Coda
(very mild spoilers follow)
On an apparently deserted and lifeless moon Sam and his friend go for a short walk, only to return to find the skull of "some creature" "staring at us". Sam's friend is unable to shake off his unease, dying exactly one year later....
URSULA:I guess it doesn't matter how that skull got there: there's always a million rational explanations for why anything happens. I think we just can't help the instinct to give meaning to things we don't understand.
SAM:
But it was like he manifested his own death from something that wasn't even real.
URSULA:
Well it was real to him and I guess that's all that matters.SAM:I just couldn't imagine giving up that kind of control over my own life.
Links
Ariadne's Thread #2
https://aloneinthelabyrinth.substack.com/p/ariadnes-thread-2
Neolithic House Ghosts
https://aloneinthelabyrinth.blogspot.com/2021/01/hearth-spirits-neolithic-house-ghosts.html
Orbs:
https://aloneinthelabyrinth.blogspot.com/2024/04/d12-anomalous-orbs.html
https://goblinpunch.blogspot.com/2024/05/deconstructing-healing-potions-and.html
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