Tag Archives: sapient species

Homunculus

A human-derivative species first created by foul arts.

They are mainly distinguished from humans by their small stature. They may also exhibit traits more diverse than the humans they live with. Some branches of the species cohere more to the idea or symbol of a human than an actual human body (resulting in odd appearances such as “chibi” homunculi or homunculi resembled a child’s drawings).

The process of creating homunculi is forbidden and severely punished by the homunculi themselves. The necessary knowledge, as much as possible, is destroyed. Homunculi are able to reproduce normally, but the artificial creation of a homunculi involves acts only tolerable to the perverse and sadistic. This fact leaves little hope for homunculi who arise under the process.

Homunculi who are created, rather than born, are not even orphans, for they have no parents to lose. They have no relations, no heritage, no genetics, no kin.

Gibs

Gibs are a diverse sapient species, with many subspecies, some of which vary dramatically from the most common members of the species. Gibs are most readily recognized for being ball-shaped, with a plain face. Each member is monochrome, but Gibs are found in every color. All Gibs variants possess a long, extensible, and prehensile tongue which they use for most manipulation.

Gibs are, as a species, quite comfortable with variance. Gibs societies focus heavily on mutualism, allowing different individuals to use their particular advantages to contribute. Individuals are generally encouraged to rely on their strengths, rather than work against their weaknesses. It does not, for instance, make much sense to have an armless Gins serve as an artisan or painter.

However, the fact that the physical capacities of Gibs vary so widely can be frustrating for individuals. Juvenile Gibs often envy other subspecies, but technology improvements and exosuits allow many Gibs to pursue paths they wouldn’t naturally be able to pursue. However, Gibs society is low-density and low-impact, preferring small settlements to large cities. While artisanal exosuits are somewhat common, many communities lack the means. Thus, even where technology allows a Gibs to do things beyond their natural capacity, it is still culturally and morally important for Gibs to overcome subspecies-envy before they reach adulthood.

It must be emphasized that Gibs society is highly communitarian when it comes to need. Gibs society often relies on “assignments” or “missions,” where a Gibs with certain abilities will be sent to a community in need of those abilities. Individuals with rare abilities may serve rotating missions to many communities. This practice of need-matching helps Gibs keep their communities simpler and efficient, decreasing how large communities need to be viable and ensuring decreased environmental, colonial, and sociological impact.

Unlike other species, Gibs and subspecies names should all be capitalized. This is a cultural convention from historical Gibs’ languages.

Gibs

The most common Gibs variant, also called by the species name. The term Gibs among Gibs only referred to this subspecies, but the expanded meaning quickly grew as Gibs societies mingled with others.

They are characterized by 4 nub arms and 2 platform feet. They move principally by bouncing or hopping. They are about 3 feet tall. If a trait is not mentioned for another subspecies, it may be assumed to resemble the Gibs.

Gids

Horned, with two clawed arms, and heavy wings. They lurch through the air in flight. They have chemical sacs that allow them to ingest, store, and spew flammable or acidic chemicals. They are, in a sense, edgy Gibs.

Gigs

One of two aquatic Gibs. They possess 5 tentacles arranged around the tail, each being about 8 feet long, compared to their body which is merely 2 ft long. While Givs are more agile on land, Gigs are stronger and more agile underwater.

Giks

A rare, winged variant, with 2 platform feet. They boast an 11 ft wingspan, which is significantly reduced with wings furled. The wings are covered in downy feathers (unique to Giks). Many serve as messengers and couriers of light objects.

Gils

Gils are very rare, with elongated bodies, limbs, spines, and a pointed tail.

Gims

Gims are uncommon, resembling Gibs but for the arms. Rather than 2 pairs of 2 nubs, Gims have 3 arms on each side, made of a slightly flexible but hard substance. Each arm can be fired and quickly regrown up to 3 times, for a total of 24 shots. Once all are expended, new arms are grown in a week, and each backup arm takes another week.

Gins

Gins are smaller, being 1.5 feet in length and low to the ground. They have 4 nub legs and no other limbs. They move in a bunny-like fashion and possess catlike agility. They are the second most common variant.

They help communities by performing tasks impossible for larger creatures, and are comfortable as lookouts, running around on roofs, alleys, and the like. They are also deceptively strong, so many work in transporting goods.

Girs

Girs have 8 arms in a ring around the base of their body. These arms can be inflated to make Girs buoyant, allowing them to float above the ground at low altitudes. Girs have highly variable eye-counts and positions, as they may grow eyes anywhere around the body. They’re good lookouts and can lift heavy objects in groups (they are quite good at latching together, unlike the fast and agile Giks).

Givs

The second aquatic Gibs, which resemble a Gins with a horizontal tadpole-like tail, whose fins extend across the body and help the Givs move by vertical undulation. Givs are the most comfortable on land and sea, bridging the two.

Exotic Gibs

Most individual Gibs will fall into one of the common subspecies, even if its parents are from different subspecies. Nonetheless, some Gibs will have exotic and even bizarre combinations of traits from different subspecies. They may also possess more or less traits than usual, such as a horned Gibs with 13 tentacles and extra eyes.

Genh

A genh is a spiritlike, symbiotic species. While not actually spirits, their body is almost invisible and almost intangible.

They engage in symbiosis with other intelligent species. A genh will attach to a specific person and act as a sort of guardian or patron deity. Genh influence their host with creativity and insight, while also using their magical abilities to the host’s benefit. Genh can make themselves visible only at great expense. Instead, they mostly just interact with their host by magically altering dreams, whispering in their ear, and appearing to the host (which is less difficult than making themselves visible; they can appear to the host by magically altering the host’s sight).

Genh’s magic is mostly targeted, being strongest when focused on an individual. Genh abilities vary dramatically, with some being incredibly powerful, and others capable only of inspiration. Thus, genh have blessed many artists, while some genh have helped a handful of people become incredible warriors.

Genh, since they are mutualistic, are benign. Nonetheless, they have their own personalities. Some are less helpful, more biased, or more domineering than others. They might be sassy, dismissive, encouraging, protective, motherly, fatherly, or any number of other things. Most genh will defer to their host’s judgment as to what is beneficial, but not all, and not for all things.

They have a lifespan of about 50 years and gain intelligence rapidly (aided by how little they need to learn of survival or physicality). If their host dies before the genh, the genh will simply move on to another person, typically someone close to the original host. Genh may establish dynasties, where their descendants will associate with the descendants of their hosts. Some genh appear with incredibly long lives sporadically.

Their appearance varies dramatically, since their real bodies are mostly ethereal; what is seen is a projection. As a cultural matter, they do choose a fixed appearance for dealing with their host and each other. They would not really benefit from shapeshifting, so a shapeshifting genh is rare.

Genh subsist on energies emitted by their host. They are not terribly social, but need a healthy relationship with their host. They need respect from the host for their gifts and appreciate quiet meditation. Genh may appear to people close to their host, and a handful of individuals will form friendships with their host’s friends. Additionally, genh will take an entire family as a host where they all get along.

As for the host’s enemies, genh tend to rely on their host’s perspective. Genh struggle with bias and perspective, to the point that some become self-absorbed (they may view the self as including the host, which can get quite problematic if they come to feel the host is part of them, rather than distinct). The same can be true of genh hosts, who may become quite arrogant thanks to the genh’s blessings. Many genh will abandon such hosts.

Fictional examples would be Ms. Sothis Fire Emblem (at least for part of her life) or the Roman genius.

Wispit

Wispit are actually two, almost inseparable symbiotic lifeforms. One is a docile, cloudlike mass, while the other is a small, winged humanoid (height clocking in at 2 to 3 ft). When necessary, wispit refers to the humanoid, while wispit cloud is, well, the cloud. In addition, wispit have no legs, but a sort of tail that helps them nestle into the cloud. Their hair tends to be long, and their ears are more like horns, being long, spiked, and sturdy.

The two species are totally defined by their symbiosis. For example, wispit are intellectually precocious compared to other sapient species. The cloud protects the young wispit and allows it to develop its mental faculties faster than its physical ones. While the cloud allows both to fly (their main mode of movement), the wispit’s wings make for much quicker movement. And, naturally, a wispit is strongly incentivized to nurture, feed, and protect their cloud.

Wispits and their clouds are born and raised together and have nearly identical lifespans. A wispit that loses its cloud is crippled, while a cloud without its wispit becomes ill and will often stop eating. Much like a body will reject an organ transplant if it does not recognize the organ’s cells, a wispit and clouds’ bodies will reject attempts to be separated or have the other replaced.

Since gasses can’t naturally retain their shape, carry weight, or anything like that, wispit clouds need a touch of magic to live. Consequently, there are no wispit in nonmagical rings.

Golems

Golems are a broad type of semiartificial life. They are living beings who gain life when a spirit enters a body granted the ability to move by magic or spiritual infusion. Golems are mostly made of inorganic materials. Locomotion, speech, and the senses are typically achieved by magic, but sophisticated golem designs will also include these features on the physical level. Golems, as magical life, have a natural affinity for magic. Many also have strong spiritual connections and can use spirit/necromantic magic.

The rituals, bodies, and methods used to create golems are diverse. Most are not created to be living at all. Instead, some wandering spirit decides to inhabit the golem body, which has already been designed to be capable of sustaining a spirit. Indeed, a body couldn’t be sufficiently complex to make a lifeless golem unless it is also sufficiently sophisticated to host a spirit. The natural abundance of spirits means that most golems are living, while lifeless golems, called machine golems, are rare.

When a spirit inhabits a golem body, it is functionally equivalent to birth: the spirit forgets its life from before and becomes a soul, bound to the body until the body’s destruction. On death, like other spirits, the spirit will then regain its original memories, without losing its memories of life. What constitutes a golem’s destruction varies according to its construction, but severing the magic tied to the body is always sufficient–the spirit is never trapped in a body reduced to a statue.

Golems experience mental growth and childhood like any other species. Young golems are infantile in their understanding and gradually learn how to make use of their mind, senses, and understanding. Only communal golems have the luxury of physical maturation, that is, having a body that matches their cognitive development. Golems with advanced bodies or magic may have a lot of knowledge or instincts at birth, but will struggle with being born into powerful bodies without having any experience or maturity. Most magic, including that used by primitive golem builders, grants basic language comprehension on birth, since golem builders desire a golem that can follow orders. This process makes golems specially vulnerable to psychological disorders tied to slavery.

Variants

Prole

Other names: Worker, Clay, Common. Prole golems are your iconic golem, designed for brute labor. They serve as heavy laborers, soldiers, guards, and the like. They are the simplest subspecies and civilizations will typically build prole golems before anything else. In consequence, prole golems are the most common subspecies by far. They are rarely built with the capacity to speak–most primitive golem builders do not even realize this is a possibility. Taking these factors together, prole golems are the source of most prejudices against golems, especially the belief that they are soulless, mute, or devoid of intelligence. It should be emphasized that prole golems are none of these, and furthermore, can be quite erudite, wealthy, free, etc. if allowed to develop on their own terms.

Vanitas

Vanitas golems are any golem designed to fulfill some vanity of the creator: the pursuit of beauty, the replacement of a loved one, an artificial child, an attempt at immortality, and so on. Vanitas golems tend to be one-of-a-kind, with physiologies tailored to their purpose. They may or may not resemble the species of their creator. Most vanitas golems are enslaved and many have particularly tortured psychologies, stemming from the peculiar pressures and demands of their creators. Their name comes from the art genre of the same name. Many mythological golems, like Galatea and Pinocchio, would be vanitas golems.

Domestic

Other names: Noble, Service. Domestic golems are the softer equivalent of prole golems. They are designed for domestic labor. For example, a wizard might have prole golems build a tower and then have domestic golems cook and clean. Domestic golems are more likely to be able to speak, especially if they are assigned tasks like cooking or care. Cleaning, light gathering, and light maintenance are the most common tasks. Some domestic golems are even educated as magi, healers, doctors, or other complex roles, but this is rare since few civilizations reach this level of sophisticated golem design and still enslave golems. The creation of domestic golems corresponds to more advanced golem building societies–the precision required to build hands that can handle a broom or even a scalpel are much more complicated than clubs or unwieldy fists. The magic required to subjugate a domestic golem also tends to be more sophisticated, since they can speak and perform more complicated tasks. This magic might feature speech control (e.g., speak only when spoken to or clarifying questions only), physical limits (e.g., do not leave this building), and emotional manipulation (e.g., rage suppression). Domestic golems will often undergo training and education before sale too, meaning golem builders typically instill attitudes of submission (whether they realize the golem is intelligent or not). Oftentimes, golem builders will emplace magic subjugation so severe even before implementing speech that the golem builders do not realize that the golems are intelligent. Other, unscrupulous golem builders will refine their magic to disguise the fact the golems are intelligent to a concerned buyer. Consider the substantial and justified concern about AI in our nonmagical society: developing sophisticated and speaking golems invokes comparable controversies.

Imitation

Other names: Rogue, Impostor, Changeling. Imitation golems are those golems trying to fit into some other civilization, often adopting a physical appearance that is difficult to distinguish from whatever other species they live amongst. This is often to avoid reenslavement or prejudice, but some golems do simply adopt the aesthetics of surrounding species. Imitation golems are often also vanitas or domestic golems, especially if they are still enslaved. Note, however, that imitation golems have nothing to do with actual changelings and can only change at great expense (in terms of material and alteration to their magical enchantment).

Communal

Other names: Heritage, Free. Communal golems are golems born into a society of golems or one who has had time to reshape itself as part of such a society. Free of the pressures of other species, communal golems can vary wildly. Some have bizarre forms, others have highly functional bodies, and others still follow whatever sense of aesthetics their community develops.

Machine

Other names: Animal, algorithmic, husk (perjorative). A golem that genuinely does not possess a soul is a machine golem. Unlike living golems, machine golems operate on purely magical principles to understand speech and take orders. Other golems can naturally and intuitively distinguish whether a golem possesses a soul, but it is much more difficult for other species. Machine golems are surprisingly rare: the natural and magical processes and rituals used to construct golems make suitable vessels for souls. Many listless souls inhabit golem bodies as a matter of instinct or curiosity. Machine golems tend to degrade and collapse faster than other golems, plus they are prone to errors, rages, and obtuseness because they are magical machines instead of creatures that can genuinely understand language. Primitive golem builders and users tend to believe machine golems are simply defective, accelerating the destruction of machine golems and increasing the enslavement of other golems. While all golems technically begin as machine golems, many golem bodies spend only moments as machine golems. After all, places where people converge and build golems tend to be places where spirits also converge. Many golem builders use rituals or other practices that invite spirits without understanding what they are doing. Golem societies have their ways of making sure most bodies receive life.

Free Golems

Any golem can, of course, become free. Some golem societies practice slavery of their own, but overall, most communal golems are free. Thus, communal golems are almost always free. Imitation golems are generally free as well, while vanitas golems may have substantial freedom, depending on the vanity they serve.

Many freed golems struggle with freedom. Their magic may make them compulsively obedient, but plain psychology is often to blame. Enslavement and abuse, especially by owners who do not believe golems to be intelligent, causes all kinds of mental disorders. Many golems internalize the belief that they are a slave species, develop loyalty to their controllers, are habituated to slave work, or become dependent. Most enslaved golems are born with the capacity to understand language and do labor, meaning they are inducted into slavery while their minds are still infantile. Such golems genuinely know no life besides enslavement. The legends of golems fulfilling orders well after their master’s death are true, but only rarely is it out of genuine loyalty or love. Golem communities where escapees, abandoned, or freed golems are common often dedicate significant resources to helping newly-free golems adjust.

Meatstone, Threadstone, and Silkstone

These substances are strongly associated with golems because of their value as golem materials, so much so that they are referred to collectively as golem materials. Each can be found in many colors. Meatstone is firm, malleable, and flexible, good for golem interiors. Silkstone is soft and pleasant to the touch, often used for skin. Thin layers of silkstone are translucent. When combined with meatstone, silkstone can create incredible color combinations and realistically imitate skin colors and complexions. Combined with meatstone, Threadstone is highly flexible and naturally forms in thin strands, so it is used as faux hair, fur, and so on. Golems themselves love having bodies with these materials integrated. Relying on magic for movement can make for stiffness and golems who switch from stone to meatstone will be surprised at how much easier it is to move their body, no matter how powerful the magic they are made with. Silkstone makes for greater sensitivity, and threadstone is popular aesthetically as well. Simply put, most golems feel more supple, limber, strong, and well-rounded with golem materials.

Golem materials can only form naturally in certain universes of particular physical laws, making them a luxury import in most places. Golem civilizations compete with wealthy buyers and golem builders. Many free golems struggle with buying these materials, since it means some enslaved golem might be deprived of a better construction.

Their cost assures that only the most obscenely wealthy would use them for prole golems (flaunting wealth). Instead, prole golems are generally made with whatever’s most available: clay, stone, steel, bone. Vanitas golems, since they’re unique and typically designed with aesthetics in mind, are the most likely to use these materials. Even relatively poor vanitas golem makers will sometimes obtain silkstone and threadstone (less will seek out meatstone since it’s not visible and the majority of the golem’s mass). There are even some vanitas golems made entirely out of silkstone or threadstone–this tends to make for a very weak golem though. Since domestic golems are associated with wealth already, it’s common for them to have hints of golem materials, but since domestic golems are usually used in groups, fewer people can afford to use golem materials for the entire golem. Imitation golems get these materials if they can, since golem materials allow for a more realistic appearance. Communal golems are free to use whatever they get their hands on.

Vampircille

Vampircille [vam-per-seal] are a diminutive, vampire-like sapient species. They stand out because of a biological link to planes full of energy: rather than drawing energy from their ecosystems, vampircille are able to subsist passively on an infinite energy source.

Vampircilles are generally very smol, being 40-60 inches tall in adulthood and are typically docile in personality. Each arm ends with two dexterous digits tipped by hard claws. They have two protruding fangs, from which they can produce threads.

Vampircille are natural weavers. However, the traditional vampircille lifestyle is technologically simple given their lack of opposable thumbs. As a species, they display incredible resistance to disease, heat, pressure, cold, and radiation. They can also rapidly form an armored cocoon when in danger. They can remain in a cocoon indefinitely, since they generate their own energy.

Thanks to their ability with weaving, they can create things like clothing, simple structures, baskets, and the like, but they must rely on other species for more complex manufacturing. They prefer to live in burrows with complex family structures. While pure vampircille societies lack much engineering, they are quite literate with rich intellectual traditions. They can etch in stone with their claws or, where the resources are available, write with their clawtips dipped in ink.

Many species and civilizations exploit vampircille on account of their “free” energy. While vampircille can sustain themselves indefinitely and live for hundreds of years when left to themselves, they have little to protect themselves against other sapient species. Their small size makes them easy to overpower and their cocoons are easy to destroy with tools. Furthermore, most pure vampircille societies are eventually destroyed by slavers.

Of these parasites, vampires are the most prominent. Vampires enslave and feed off them. Some vampire species are only able to survive by feeding on vampircilles. The association is so strong that vampircille’s name is derived by their relationship to vampires in most languages (including this one). While one might think it’s because they are both fanged, a vampircille and a vampire are almost impossible to confuse. It’s more that most civilizations’ first contact with vampircille is through vampircille enslaved by vampires.

Ultimately, most vampircille are enslaved. Of free vampircille, most must live in communities dominated by other species and rely on the defenses those communities provide. Pure vampircille societies are exceedingly rare. Only one is notable on the interplanar scale: the City Faille.

Biology

Biology in B&W is best understood as a duality between body and spirit. Life is defined by the characteristics of our bodies, our spirits, and the bonds between them. (For more detailed discussion on how life is influenced by the characteristics of the body, spirit, and environment, see Umwelt.)

Spirit

A spirit is the thing that gives life, matter, and intelligence. All matter is infused with some degree of spirit, even dead earth and stone. As spirits become more sophisticated, they confer, first, life and then, later, sapience. If a spirit is sapient, it is considered a person. As a spirit develops, it grows in intelligence and power, gains ability to interface with bodies, and its individuality becomes visible.

All spirit is alive, but a spirit must be developed past a certain point to be able to bring its body to life. Background spirit, the spirit that is omnipresent in matter, is a collective of infant spirits. These spirits are not yet able to evidence their individuality or impress their image on the world, so they appear as a homogeneous energy field spanning the cosmoi. Plants, animals, and intelligent life all have spirits of cognizable intelligence.

Spirits are not created and have neither beginning nor end. Although they may exist, grow, and change with time, every spirit has existed in some form always. Although spirit gives all physical matter its form, spirit itself exists physically. It is not, so to speak, immaterial, but a more primordial form of matter than that which we can perceive.

On a personal level, the spirit is what could be called the original self. Our spirits are our emotional world and our means of accessing each others’ emotional worlds. As humans, we have sapient spirits, which enable advanced communication, contemplation, and abstraction, among other things. The individuality of the spirit stems from the ideas that make up a spirit. Plato believed that ideas had their own existence and they do, in the form of people. Spirits are composed of ideas. These ideas are, eo ipso, true: an untrue idea can appear in a spirit’s composition, but it manifests as a flaw or vacuum, a nothingness, in the spirit. Only true ideas positively manifest as a somethingness, composing a spirit. Like ideas, spirits exist in an infinite number and can grow more sophisticated ex nihilo.

Almost all spirits are a dynamic, radiant hodgepodge of beautiful thoughts and concepts. It is possible for a single spirit to grow from a single idea, but this is rare. A single idea can never be complex enough to form a spirit, so it must necessarily take on additional ideas as it grows. These ideas can be very specific. Consider the following case. There is a spirit that has been positively identified as being born from the idea of democracy as it developed in the minds of people born in la Gran Colombia after 1821 through la Gran Colombia’s dissolution. Named Bogota, she first heard of Earth and la Gran Colombia when this identification occurred, and has still never visited Earth, living several cosmoi away. Bogota exemplifies how an idea can be divorced from the context it corresponds to (la Gran Colombia, Earth), if any physical context exists. Bogota, the spirit, has always existed, before the Earth even formed, before Bolívar ever declared War to the Death. Even if la Gran Colombia never came into being, Bogota would still exist.

Bodies & Souls

A soul is the union of body and spirit. Spirits prefer to have a body. Without spirits, there is no matter, but without a body beyond the spirit, they can only influence the material world in trivial ways. Spirits are all made from a single substance, while bodies are not. Pure spirits are split into a few classifications: roaming spirits, sedentary spirits, and primal wills. Contrast with how many species exist. Both spirits and souls vary individually, but spirits’ differences are almost purely individual, while bodies differ individually and as classes.

If a spirit is joined with a body through the process of birth, the resulting soul is considered Natural Life. Birth is a special capacity of spirits that allows for a special union of soul and body. A spirit can only use this special capacity once. Birth is only possible with bodies that can interface with spirits and have no spirit inhabiting it. After birth, the spirit’s bodies prior to birth are suppressed, but not lost. These memories are gradually recovered after death. A spirit is not destroyed with the destruction of body, whether the former soul was natural life or otherwise. Spirits, after death, feel a primordial urge to migrate. This urge leads most spirits beyond the known cosmoi and, exploiting unknown mechanisms, travel to realms unknown.

The capacity of natural life to be born and die is essential for spirits. Spirits exist uncreated and live in and beyond the known cosmoi. As pure spirits, they have little ability to physically influence the world. Spirits return to this condition after death, but the process of becoming a soul matures the spirit. This maturation includes any growth the spirit underwent in terms of its character during life, but it does not end there. The matured spirit is also physically more advanced and gains little-understood abilities tied to the postmortem migration. Living beings have proven incapable of understanding these abilities and mature spirits incapable or uninterested in explaining them.

The typical development of a spirit is summarized as follows: Immature → Intelligent → Natural Life → Mature → Migration.

Those spirits that reject the urge to migrate and come to possess bodies are known as undead. There are a number of undead species. Since birth is unavailable to undead spirits, the bodies must be built to completion beforehand. By becoming undead, these spirits also lose the special abilities possessed by mature spirits (these abilities are regained when the undead return to death). This category also includes spirits whose migration is interrupted for whatever reason. As an example of this latter case, Clockwork Zombies do not choose to return to life. Their spirits are captured by a mechanical body designed to host spirits.

In contrast to natural life, constructs are bodies with a spirit that has never been born. Construct species differ from undead species because they use parts of the birth mechanism to gain a body. The process does not constitute birth and living as a construct usually does not produce the same physical maturation effects on the spirit. Consequently, this process is often caused deficient birth. Death of a construct’s body or the spirit abandoning the body also does not have the same effect as death does on spirits in natural life. Some natural life species began as construct species that evolved to support birth: golems and patchwork tsukumogami.

A body without a spirit reverts to dead matter, passively maintained by some spirit besides the former possessor. How a body gains a spirit of its own depends on the species, but a spirit cannot possess a body and form a soul unless the body can, to some degree, influence itself and give the spirit some freedom to influence the material world in a meaningful way. This is the difference between spirits that reside in unliving objects and souls; the unliving objects don’t work for soul formation because the spirit cannot make any meaningful choice that influences the physical world as a rock or river.

Not all souls fit a 1 body to 1 spirit (1:1) ratio. While n:1 and 1:n ratios are the most common, there exist species and individuals with m:n ratios. These unconventional arrangements require both a body with appropriate characteristics and a spirit with a compatible disposition.

Examples: Mons typically have 2 bodies and 1 spirit, but which 2 bodies the mon controls isn’t fixed (2:1). A mon spirit can shift possession from inhabiting one compatible body to inhabit another (their bodies being specially configured to transfer the spirit in such a fashion). Echidna has an arbitrary number of bodies that correspond to her single spirit (1:n). Tsukumogami often have multiple spirits in a single body (n:1). Blighted persons share their body in part with Blight, a primal will (1:2). While some spirits may be content to inhabit a single plant lifeform (1:1), more sophisticated plant spirits may have an entire forest as their body (1:large n).

When dealing with natural life, spirit and body matches are never that far off the mark. The existence of a soul implies that the body and spirit are highly compatible (this statement should be interpreted at a high level of abstraction). The diversity of physical bodies reflects this fact: some spirits are compatible with only one species of physical body. Furthermore, a spirit may not be able to inhabit all bodies of a compatible species, requiring an even closer match. The body and spirit must be able to physically and emotionally interface. Disease, disorder, and trauma may impact the quality of interface, but they do not erase original compatibility. Constructs and undead do not have the same guarantee, but since their spirits usually choose their bodies, the matches are decent.

By way of note, the term soul may be interpreted in some cases as the union of any group of things that has become universally and deeply integrated into each other, such that they can be described as a single object, but the biological interpretation is the default.

While individual souls are usually understood in isolation, it is important to understand that communities constitute a soul of sorts. Pulling from a previous example, Bogota is dependent on all the ideas around her for her identity: the ideas that birthed la Gran Colombia, the ideas that have come from her own, the ideas that she has lived alongside. The ideas that build my spirit themselves depend on the ideas of other spirits. My ideas, and thereby my spirit, grow as I learn about the ideas and truths of others. In turn, if I teach others truth, my life bleeds into theirs. All life flows in and out of each other. Even the spirits of the dead are influenced by the growth or decay of the ideas they left among the living. To live is to search for true ideas. It’s a collective endeavor and, for every mind lost from the collective or injured by falsehood, we are all the worse off.

List of a Few Sapient Species

See the Sapient Species Tag for all articles about specific species. The animal species tag is available for unintelligent specimens.

Natural Life: life resulting from a spirit being born into a body. Has no memory of life prior to birth. The spirit typically disappears at death.

  • Adamin
  • Axolotl
  • Blizoop
  • Elemental
  • Gibs
  • GKG
  • Golem
  • Human
  • Inclusions
  • Leviathan (abbreviated as Levy)
  • Mons
  • Patchwork Tsukumogami
  • Squiffle
  • Template
  • Vampircille
  • Vampire

Constructs: a body inhabited by a spirit that has never been born into a body. Memory is normal. The spirit typically does not disappear at death.

  • Anima, or Wild Spirits
  • Teruterubozu
  • Tsukumogami
  • Possessor (also a modifier)

Undead: a body inhabited by a spirit that has been born into a body. Undead retain their memories from life.

  • Abhartach
  • Clockwork Zombie
  • Nosferatu
  • Soucouyant
  • Teruterubozu

Species Modifiers: Species that do not have their own form, but the form of other races.

  • Blighted Person
  • Umcoeur

See also