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Spirit Library

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0% found this document useful (0 votes)
130 views

Spirit Library

Uploaded by

royaljoker8668
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

The

You work in a quiet, dusty spirit library


somewhere upon a quiet, dark land, cataloguing
the spirits that are brought to you.
There are many types of spirits: from small
gnome spirits that steal your socks to giant tree
spirits that slowly travel across the land.
The Game
This is a little game about cataloguing a number
of strange spirits. Each spirit comes to you in a jar;
unlabelled and unidentified, collected from the
surrounding town and lands. Your job is to label and
catalogue the jar with your observations of the spirit
and to place it upon the shelves of the Library.

Labels require a short description of the spirit, the


location they came from, the type of spirit and the
classification. You can also keep a catalogue of each
spirit in a journal and make notes and sketches on
each one. The more information that is provided,
the better! With each spirit added to the Library, the
collection grows.

You will need a coin, a standard pack of playing


cards to play and pieces of paper to create labels.
If you are playing on All Hallow’s Eve, Summer &
Winter solstice, at midnight or 3am: these nights or
times attract more spirits. They will be busy nights.

1
How to Play
When you are ready to play, flip over a card and
a coin. The suit of the card represents the type of
spirit, the rank of the card represents the ability of
the spirit. The coin represents the type of form the
spirit has. Once you’ve recorded the details, determine
which classification the spirit falls under and the
location from which it came from.

There is a starting list of locations for you to choose


where the spirits came from. You can use other RPG
towns/world settings or even real-world places as
locations.

There are two cards that come with the zine for labelling
the spirits. You can photocopy them to play or you can
create your own labels.

Play until you've run out of spirits to


catalogue.

2
Playing
SPIRIT FORM
Flip a coin:
Heads: They have a smoky, undefined form. You can
vaguely see some details.

Tails: They have a clear form. You can clearly see the
spirit’s details.

TYPE OF SPIRIT
Flip over a card:
♥ Hearts: Nature spirits – trees, plants, dwarves, dryads,
water sprites, nymphs, earth spirits etc

♦ Diamonds: Human spirits – ghosts, ghouls, kings,


queens, rulers, servants, daughters, sons etc

♠ Spades: Mythical spirits – faeries, gnomes, monsters,


demons, djinn, dragons etc

♣ Clubs: Animal spirits – dogs, snakes, cats, insects,


bears, fish, falcons, ox etc

3
ABILITY OF SPIRIT
2. They can possess others
3. They create mischief
4. They are malevolent
5. They make others violent
6. They can communicate with mortals
7. They steal items and objects
8. They can bend others to their will
9. They cause mishaps to happen
10. They bring death with them
J. They grant fortunes and wishes
Q. They destroy things
K. They create life with their presence
A. They lull others into a sense of security
Joker: They can bring back the dead
4
LOCATIONS
A list of locations the spirit may have come from:
A family home, the local tavern, a creaky hotel, a log cabin,
shipwreck,castle,asprawlingforest,aforgottenitem,theupstairs
bedroom, kitchen, hall, school, the town square etc.

CLASSIFICATIONS
From the information you have gathered, use your best
judgement to classify the spirit:

1. Benevolent - This spirit is safe and does not pose a


threat to anyone.

2. Mild - This spirit will cause some trouble.


3. Unpredictable - This spirit could pose a threat to
others and cause mild injuries and damage.

4. Hazardous – This spirit can cause serious harm to


people and structures.

5. Perilous – In no circumstance should this spirit be


freed!

5
Questions
If you are intrigued by the spirit you are cataloguing,
here are some questions to mull over or to answer in a
journal:

o • What kind of emotions does the spirit give off ?

o • What does the spirit make you feel? Unsettled, terrified,


calm, welcome etc

o • What does the spirit look like?

o • Who was the spirit when they were alive? (If applicable)

o • What significance does the location have to the spirit?

o•Doesthespirit'sabilitycauseyoutroublewhencataloguing?

o • Why was the spirit captured?

o • How do they use their abilities?

6
A Brief History
The town that surrounds the Spirit Library is old and
strained from long years of being lived in. By no fault of its
own, the town found itself in the middle of violent conflicts
between rulers, lovers and friends, hunters and the hunted,
the desperate and the mistrustful.

As the centuries wore on, the violence that had been spilling
into the town began to overflow, causing spirits (both
violent and benign) to manifest and torment the living.
Now the town is beginning to heal, with new families
finding places to build a home and explorers on their way
past coming to rest their feet.

Still haunted by spirits, those who live in the town tried


to make peace by creating the Spirit Library as a way to
contain these spirits and to catalogue those who came back.
One day, the town will find peace.

7
Notable locations
The Town Square
A cobbled square that heard both the shouts of sellers
and cries of protesters. It is the last place the king and
his forces were last seen, thundering through on their
way to a battle. Where the king and his forces went is a
mystery; though many have looked, no trace has been
found.
Chivalry Inn
At the edge of the town, the Inn is an uneasy place
where one can procure remedies for curses, poisons to
quiet a nosy stranger and curious trinkets for use on
liars. The inn is well-worn and much mended.
They do a nice stew.

The Theatre
In a stage accident, a young actress with a bright voice
fell from the scaffolding above the stage during a
matinee. She was impaled on the sword of her fellow
actor and died immediately.
Though an accident, the actor was racked with guilt
and threw himself off a bridge.

8
Morebird Forest
The forest is a quiet place away from the come-and-goings
of the town. Even on the brightest days, the forest covers
itself in a shadowy darkness. Here, shy beasts find refugee
and shrouded figures find corners to scheme in. The trees
lean in as if to glean secrets from one another and bushes
crowd around as if to catch a whisper.

T'Killan Castle
The castle on the outskirts of the town sits slumped,
surrounded by its ruined bones. Once a safe hold for royals,
it was torn apart by a violent storm that left the town
scarred and broken. The royals fled the castle, leaving the
town in disarray, never to return. The remaining villagers
were left to rebuild the town without help. As a symbol of
the betrayal, the castle was never rebuilt.

Tremor Lane
Two monarchs ago, an awaited traveller carrying news to
the village of aid during a harsh drought made his way up
Tremor Lane. Starving and suffering from horrific injuries,
the traveller made it halfway up the lane before falling
unconscious, never to wake again.

9
By Ella Lim
@ella_maybe
lostwaysclub.itch.io
LostWaysClub.com

Pg 3 & 5 images from British Library Flickr

NOTE:
I used to walk past a little window with a sign that
read, ‘World’s Largest Spirit Library’ and I thought,
wow, that’s really cool. It took me many months of
walking past to realise the odd-looking bottles in the
windowsill next to the sign were to hold spirits, as in
alcohol. I still liked the idea of a spirit — soul, ghost, etc —
library and have finally made it into a game o
A little game about
cataloguing spirits for the
Spirit Library

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