#i prefer a combination of the two takes but we're talking purely canon here. and in a canon context im with the og all the way
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thinking about how all post-nineties takes on the tragedy of coast city and parallax inherently fall flat compared to the original because they fail to hold accountable the least obvious suspects -- the justice league -- as the subtext woven through reign of the supermen does. geoff johns’ parallax-as-parasite takes away too much from hal and is almost certainly the catalyst for his modern no personality space cop characterisation, as much as the value of johns’ general contribution to gl mythos is undeniable. what that interpretation refuses to acknowledge, however, is that parallax in his original form is a completely rational response to the trauma hal has been subjected to.
rereading choice issues of reign the other day has me coming back to this over and over. an important city with a population of seven million is completely destroyed and rendered little more than a crater, there are repercussions stretching across the entire state
(”the smoke blanketing california”)
and hal is running on no sleep and no rest of any kind while fighting through injuries that not even his ring is able to heal. in the end, once he eliminates mongul and meets up with a newly returned to life clark after his own fight with hank henshaw, clark declares
as he hovers above mongul’s engine that had destroyed coast city. he says it casually! as if hal’s got a home to go to! as if seven million people aren’t dead!
two weeks later clark calls returning to take engine city apart “a ceremony” as if it’s some great PR opportunity, he talks about it like it’s a mild inconvenience, the jl just giving themselves a pat on the back for doing too little too late for a disaster they could’ve easily prevented
and then at last, when we’re on the brink of a glimpse of justice for coast city, aquaman insists the engine cannot be destroyed and thrown into the ocean as it might prove dangerous to his kingdom, though he shows no regard for what’s happened here and what hal has been through
even the vague notion of a compromise is telling
as if standing on the tombstone of his home is about to make hal happy!! like that’s an option!!!!
most notably, once the engine is dealt with, clark doesn’t bother to ask the singular resident of coast city among them if there’s any way to help but rather he takes it upon himself to build a useless monument out of the very thing that has destroyed coast city to begin with
no one thinks to say that it shouldn’t have happened in the first place and not a single member of the justice league appears to care that one of their own has taken an unimaginable blow, its enough to them that it likely wont happen again and its enough as proof as they’re always gonna be needed. clark, back from the dead, is happy to see coast city as a reminder that he’s still useful.
the next page of superman (1987) #83 is, of course, a bright and sunny morning in metropolis that clark gets to spend with jimmy without a care in the world
it’s startling! it’s ridiculous! the barely contained anger and all-encompassing grief that marks hal’s every word & movement is a sight to see but so is the justice league’s utter disregard for him. a well-written parallax, as he’d originally been, acknowledges this as the necessary starting point! without a support system, without friends and family and a home, hal needs no parasite to infect him in order to lose it.
parallax as a man on the brink, lashing out at friends and foes alike, slipping further into despair in an attempt to set everything right is not only rational but realistic. hal has endured the unthinkable and not a single person in his life cares. to blame a parasite in the retcon means to pretend so-called superheroes played no part in their friend’s breakdown. very nearly doubling as an early exploration of the dark underbelly of heroics along the lines of identity crisis, hal’s arc before the retcon is almost certainly the greatest arc to happen to any mainstream superhero
#THIS GOT LONG IM SORRY BUT KATIE THIS IS. THE POST#IM STILL!!!!!! I HATE THE JL SO MUCH#long post /#hal jordan#green lantern#superman#clark kent#dc#dc comics#u can reblog#i prefer a combination of the two takes but we're talking purely canon here. and in a canon context im with the og all the way
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Hey, now that we're touching on the subject in your writing, want to tell us more about Sunnie and the gang? You know, personalities and who is playing host to which spirit? That kind of thing?
Yeah, I touched on them in THIS post, but admittedly that was very superficial information, and some of the information is slightly outdated too.
To be fair, I thought I’d have more time to introduce you to each spirit and host one at a time, since they weren’t supposed to appear in my works yet. “This Is Halloween” was originally going to be about the mirror caves throughout Anti-Pixie Isle for ~foreshadowing~ reasons that you’ll see later, but then this happened instead. Sorry for the info-dump. But not very.
Okay, so let’s talk about the zodiac spirits again. Luckily for me, I can just steal some of this stuff out of the Anti-Fairy worldbuilding dump I’m posting on the 7th since there’s no fanfic update that day, and link back to this post.
Be aware that this post is massive. But when you’re ready to learn, here you go.
NATURE SPIRITS AND ZODIACS
What is the point of you creating nature spirits for your fanfics?
Giving Anti-Fairies culture that doesn’t totally revolve around evil. Don’t get me wrong- this is definitely a ‘fic about Anti-Cosmo’s rise to power. It’s an “innocence to corruption” type of story.
However, I see canon Anti-Cosmo as a guy striking out mostly because his people are majorly discriminated against by the Fairies. I needed reasons for him to believe his people deserved to not be discriminated against, and reasons for the Anti-Fairies not to think, “Well gee, maybe if we stopped attacking people, they would accept us!” So, the way Anti-Fairies appear in my works is, many of them are good, cultured people who just happen to feel the urge to make mischief and deal with bad luck.
They’re bearers of bad news, but you shouldn’t kill the messenger, so to speak. Many of them are offended at being called evil. We’ll watch Anti-Cosmo get past the point of caring and embrace the evil title. That was one of the harder things for me in writing Frayed Knots, but I think I did okay.
Anti-Fairies are creatures of bad luck, so I started by giving them a zodiac and major beliefs in astrology, fate, destiny, horoscopes, and I built out from there. This was also my way of explaining things that appear in canon, like the Darkness, or the temple to the chicken seen in “Chicken Poofs”. Additionally, many Fairies believe the stars are Fairy warriors. Anti-Fairies believe they’re stars. H.P. belongs to a religion that believes fairy dogs can die. In the show, Sparky stated that they can’t, so the Zodii believe they can’t. Different stuff like that so I can encompass as many bits of canon in the show as possible.
Finally, it was nice to create an entire culture so starkly different from H.P.’s, who grew up in Fairy World in my fanfic Origin of the Pixies. Considering the mixed feelings between Fairies and Anti-Fairies, it seemed appropriate to give them drastically different cultures and beliefs. Additionally, many fans love the Anti-Fairies and wanted to hear more about them in the show, so I wanted to have fun with this. I also wanted to keep my readers engaged since Frayed Knots is my second fanfic and has to cover some of the same worldbuilding stuff we already saw in Origin. I wanted to keep some unexplored territory.
AND, I wanted Anti-Cosmo and Anti-Wanda to be kept busy a lot of the time, which is why we don’t see them with Foop in the later seasons. I didn’t want them to be purely working on evil plans, since it seems their son would have wanted to get in on that action. Instead, I gave them a culture that has super strong traditions and beliefs, and made Foop the oddball who still has loyalty to his culture and reacts badly when he sees Fairies mock it and the Anti-Fairies, but he still thinks most of it is dumb and doesn’t want to get in too deep, so therefore pulls away from his parents and does his own thing.
I knew I’d be writing an extensive ‘fic that would probably take me years to finish, so I needed to have fun.
Don’t worry- while Knots does include a lot of nature spirit stuff, the zodiac still just Anti-Fairy culture and isn’t what I would call “the main plot”. This is still an FOP fanfic that tries to stay close to canon without veering the story into tons of OCs. Anti-Cosmo will be doing a lot of things in this story that have nothing to do with the nature spirits. We don’t even meet Sunnie until the war over godchildren is over. Then we get a big burst of nature spirit stuff before it fades out and we pick up the other plotlines again.
What are the levels of nature spirits?
Wise Ancients - Major deities; for all intents and purposes, they’re gods. I prefer using the terms “nature spirits” and “Ancients”, but they’re basically gods.
Ex: Mother Nature (Space), Father Time (Time), Tarrow (Reality), The Hocus Poconos (Unreality), The Grim Reaper (Death), The Cycling Hen (Life), Prince Morn (Light), Princess Eve (Dark)…
Those are all the Wise Ancients I’ve thought up at this time. More might come later. They’re the overarching set, and the other spirits are their children.
The way I see it, space and time existed and mixed together. From this union, Reality was created. Reality gathered the sentience to take on solid, sentient form, and taught Space and Time how to take shape like him (Mother Nature and Father Time; Tarrow’s name obviously comes from tarot since he’s also viewed as the influencer of luck). Others followed suit.
Spirit Bears - Also considered Ancients, although they are always spirits of the land. They’re a subset of the Ancients who can only kiff-tie (I’m using that term to suggest reproduction in this sense) with other spirit bears. They’re basically personifications of different lands rather than aspects of nature. In Origin, we see H.P. doing paperwork and political things to get Pixie World recognized as an official World. In Knots, we see Anti-Cosmo dealing with the birth of the new spirit bear cub who represents Pixie World. Same timeline of events, but they play on different fields.
Ex: Fairy World (Tír Ildáthach), Anti-Fairy World (Hy-Brasil), Pixie World (Sprigganhame), Anti-Pixie World (Solis Infinitum), and what I suppose we would call Fairy Refract World (Avalon).
Things like Patio World and Mattress World are small towns that don’t have bears. I’m not sure about Hairy World and Scary World yet, but I’m leaning towards those just being nicknames for different planes of existence, so they don’t get bears either.
I drew a comic that I plan to color and upload about H.P.’s interpretation of the spirit bears vs. Anti-Cosmo’s. I also drew H.P. holding Sprigganhame in one of my Inktobers.
Demigods - The children of the Ancients. The term “demigod” is meant to be all-encompassing, so it always refers to the children of the Ancients, exception being people like Tarrow who are considered major deities and therefore Ancients. As far as you’re concerned, I have listed the Ancients above, and their children are the demigods.
Ex: Dayfry (Love; Friday), Saturn (Fire; Saturday), Sunnie (Water; Sunday), Munn (Sky; Monday), Twis (Soil; Tuesday), Winni (Breath; Wednesday), Thurmondo (Leaves; Thursday)
They’re major spirits. Imagine it like, Tarrow is Zeus, and the demigods seen here are the other major gods on Olympus.
There are other demigods (Ex: spirits that symbolize good harvests, good fortune, friendship, patience, travel, wood, stone, certain types of animals) who have similar powers to our gang, but while they might have small shrines, they don’t have official Temples. I mean, maybe some do, but that sounds complicated for my worldbuilding, so let’s not get into that.
Proper ways to address them would be as “the Seven” or “the zodiac spirits”. “Deity” is another acceptable term, as is “nature spirits”, though nature spirits refers to nature spirits as a whole, and zodiac spirits refers only to the Seven.
Minor Spirits - The children of the demigods. Some of them might have the same masteries as actual demigods, but if they aren’t born of the Ancients, they aren’t called demigods. Powers get watered down through the generations.
Ex: Multiple spirits of mist, clouds, lightning, mud, oxygen, etc.
Anything you get when two aspects of nature combine. Periodic table level and stuff. Also known as lesser spirits. There are hundreds if not thousands of them, but they’re not as important . Like I said, they tend to be combinations.
I feel like it’s also worth pointing out that Fergus Mór mac Eirc’s Wikipedia page lists his mother as “the mist”. Literally the mist. Thus, I decided that H.P.’s namesake here (H.P.’s name is Fergus in my headcanon) is the grandson of Sunnie. This gets increasingly interesting when you do further research and find out that Fergus the Great died in a “freak storm”. Apparently, Sunnie had a temper tantrum and he got caught in it. H.P. is terrified of Sunnie as a result. Considering that I dropped Anti-Cosmo in the Water Year at random when I originally decided he was born in the Year of the Black Lake, this is very interesting to me.
Additionally, when minor spirits have kids, you go even smaller. This is where you get guardians of individual rivers, mountains, or particular forest groves.
Nature spirits are “everywhere and everything”, but they all have a single manifested form that embodies their sentience, heart, and that they use to communicate. If they want to talk to you with words, they have to haul their manifested form all the way to where you are, which is often inconvenient if they’re light-years away. Even they can only travel so fast. Otherwise, the most they can do is mess around with their aspect of nature (their “mastery”). For example, by making streams bubble or leaves fall or wind blow.
So, all those signs you think you see in nature in answer to your pleas? Pure laziness. They usually only get up when they have really important messages to deliver, or they’re on the run. If you pray to them, they might be interested enough to respond, but they’re not going to get up to do it and tell you directly. They just shake branches and stuff to signal that they’re paying attention. Super simple stuff that is easily waved off as coincidence by those who don’t believe.
It’s a whole network of spirits, but don’t try to keep them all straight. Focus on the main seven.
Who are the zodiac spirits?
Seven nature spirits who are the grandsons of Mother Nature and Father Time. They each represent a different element on the Fairy zodiac, and are named after the days of the week, which was my way of excusing why the days of the week were called such in the cloudlands long ago. I cared.
Each of the zodiac spirits is a son of a deity called Tarrow the Luck-Twister (also called “the cosmic jellyfish”). He’s basically the deity of fate, and since Anti-Fairies are obsessed with luck, you can see why they like him.
However, each of the zodiac spirits has a different other parent (whom they tend to draw their element from), so they’re all technically half-brothers. Since nature spirits can produce children with either sex, some have a mother and some have two dads. Sunnie is an exception who was created asexually; he’s the water spirit and was formed from Tarrow’s tears after he got dumped by the Hocus Poconos.
I mean, the zodiac spirits are basically major region Legendary Pokémon, and then the minor spirits are each region’s lesser Legendaries. The Ancients would be Mew, Arceus, Rayquaza, etc. They’re above the main region Legendaries.
How does sex/gender work with the nature spirits?
Any nature spirit can deliver an “energy manifestation” (“child”) after they pair. The less dominant spirit will be the one to do so (*Dramatic music* The Fairy zodiac is organized according to age/dominance of the zodiac spirits). The “parent” who is “pregnant” with the spirit can decide the spirit’s sex, because some animals like insect queens can do that but I didn’t get to use that on the actual Fairies, so I gave it to the nature spirits instead because I don’t know.
My favorite dumb joke is that Tarrow is the ultimate dominant spirit against every spirit except for one, The Hocus Poconos, and this is actually the reason why he’s head over heels for her, because she’s the one that’s different. He only had one kid with her - Dayfry - who is his obvious favorite. The other kids were borne by their other parents. Nature spirit pregnancy only lasts for like thirty seconds after the spirits separate, I feel like I should point out.
Nature spirits have “true forms” and “projected forms”, as I will explain later in this post. While their true form would be their biological sex, the gender of their projected form may be different. Everyone interprets the spirits differently, remember? So if you interpret a biologically male water spirit as female, then the projected form you see would be a female water spirit. The nature spirit still interprets himself as male, and while he is aware of your interpretation, it doesn’t change the way he himself sees himself, which is his true form.
What are the Zodiac Temples?
Buildings in the cloudlands that are open places of worship for anyone who wishes to come, regardless of race. Anti-Fairies are by far the most frequent visitors. Aliens aren’t common since this is the Fairy zodiac here.
Each Temple has a public area that’s all decorated. That’s where most people visit. You can also visit one of a few more private side rooms so that you can meditate in peace and place your offerings in the provided dish.
The most important room in the Temple is the echo chamber, and only camarilla members and anyone of their zodiac who have been given explicit permission can visit there to meditate.
The Temples were created during the Sealing War, when the zodiac spirits were considered too powerful and imprisoned. Their manifested forms are inside the echo chambers of their Temples, bound with magical golden chains. As such, while they can still communicate by creating aspects of nature, they can’t go anywhere except inside their Temples.
Sometimes when you’re in their Temples, they’ll appear to speak with you, but only when they want to and their advice should always be taken with a grain of salt- they generally have their own agendas in mind, and even when trying to help, they struggle to comprehend mortal affairs.
As a general rule:
Dayfry (Love) - Knows his name carries a lot of weight and doesn’t like to throw that weight around. So, he rarely reveals himself. However, if you appear to be desperate and crying, you can probably bring him out; he hates seeing anyone miserable.
Saturn (Fire) - You can win him over with impressive offerings and displays. He’s a sucker for flattery, but probably won’t show up if there’s nothing in it for him.
Sunnie (Water) - Sometimes appears if you seek his advice and he finds you interesting, which usually means intellectual. If he doesn’t think you’re worth his time, then you aren’t and there’s nothing you can do about it.
Munn (Sky) - Will reveal himself to almost any Sky year who asks, as long as he’s impressed. He rarely gives out advice, good or otherwise. Mostly he just listens to people while he eats the offerings they brought, and cracks jokes.
Twis (Soil) - Reveals himself next to never, even to his own camarilla representatives. Mostly, he only approaches a Soil High Count or Countess. No one beneath them has enough power to interest him. He’s a stubborn butt.
Winni (Breath) - Doesn’t always appear, but when he does, he’s nosy and likes to tell you what to do. Likely to get offended when you reject his advice, even when it’s terrible.
Thurmondo (Leaves) - Might appear if you push him hard enough, though he’s pretty nervous and spacy and doesn’t like offering suggestions. Not too helpful.
A nature spirit who gets “killed” while out and about will wake up again in their echo chamber. Like the shaman’s reincarnation site in Populous: The Beginning, though I don’t think many of you know that computer game. I was raised on it. No Temple means no reincarnation, so any Temple lost will send the camarilla into an immediate frenzy to rebuild it.
On the subject of Populous, your mana charges faster when you have a higher population. I borrowed that idea for the zodiac spirits too. More people born in their year on the zodiac boosts their power. People of their zodiac actively practicing in their name (namely, visiting a Temple) boosts their power further- no matter what race those visitors are, or which Temple they’re in.
So yeah, if you’ve ever wondered why they refuse to strike their own people, it’s because it hurts them. They have more fun knocking each other’s forces down and cutting each other’s powers supply than they do actually paying attention to the political and moral skirmishes going on. You probably shouldn’t ask them to help you out in times of war. They’d just as easily wipe out your allies who were born under different zodiacs. They play for their own team.
What do the zodiac spirits do?
Act as impartial votes on matters that concern multiple races, mostly (like the Bake-Off and the Olympics). We saw Mother Nature in “Balance of Flour”, but her children and grandchildren sometimes take the role of judge instead. They’re all in agreement that Nana’s brownies are delicious, much to Anti-Fairy irritation.
Mostly they chill at their Temples, snack on their offerings, and badger people to make monuments of them. It’s more complicated than this, but this is all you need to know for now. Just realize that the nature spirits have their own agendas and don’t like sacrificing their wants for mortals, and you’re good.
Yes, they are very powerful and they could snap their fingers and grant you a miracle as long as it falls within their zodiac influence, but that would be bad storytelling. Their powers are what got them into their high positions. They’re considered deities for a reason. But nowadays, their powers are limited due to being bound to their Temples. Mostly they just talk to you and give advice instead of solving all your problems.
What do the zodiac spirits NOT do?
Don’t worry - No major quests in the name of the spirits, no cryptic prophecies, and no manipulating anybody’s life without their knowledge. No major cosmic games that we’ll see Anti-Cosmo get dragged into.
The spirits definitely have their own agendas and sometimes use mortals as means to achieve an end, but the “cosmic game” they’re playing right now is ~mostly~ a competition about who can get the most worshipers and monuments. Like I said, it’s more complicated than this and there are rules that I as the author need to know to keep them in check. We can go into that one day if you want, but let’s get deeper into Knots first. These are the basics. All you really need to know is that Sunnie is a sore loser and he rage-quit a long time ago, so he doesn’t join the current play until he gets his hands on Anti-Cosmo.
But the “cosmic game” isn’t some major world-shattering thing. It just gives the spirits something to do to play with each other. Everyone’s gotta have something to work towards, especially when imprisoned.
The spirits are minor gods who are easily bored and need the camarilla to play card games with them and read bedtime stories more than anything else. Anything that keeps them entertained. A bored or angry spirit is the kind of spirit who will mess around with nature to the point that it’s annoying (Ex: Sunnie might dry up a river, whereas Saturn may make a volcano erupt).
What are true forms, projected forms, and manifested forms?
Manifested form - The single being that basically holds the brain and heart of the element or aspect of nature in question. Ex: Death is a huge thing. The Grim Reaper is Death’s manifested form. This is his soul, his brain, his mouthpiece, etc.
True form - The form a nature spirit was born into. The spirit sees himself in this form. For example, Sunnie’s true form is as a creature made of black crystal, with lynx-like ears. He has turquoise eyes and wears a turquoise cloak. He has really long white hair. That’s how he sees himself. That’s the way Anti-Cosmo sees him when they kiff-tie. It’s taboo to discuss or make monuments in the shape of a nature spirit’s true form. Immortals, however, can’t see projected forms, and only see true forms.
Projected form - The way a mortal interprets a nature spirit. This would be Sunnie’s water genie form. The Darkness projects the black and red vortex we saw in “Wishology”. Tarrow projects his jellyfish. Their true forms show very obvious weak points on their bodies, typically their chests. I mean really, really obvious. Flashing and glowing kind of obvious. Projected forms don’t show those weak points. Anti-Cosmo interprets Sunnie as a water genie, but Sunnie can’t see what Anti-Cosmo interprets him as; that’s his projected form. Sunnie only sees himself in his true form.
What does it mean to host / take a nature spirit’s favor?
A favor (spelled “favour” in Knots) is a piece of jewelry in a zodiac color. It can be any small token or piece of clothing. The spirits generally have a form they prefer (listed by spirit below), though shapes and sizes may differ, especially based on the personal preference of the one carrying it. The spirits are not technically the favors, though sometimes it’s believed that they are.
It’s very important to note that the spirits ONLY take members of the Unseelie Court as their hosts. Namely Anti-Fairies. This is because Anti-Fairies turn to smoke if they’re “killed”, and automatically regenerate within a few seconds or minutes. This means that if another member of the Unseelie Court, like another Anti-Fairy, turns to smoke near them, their particles might get mixed together when they reform. The same is true for the nature spirits, who turn to steam. Their particles combine as they regenerate. That’s kiff-tying.
So this is all… sort of a cross between “Miraculous Ladybug” and “Steven Universe”, apparently. But also Populous: The Beginning. Listen, I already had to drop my original plan of Anti-Cosmo’s accidental influence over bad luck when I discovered “Milo Murphy’s Law”. I refuse to drop the nature spirit stuff too.
As of now, 4 of 7 favors are held by the camarilla. Twis is extremely picky about who he gives his to, and Dayfry’s favor was lost a long time ago and hasn’t yet been found. Which spirits have active hosts depends on the camarilla at the time. When a new High Count / High Countess takes power, their old camarilla shifts out and a new one is called.
If you’re carrying a zodiac spirit’s favor but you’re not on the camarilla, you have to return to the Temple and return the favor to the spirit. That spirit then chooses if he wants to take a new host or take a break for awhile instead. Sometimes the break-ups can be difficult and a spirit will refuse to accept the new camarilla member, and instead throw a fit until the High Count or Countess reluctantly reinstates the old. Sometimes the extinction burst can’t be endured /shot
If a spirit has a host, they can split their awareness between their manifested form, their Temple, and as many hosts as they have, viewing all locations simultaneously. A spirit with no host is limited to viewing only their immediate surroundings and their Temple.
Rogue spirits can take hosts too, but rogue spirits usually avoid the cloudlands because that’s the territory of the main spirits and they don’t want to infringe. They hang out on Earth or other planets in the universe where their parents or older cousins won’t boss them around. Rogue nature spirits can only manifest their favors as simple beads on a simple string. You may have noticed none of the zodiac spirits has a necklace design. Those are considered “simple” and are for rogues. The zodiac spirits are too haughty for that nonsense.
There could be a few Anti-Fairies who’ve met rogue spirits and have agreed to carry their favors, but that’s something they’d likely want to keep to themselves. I don’t imagine rogue spirits are looked on very favorably. But it probably depends. A small town might worship a particular rogue who sticks around their area and always selects hosts in that town. Who knows.
The seven zodiac spirits mutually agreed to only have one host at a time for quote-unquote “cosmic game” purposes to cut down on power-playing. Thus, as a rule, they default to one of the two camarilla members for their zodiac. Because it’s Anti-Fairy culture to hold the camarilla position and retire with dignity if replaced, that creates a regular turnover rate and prevents the spirits from being stuck with someone who refuses to give their favor back and dies alone with it somewhere.
I mean, there’s no rule saying they HAVE to pick from the camarilla. But that generally gives them the most influence over politics, and it would certainly cause a stir among the Anti-Fairies if a random commoner was running around representing them and attracting attention.
What does it mean to be bound to a Temple?
First, I want to point out that the chains binding the zodiac spirits are gold. On the mural in the Blue Castle, the chains are painted on with inrita, the chemical that drains Fairykind magic. Touching the chains in the mural makes an Anti-Fairy’s skin tingle, and their fingertips will go numb for about two minutes. Inrita has no effect on the nature spirits, but inrita is painted on the mural to remind the Anti-Fairies that gold has a similar, painful effect on the nature spirits that inrita has on them. That probably won’t ever come up in Knots. We’ll see.
Being bound to the Temple means the zodiac spirits have a manifestation of themselves chained within their Temple. However, this is a bit difficult to explain, so I’ll do my best. Technically, the zodiac spirits still exist on Plane 23. Plane 23 isn’t physically “higher up” than the other planes. It overlaps every plane. Passing into Plane 23 puts you on the spirit level, and the spirits can wander around and see people, even if they can’t directly interact by touching them or anything. They’re like ghosts.
The zodiac spirits are bound to the Plane 23 version of their Temple. Therefore, you won’t see them every time you visit the echo chamber, although they can see you. They can choose if they want to create a manifestation of themselves within their echo chamber, which is pretty draining, but they can do that and will if they want to talk to you. It’ll knock them out for a week afterwards, though, so they can’t do it with everyone.
Okay, so then we get this:
Sunnie’s manifestation there is what Sunnie can use to communicate with Anti-Cosmo directly, using his mouth and words. That’s the aspect of Sunnie that Anti-Cosmo kiff-ties with. What this means is, this Sunnie turns to steam and Anti-Cosmo turns to smoke through a special ceremony where Anti-Cosmo agrees to carry and care for Sunnie’s favor, and then, well… knives are involved.
You’ll just have to watch things unfold in Knots to see how that goes down: All you really need to know is, Anti-Cosmo is basically Sunnie’s yoo-doo doll when they’re kiff-tied. Sunnie can feel everything Anti-Cosmo feels, as well as see the world through his eyes and hear through his ears. Sunnie used to be able to see the universe without a host, but he can’t do that while he’s bound. When Sunnie broke his tie with Anti-Cosmo in “This Is Halloween”, we saw Sunnie’s manifestation again. That’s the little Sunnie. The Prince of Water is still at the Water Temple, and has the ability to vaporize his manifestation at any time. However, if he did that, he wouldn’t have any other manifestation, and would completely cut off his awareness of what was going on in the Castle.
The Prince of Water can continue creating manifestations to talk to other people in the echo chamber even while kiff-tied with a host. As I believe I mentioned, the zodiac spirits can create lots of manifestations of themselves. However, it’ll knock them out for a week, and the manifestation will disappear if it isn’t tied to a mortal host. And, for “cosmic game” reasons, the zodiac spirits all agreed that they’re each allowed only one host.
Technically, because Sunnie quit, he’s not bound to that rule. He can have as many hosts as he wants as long as he’s not playing, but he would have to rescind all but one to enter the current play. However, that would be out of character for him and then he wouldn’t be Sunnie. When Anti-Cosmo meets Sunnie, Sunnie explains that he hasn’t had a host for… I think it was nine hundred thousand years. He’s a sulker.
Okay, are you following? This is where it gets trickier. The Princely forms of the nature spirits can still interact with one another despite being bound. Imagine that Plane 23 is an empty white void, except the zodiac spirits can see all the Temples. If they weren’t bound, they could see everything. So, the Prince of Water can basically go as far away from his Temple as he wants, floating in an empty white void, until he meets another spirit. Probably the Prince of Soil.
They can hang out, talk, picnic on food from their offering dishes, kiff-tie, whatever they want. They’re just in a white void that occasionally has floating Temples. The golden chains stretch forever. Like I said, if they weren’t bound, they could see all of Plane 23. But while they’re chained, it’s a void for them.
That’s what it means to be bound. The kids are grounded from playing outside unless they’re supervised by a host, but they can still play with each other inside and hang out in their rooms. So obviously, Winni and Thurmondo are together like, all the time.
Don’t really know how much we’ll get into this in Knots. We’ll see hints of Anti-Cosmo floating in the white void when he kiff-ties with Sunnie the first time.
OKAY! That was the encompassing overview that I was going to share in the worldbuilding post next week, but it’s fine, you can have it now.
Now, let’s look at each zodiac spirit in more detail. Their powers were mentioned in a previous post. Now we’ll look at them more as people and demigods.
TARROW: The Cosmic Jellyfish
Deity of creation, fate, and destiny. Not technically represented on the camarilla. His color is red, and the First General wears a magical red cloak with a jellyfish clasp. The First General does not host Tarrow or carry his favor, but only strives to act impartially and make the final call if the camarilla get locked in a debate. He is meant to act impartially.
The cloak is mostly only worn when appearing before the public, especially during ceremonial events. Anti-Buster, the First General before Anti-Cosmo whom we see in Knots, adores it and wears it almost everywhere, except when he’s sleeping. He thinks it makes him look dramatic and you will see him constantly swishing and flicking it during this story.
DAYFRY: The Hummingbird, Leader, and Peacemaker
Love Years: 1989, 1996, 2003, 2010, 2017; Fairy New Year starts March 15th)
Mastery: Love, balance, loyalty, duty, politeness, gentleness, sacrifice, honor
Parentage: Reality (Tarrow) x Unreality (The Hocus Poconos)
Preferred Favor: Amethyst ring, usually worn on left middle finger
Modern Medium: None (Would probably be Anti-Kanin (Caden))
Overview: Dayfry is the King Solomon archetype- the wise leader of the zodiac spirits… or at least that’s what he tries to be. In reality, he’s a social creature who loves getting his family together to play games and enjoy the holidays. He tries to balance them all out by rushing around and soothing everyone, and keeping them from strangling one another.
All the zodiac spirits gave their names to the day of the week they were imprisoned in their Temple. Coincidentally, they were all imprisoned on different days, in the order of their birth. Wow! Amazing mythology coincidence! Dayfry, of course, gave his name to Friday. Friday is the first day of the week in the Fairy calendar. The work day starts Friday afternoon, and it goes until Wednesday afternoon. People get Thursday off, since the Big Wand gets recharged on Friday morning as we learned in “The Big Fairy Share Scare”, so obviously it must be running at its dregs on Thursday, and people don’t want to use magic or go out and about too much. Friday is a late start day every week. Nice. Additionally, Friday the 13th obviously occurs on Friday. Thus, Dayfry is a very respected deity in Anti-Fairy culture.
Because of this, Dayfry doesn’t get out much. He may be social with his brothers, but he’s shy around mortals because he’s a huge celebrity. Also, he doesn’t like kiff-tying much. I’m sure he’s done it with a host before, but it’s just not interesting to him. We’ll only see him once in Knots, briefly, when he arrives to visit at the new Water Temple with all his brothers before it gets consecrated with Anti-Cosmo’s blood.
As previously mentioned, Dayfry is the only child Tarrow had with the Hocus Poconos, and is his dad’s obvious favorite. He’s present in spirit at a lot of ceremonial events, but he likes to stay out of the limelight. Like I said, shy celebrity archetype.
Note that Munn is the spirit of kindness and caring for others, whereas Dayfry is more the spirit of acting professional even when you have to work with someone you don’t like. Dayfry is the spirit of swallowing your pride “for the greater good”, of loving the people and prizing the community as a whole above yourself. Additionally, Dayfry is more the spirit of thoughtfulness and wisdom whereas Sunnie is education, logic, and hard facts.
Everyone is always shocked to hear that Dayfry is single and possibly aromantic asexual. But, well. Spirit of youth and virginity, I guess. I figured that a spirit of Love should either be completely asexual or completely pansexual, and since we’ve already got Tarrow running around… yeah, I went with asexual. Also, he’s purple. That’s obvious. He’s the spirit of balance, after all, so it just makes sense that if all his brothers are paired up, he just hangs out by himself as the odd one out. Not that he really minds. You could say that he gave his gift of love to mortals.
Temple: High South (Navy) Region - Plane 4 - Crowfeld, Anti-Fairy World
The Love Temple isn’t far inside the border of Anti-Fairy World, as it’s one of the places that non-Zodii Fairies frequently visit too. It’s actually the church-like building where Cosmo and Wanda were married as we saw in “School’s Out: The Musical”. I mean, come on, guys. It’s purple and people get married there. That was obvious.
Dayfry’s Temple is mostly your stereotypical place of worship. It’s a reverent, quiet area that allows peace and self-reflection and whatnot. It’s shaped like a circle and his echo chamber is in the very middle of it.
Bonds:
Dayfry is on decent terms with all his brothers. They mutually respect him. As the spirit of Balance, he has healthy purple bonds with all of them. However, he has no interest in kiff-tying. He just kind of does his own thing.
SATURN: The Lizard, Warrior, and Team Dad
Fire Years: 1990, 1997, 2004, 2011, 2018
Mastery: Fire, energy, comfort, emotional strength, passion, family, justice
Parentage: Reality (Tarrow) x Light (Prince Morn)
Preferred Favor: Ruby bracelet
Modern Medium: Anti-Julian (Electro) (Note- I pronounce his name with the ‘H’ sound. I… I don’t know. He’s just always been that way for me.)
Overview: Saturn is the energetic, passionate warrior always willing to take up arms and fight to defend his loved ones. If you mess with his family, you mess with him. He’s even willing to deliver the first blow if he suspects you might mess with his family, though he’s not quite as paranoid about everything as Sunnie is.
Saturn is short-tempered, but as the embodiment of Energy, he’s also super productive. This guy gets things done, and fast. Quality may be questionable sometimes. You can perhaps see why he doesn’t get along well with Twis, who prefers to take things slow and do them right. In mythology, Saturn is the guy who cuts corners, and always has to be humbled by going back and doing them over again more carefully. Though when he doesn’t want to, sometimes he gets frustrated enough to set things on fire. Obviously, when volcanoes erupt, Anti-Fairies panic that someone has horribly offended Saturn.
Saturn is also said to have created the first genies, on level with the creation of Adam and Eve. These genies are called Asja and Galeras, and were mentioned in THIS post awhile back. As a genie breeder, Anti-Cosmo obviously has an interest in Saturn, and visits his Temple when facing major decisions regarding his genies.
So, Saturn is the warrior who cares deeply for his family. That’s probably his main personality trait: His passion. He stands up for what he loves and acts as a brave captain leading the armies of the nature spirits in battle in mythology. He’s easily irritated and revenge-seeking, definitely not someone you want to upset. He tends to devise sick and twisted tortures for those who offend him. He’s not exactly sly and subtle- he’s just the unstoppable, terrifying force, and if you engage him in battle, you will almost certainly lose.
However, he’s not so hot-headed that he’ll forgo logic to fight you. His military training always takes priority. Saturn isn’t the rash enemy who charges you when he’s taunted. He’s the brilliant battle captain who will organize his troops, calculate your weak points, and destroy you. He relies heavily on his faithful strategist, Sunnie, to help him organize his forces, although Sunnie usually tries to calculate plans that result in the least amount of people getting hurt, whereas Saturn is the guy who does care about casualties, but considers them a necessary evil to be sacrificed to win the war if need be.
Previously, I pointed out that the Fairykind don’t have important beliefs about solar or lunar eclipses, because they can’t see those events from the cloudlands. Though, they do have the Fairy-Clipse. Anyway, it seems appropriate to state this again seeing as Saturn is the child of the sun / light / day god and Munn the child of the moon / dark / night goddess. There aren’t any myths about Saturn, Munn, or their parents in regards to solar or lunar eclipses.
Temple: Far West (Maroon) Region - Plane 6 - Shadeblink, Anti-Fairy World
The Fire Temple is shaped like a chocolate chip. It’s all black, smooth, and shiny, with colorful windows where different flames burn behind the glass. There’s a transparent column in the center of the Temple where waves of fire flicker from the bottom and head up towards the top, and burst out occasionally like a colorful volcano. The echo chamber is at the base of this column (not transparent).
This Temple will most likely appear in Knots, probably more than once, but I haven’t gotten to that point yet.
Bonds: (Ordered from “best(?)” relationship to worst. Note that the Anti-Fairies took note of the bonds that the nature spirits share, and believe that similar relationships extend to those born in their year. For example, Saturn and Munn have a close bond, a “yellow” bond, so therefore they believe that Fire and Sky years are naturally compatible.)
Yellow - See Munn’s yellow section
Blue -See Sunnie’s blue section
Pink -See Winni’s pink section
Purple - See Thurmondo’s purple section
Green -See Twis’ yellow section
SUNNIE: The Turtle, Scholar, and Strategist
Water Years: 1991, 1998, 2005, 2012, 2019
Mastery: Water (+ ice), focus, tact, introspection, education, logic, tranquility
Parentage: Born of the tears of a god
Preferred Favor: Turquoise brooch, clasp, or badge
Modern Medium: Anti-Cosmo (Julius)
Overview: Sunnie is basically a self-serving conspiracy nut who takes advantage of Anti-Cosmo for his own gain, but only when he wants to. He doesn’t like going out of way for things like that. That’s wasted energy, and isn’t practical. It took he and Anti-Cosmo a while to warm up to each other, but they’re usually a good team who work well in sync, especially when studying and making plans. It’s just… they have opposite attitudes about a lot of things. Sunnie will always prioritize survival, especially of himself, whereas Anti-Cosmo prioritizes things like protecting or helping others, even if it puts him at risk.
Sunnie doesn’t really get the concept of honor, and will frequently take the coward’s way out by running off when things get tough. He doesn’t like to get involved, and when he does, it’s out of necessity. He can be very blunt and calculating, not afraid of stepping on people’s feelings in order to relay accurate information. However, he has low self-esteem and gets panicky and flustered in the face of criticism. He’s easily offended when holes in his plans are pointed out. He’s a scholar and a strategist. Book-smart, but not people-smart.
As previously mentioned, Sunnie is a strategist who puts his all into thinking, and so he’s also a very sore loser. While he doesn’t yell, he pouts and sulks a lot, and will often vent to Twis as Twis plows his fields. Captive audience, right? Sunnie is a complainer, but as a strategist, he does like to try and fix things. But only after complaining and sulking and having his feelings soothed. He likes having his back stroked and patted while he sprawls across your lap.
Sunnie is the scholar who loves to learn. He’s the guy you’d make offerings to when you have major exams coming up. He also has some stereotypical cat-like behaviors, such as sitting on your keyboard when he wants attention and knocking things off desks and cabinets just because he can. You can scold him, but he’ll give you that, “Try me” look and try to stare you down.
In addition to the liquid form of water, Sunnie is also the demigod of snow and ice. Technically he can also be the demigod of boiling water and steam, and he is, so long as we’re talking about steam from water. Fairies turn to dust and Anti-Fairies turn to smoke, but the nature spirits turn to steam. Sunnie has nothing to do with that.
Despite his sacred animal being the turtle, Sunnie is a very agile creature, and this gift extends to those who carry his favor. He’s quick on his toes and capable of rebounding off walls and ceilings with ease in a fight. One of the highlights of Anti-Wanda’s life is the time she convinced Anti-Cosmo to dress up as one of the Teenage Mutant Ninja Turtles and take advantage of Sunnie’s agility field bonus. He denies this ever happened.
Temple: Central Star (Purple) Region - Plane 3 - Inkblot City, Pixie World
After H.P. knocked the old Water Temple down because of reasons, Sunnie’s bonds broke and he escaped. Anti-Cosmo chased him down and ordered H.P. to build Sunnie a new Temple. As such, the modern Water Temple was rebuilt in Pixie World, coincidentally also fulfilling the requirement of the law that in order to be legally called a city in the cloudlands, a place must have a Temple on the premises. Funny how things work out sometimes.
The modern Temple is square and very fancy. H.P. spared no expense, much to Anti-Cosmo’s horror at the over-the-top tackiness of the place. It makes its first (fully-built) appearance in “Sunnie Rise”.
The echo chamber is in the “undercloud” area, in the basement.
Bonds:
Yellow - See Twis’ yellow bond section
Blue - Saturn is Energy, Sunnie is Focus. Together, as Stone, they act as though hyped up on coffee and energy drinks.It’s worth pointing out that when I say, “as Stone”, we’re not talking about Gem-like fusion here. No. The Prince of Stone has two forms- either Saturn wearing Sunnie’s favor, or Sunnie wearing Saturn’s favor. It’s usually the first way around, Saturn being more dominant by nature. It’s the same title, even though the two are different.
The personality, mannerisms, agenda, and speech pattern of the more dominant spirit will remain intact, with just a bit of influence from the lesser spirit creeping in (for example, Sunnie’s agility bonus, or Saturn’s battle training); it’s not quite as harmonious a union as Gem fusion. It’s just one spirit borrowing the other one’s powers for a boost. The other spirit is essentially along for the ride, with no ability to control the body- they merely observe the outside world from a passive standpoint while the dominant spirit draws from their energy.
Basically, imagine Saturn wearing Sunnie’s brooch, his personality intact, but hyped up on energy drinks and with the grace of a dancer. The personality is the same, but the physical condition here (energy drink influence) and level of ability (agility) are different. The Prince of Stone will work ceaselessly on whatever task you set him too, usually without getting too distracted.
And of course, when they come apart (the more dominant spirit takes off the less dominant one’s favor), the less dominant spirit will be “pregnant” for about thirty seconds before giving birth to - you guessed it - a spirit of Stone with a personality and interests similar to whatever was just going on with its “parents”. The title of prince is reserved purely for when two demigods wear each other’s favors, though, and isn’t passed on to the energy manifestation. The “child” is simply called a minor spirit of Stone.
Pink - See Thurmondo’s pink section
Purple - See Munn’s purple section
Green - See Winni’s green section
MUNN: The Albatross, Prankster, and Traveler
Sky Years: 1992, 1999, 2006, 2013, 2020
Mastery: Sky, acceptance, compassion, hope, faith, cheer, speed, safe travel
Parentage: Reality (Tarrow) x Dark (Princess Eve)
Preferred Favor: Sapphire piercings (usually earrings), but for those uncomfortable with piercings, his favor can even manifest as headphones
Modern Medium: Anti-Wanda (Venus)
Overview: Munn has a cheery disposition, quick to joke and look at the bright side, though he does have his nervous moments. However, he would rarely be described as “sad”. He gets disappointed at times, but he usually shakes those feelings off without dwelling on them much. He’s just a naturally happy guy, even in very stressful situations.
Munn plays the antagonistic role in much of Anti-Fairy mythology, as he’s viewed as a prankster who often taunts other spirits and creatures and gets into trouble. As the spirit of compassion, he’s a bit backwards in Anti-Fairy society. Anti-Fairies are often kind towards each other because they’re a social species who gather in colonies, but Munn takes things too far by suggesting they make friends even with people who have wronged them, like the Fairies. Gross.
As I mentioned, his prankster nature tends to get him into trouble. He’s a spirit of scouting, stealth, and the arts of escape, and loves to learn people’s secrets. He’s not the blabbermouth that Winni is, though they have been known to team up on occasion to gather information (and do things like set up the Wind Wand on the blue moon in the Vegon system while embodying the Prince of Wind).
Munn may play the antagonistic role in much of Anti-Fairy myth, but he’s still a very nice guy. He just gets excited and puts silly plans into action that usually result in stealing someone’s sacred item and realizing as he runs off with it that yeah, he probably shouldn’t have done that. His brothers generally catch and scold him, and he gets punished for his offenses, but no one’s ever upset enough with him that they would go as far as destroying his Temple and then hunting him down and killing him. They’re still family, after all.
Still, Munn’s adventures aren’t limited to the zodiac spirits, and he appears in mythology as the guy who pulls crazy stunts such as taunting Death and opening the gates of the spirit world into the living realm. Munn is the guy who would stumble across an ancient scroll about how to resurrect the dead and then follow it because, “That would be hilarious if this actually worked”. But, being Munn, he’ll probably mix at least one of the ingredients up, and end up with more than he bargained for.
Sometimes he tries to solve problems on his own, though most of the time when he knows he’s in trouble, he’ll flee to Saturn for protection, to which Saturn’s deadpan response when his half-brother comes skidding in is, “What stupid thing did you do this time?” But, those two are very close. Most people don’t like to mess with Saturn, and will let Munn off with a warning. Most of Munn’s punishments involve Munn helping to clean up the mess he made and return anything he may have stolen, and grovel his apologies. Saturn lets them do that. He just doesn’t like people hurting his family and will step in if they’re punishments entail lots of violence, is all.
Munn is also the demigod of fast, safe, and enjoyable travel, and the guy you would want to make an offering to, perhaps along with a copy of your planned route, if you’re seeking his blessing before a journey. His field bonus is Speed. Anti-Wanda, you see, was a brilliant choice for the Anti-Fairy to sprint during the Fairy World Games. Munn’s speed bonus extends much more to flying than it does to the ground, but Anti-Wanda is still a fast little gal.
Temple: Far East (Pink) Region - Plane 7 - Comet Falls, Fairy World
The Sky Temple is hardly the place you think of first when you think “temple”. Munn cares less about being worshiped directly than he does making people happy and enjoying himself. His place tends to be a wild party all the time, and a lot of sketchy things go on here. Comet Falls is a party town as it is- it’s the place where they had the clock tower that we saw in “School’s Out: The Musical”, when all the godparents were thrilled about the change of the season for their godkids. Anti-Wanda has been able to navigate it without getting into too much trouble, though.
The echo chamber is in the upper, dome-shaped part of the building. The Sky Temple is not scheduled to make any appearances at this time, though I have a loose Prompt about Anti-Wanda planned that will probably end up there.
Bonds:
Yellow - Saturn is Energy, Munn is Acceptance. Together, as Lightning, they are the embodiment of fun and new discovery in a relationship, and their bond is viewed as one of pleasure, exploration, playfulness, excitement, and perhaps a bit of lust. Together they’re seen as spirits who represent the honeymoon phase of a relationship.
Blue -See Winni’s blue section
Pink -See Twis’ pink section
Purple - Sunnie is Focus. As Cloud, they embody everything between playful teasing and deadpan sarcasm. You basically get Sunnie with speed powers and punk piercings, never missing a beat as he roasts you. It’s worth noting that Anti-Wanda carries Munn’s favor and Anti-Cosmo carries Sunnie’s, so these two could take on their Prince of Cloud state every time their hosts decide to be intimate.
In case you haven’t figured it out by now, this is the joke from that one Inktober piece I drew about Foop saying he just got “the talk about where clouds come from” as he stares accusingly at his parents. It’s also a very funny joke about the giant cloud that accompanied Foop’s birth.
Green - See Thurmondo’s green section
TWIS: The Donkey, Farmer, and Merchant
Soil Years: 1993, 2000, 2007, 2014, 2021
Mastery: Soil, dedication, work, ambition, planning, harvest, physical strength
Parentage: Reality (Tarrow) x Some random gravity spirit Tarrow took an interest in, but whom Twis never really knew seeing as he was abandoned after
Preferred Favor: Thick brown belt with a citrine buckle
Modern Medium: None
Overview: Twis is the “solid as a rock” archetype in Anti-Fairy myth, stubborn and proud. He’ll usually be polite, if a bit gruff, unless you offend him, in which case he’ll probably leave and not come back. He holds long grudges, even if he doesn’t act on them quite as much as Saturn. For the most part, Sunnie is the only one who can sway his mind when he’s being an especially irritable grump.
He’s a dedicated worker who doesn’t cut corners and will get the job done and get it done well, but at his own pace. Don’t rush him. He hates to be rushed. He doesn’t like criticism, or people in general, and is reluctant to reveal himself to anyone of less authority than a High Count or High Countess born in the Soil year. With exception of relying on the sunlight and water to grow crops, he prefers to work alone and will be extremely frustrated if you try to help but you don’t measure up to his standards. He doesn’t see working with young kids as a way of teaching or bonding with them, and instead will send them off anywhere to get them out of his way. He takes pride in his work and doesn’t like it when his stuff is messed with.
Twis is the spirit of harvest too. He works in tandem with Sunnie to grow crops. He’s also a spirit of bartering, as Anti-Fairies believe that all land has life which is represented by a spirit bear. Twis, then, is the helpful spirit who carries messages to the spirit bears if someone is too embarrassed to pray to them directly. He’s the spirit who gives you strength to stand in front of a crowd, even if Winni is the spirit of communication and memory who helps you find your words and speak clearly.
Twis recognizes what people want and is always willing to put forth the effort to ensure all parties are happy. He’s the merchant spirit who is there when you strike up deals in the marketplace. He’s the careful planner who is there when you are struggling with funds and trying to stick to your budget. He’s a spirit of making deals and keeping loyal to your promises above all else. If you remember, H.P. was born in a Soil year. I think that’s fitting for the Head Pixie.
However, while Twis may be a spirit of work, budgets, and planning, he’s not so much a spirit of charity. He’s very much the ant in “The Ant and the Grasshopper”, a believer that you reap what you sow. He doesn’t enjoy straying from his plans or making sacrifices for someone he can’t prove has put forth their best effort. Of course, he doesn’t like watching these people work either, because he has things to do, nor does he like them working with him. It’s a complicated feeling. The guy just doesn’t like social interaction much, and only Sunnie seems really able to get through to him. Even that’s because Sunnie is helpful and practical, and emotionally distant.
You would think he would be a brony or something, having an affiliation with equines and all, but ain’t nobody got time for that when they live in a paradise with temperate climates year-round. There’s so much to plant and harvest! Also did I mention that he will completely work himself to exhaustion, because he will.
Temple: Lower East (Teal) Region - Plane 5 - Mudhale
The Soil Temple is built straight into a mountain, and it’s the entrance to many cave systems throughout Anti-Fairy World. It collapsed during the early years of the War of the Sunset Divide. H.P. was actually born in the year it collapsed, which is appropriately named the Year of the Fallen Mountain.
After the war, the Temple was restored to its former state. It’s in the same location and is more stable and less likely to collapse now. The echo chamber is deep in the back, among caverns of glowing mushrooms and interesting fauna. Twis doesn’t like visitors and wanted his chamber out of the way.
H.P. and Anti-Cosmo visit the Soil Temple in “Dust to Dirt”.
Bonds:
Yellow - Sunnie is Focus and Twis is Devotion. Together, as Mud, they are the embodiment of loyalty in a relationship, and their bond is viewed as one of tenderness, sweetness, warmth, and pure affection. Together they’re seen as spirits who represent companionate love (the post-honeymoon phase of a long-term relationship).
Blue - See Thurmondo’s blue section
Pink - Munn is Acceptance. As Sand, they embody peace and friendship.
Purple - See Winni’s purple section
Green - Saturn is Energy. As Ash, they embody instability and resistance. Saturn is a creature of passion, and Twis isn’t much for emotions. Saturn likes to rush, Twis likes to take things slow. Twis sees Saturn as sloppy, and Saturn sees Twis as slow. They wouldn’t kiff-tie willingly unless there was a huge emergency. They just don’t get along.
WINNI: The Leopard, Teacher, and Healer
Breath Years: 1994, 2001, 2008, 2015, 2022
Mastery: Breath, communication, health, teaching, sewing, rest, self-care
(Note: Anti-Fairies don’t believe in medicine, because it doesn’t work on them like it works on Fairies. They believe in either praying for miracles or in herbal remedies to soothe pain even if they don’t cure sickness. So instead of being the “spirit of medicine”, they consider Winni the spirit of “remedies”.)
Parentage: Reality (Tarrow) x Life (The Cycling Hen)
Preferred Favor: Beryl button or pin (Anti-Bryndin wears the button on his scarf, Foop / Hiccup would wear it on a vest or coat were they to take Winni’s favor)
Modern Medium: None (Anti-Bryndin hosts him in Knots)
Overview: Winni is the neat-freak homemaker of the family, who cleans his echo chamber obsessively. Between his nosiness, big mouth, his obsession with cleanliness, and living in a very frequented Temple, he’s the most likely to manifest himself, but you’ll probably get a tongue bath or preening in the process. For someone who so despises dirt, it’s a little surprising that he gets along much better with Twis than he does with Sunnie. Then again, it’s mostly Sunnie that finds Winni annoying rather than the other way around. Winni is still somewhat young for a spirit, and looks up to his elder half-brothers greatly.
Even so, Winni embodies the bossy mentor archetype. What he wants done, he wants done his way, and soon. He’s a bit of a jack-of-all trades, which means that many things come easily to him, which means he struggles to understand why other people can’t seem to measure up to his standards. Though he easily gets frustrated, he tries his best to shrug things off, put on a happy smile, and once again go over his instructions in careful detail. He doesn’t mind repeating himself, but he does get upset if you don’t want to listen to him.
As the spirit of medicine and herbal remedies, Winni obviously knows what he’s doing there. However, he has his set mindset about what helps what, and isn’t good at keeping up with the allergies of individuals, or even noticing if he’s just given them a deadly poison that wouldn’t kill a nature spirit. He means well.
Winni is basically the demigod of teamwork. Sunnie much prefers to work alone. Thus, the two of them are opposites, and because Anti-Cosmo plays on Sunnie’s team, Winni is a bit of an antagonist in Knots. Doesn’t help that he’s the spirit of Communication, and he’s a people-reader and a bit of a manipulator. He’s also horribly impatient, nosy as I mentioned, and a massive blabbermouth. In his free time, he enjoys all types of knitting, weaving, sewing, and embroidery. Most of the zodiac spirits prefer offerings of food, but Winni enjoys offerings of newspapers that keep him updated on the goings-on of the outside world, and he becomes super flattered if you make cross-stitches or sew plushies for him.
His inability to keep his mouth shut most of the time may have something to do with the fact that he screams every morning like a rooster, despite the fact that the rooster is Thurmondo’s sacred animal and Winni’s is the leopard. Maybe his mom and the little Leaves spirit rubbed off on him. The way I see it, Winni’s true form is actually heavily based off a rooster because of his mom, but because he spends so much time with Thurmondo, the rooster became associated with Thurmondo instead of him.
Temple: Lower West (Green) Region - Plane 3 - Godscress, Fairy World
The Breath Temple is also known by the name Temple of Healing. It’s a place of rest and strengthening, and rapidly speeds up the healing rate of all inside it- especially for magical creatures like the Fairykind. It contains a magical fountain, because in addition to being Populous trash, I am also confirmed Age of Mythology trash and I had to reference the Healing Spring.
Winni’s echo chamber is in the middle of the giant fountain. It’s like a volcano, but with healing water.
Bonds:
Yellow - See Thurmondo’s yellow section
Blue - Munn is Acceptance. As Wind, they embody politeness and structure.
Pink - Saturn is Energy. As Lava, they embody laughter and joy.
Purple - Twis is Devotion. As Roots, they embody oaths and fierce loyalty.
Green - Sunnie is Focus. As Blood, they embody sorrow and anxiety.
THURMONDO: The Rooster, Inventor, and Caretaker
Leaves Years: 1995, 2002, 2009, 2016, 2023
Parentage: Reality (Tarrow) x Death (The Grim Reaper)
Mastery: Leaves, curiosity, courage, initiative, understanding, mercy, humility
Preferred Favor: Jade circlet or tiara, usually of overlapping metal leaves
Modern Medium: Anti-Kyler (Rufus)
Overview: Thurmondo is absentminded, tending to get lost in his own thoughts as he thinks up new inventions, or wanders off after an interesting falling leaf. He’s the type who doesn’t mind being alone to work, though he does love people, and talking to them, as he finds them fascinating and loves to hear stories. He’s generally low-maintenance, though he’s nitpicky about special ceremonies and insulted when they aren’t done to his specifications.
Namely, Thurmondo knows his place as the youngest and submissive. He and those born in his zodiac are often followers rather than leaders. A stickler for tradition, Thurmondo becomes upset when, for example, someone born in his year attempts to lead someone of another zodiac through a ceremonial dance. Traditions like that. He’s paranoid about getting in the way and a bit superstitious that if doesn’t play his part, order and structure will collapse.
He has a shy nature, though if pushed far enough, he will make an effort to stand up for himself. Of course, the results of that effort depend on the reaction of whomever he’s standing up to. Thurmondo has a brave heart, but also a humble one, which can lead him to second-guess himself. This prevents him from rushing into battle like hot-headed Saturn, but the more Thurmondo starts to second-guess himself, the more nervous he becomes.
He used to be bolder in his younger years, but Winni’s really done a number on him; now, Thurmondo is viewed as more of an awkward and cowardly spirit than the clever inventor he once was. He still picks at his projects, but he doesn’t spend as much time on his research as he’d like to. His 24/7 relationship with Winni keeps his mind pretty busy. He’s easily distracted and can’t split his attention between separate tasks like Sunnie can.
Thurmondo may not be the one you would seek out for advice most of the time, but he would be the one you pray to when you don’t think you can go on any longer, especially when in unpleasant circumstances like abusive relationships (not even romantic ones necessarily). Thurmondo is the spirit of pulling through, the one who wants you to succeed and escape even if he can’t.
I wrote a potential Prompt about him and Winni, but because of the nature of abuse and coercion, I’m still deciding if I ever want to share it. If I do, it will be towards the end of the project, where only those with the determination to make it through the rest are likely to find it.
He’s basically given birth zillions of time and has oodles of children. The little guys never seem to last long, though. They often get… eaten.
Temple: High North (Blue) Region - Plane 4 - Near the FGP, Fairy World
The Leaves Temple is a quiet museum at its back, and the area at the front is full of puzzles, games, toys, and stuff to experiment and play with. Lots of fun for kids. the echo chamber is on the top floor.
Thurmondo’s Temple first appears in the distance during “Cotton Candy Oatmeal”, and is later visited in “Letters and Numbers”.
Bonds:
Yellow - Winni is Communication and Thurmondo is Curiosity. Thurmondo is also the spirit of change, especially the seasons. His spring form is one of innocence and discovery, of tentativeness and losing virginity. His summer form is one full of passion and delight. His autumn form is one of uncertainty, shame, passive-aggression, and reluctance. Finally, his winter form is one of fear and struggle, the relationship between him and Winni a drastic power imbalance of lust and abuse. Every winter, Thurmondo swears he’ll keep his memories and remember what Winni is like in winter and avoid falling back into his trap, but he loses his memories on March 14th every year, and with the new year, Winni patiently teaches him that he’s a nature spirit all over again.
Together, as Oxygen, they are the embodiment of uncertainty and hope in a relationship, and their bond is viewed as one of development, learning, realization, adaptation, and teamwork. It’s worth pointing out that from Winni’s perspective, the pair are literally creating oxygen when they’re together, so when Thurmondo resists him, Thurmondo is literally strangling people who need oxygen to breathe. Additionally, as a spirit with the ability to heal at an extremely rapid rate himself, Winni has some difficulty comprehending physical pain in others. Due to the oxygen thing, he’ll freak out when Thurmondo isn’t around, and is willing to use his powers of Communication for dirty manipulative tricks to make Thurmondo feel selfish and worthless when he wants to take a break.
Winni’s winter form has a better understanding that what he’s doing is wrong and might even feel guilty for it if you press him, though he’ll still shrug it off because he thinks he’s just doing his duty. In his autumn form, he is completely 100% convinced that he’s doing the right thing and that the people need them. In his spring form, like Thurmondo, he can also be viewed as a spirit of losing virginity, though he’s the “rite of passage” and “coming into adulthood” type of losing virginity as opposed to Thurmondo’s “wanting to give it to someone you love” or “the time just feels right”, because of course he is.
Together they’re seen as spirits who represent staying together out of necessity for the benefit of their children. Abusive relationships aren’t good from a human point of view, but for Anti-Fairies, who end up in relationships with those their counterparts do, it’s comforting to know that Thurmondo is sticking it out. When they remember the abuse Thurmondo takes from Winni every winter, suddenly the faults in their own partner don’t seem so bad.
Blue - Twis is Devotion. The weirdest thing is, Thurmondo’s field bonus is Copycat. Despite being the automatically submissive spirit, he actually can influence the mindset of those he kiff-ties with. As the Prince of Mulch, Twis’ Devotion combined with Thurmondo’s Curiosity would give you Twis’ body and personality, but instead of being devoted to farming, Twis would suddenly find himself super interested in Thurmondo’s inventions and research projects. Good luck dragging him away from those.
Pink - Sunnie is Focus. Again, Thurmondo has the power to influence the spirit in control, though whether he knows he’s doing it or not is up to debate. The Prince of Dew will lose Thurmondo’s spaciness, and is instead a brilliant mastermind who will rapidly learn anything and everything about whatever you give him to study.
Purple - Saturn is Energy. The Prince of Nitrogen is fast and furious, easily distracted, and prone to running off after anything that catches his attention and tackling it into submission. He’s super touchy-feely and will poke your face.
Green - Munn is Acceptance, but he’s also the spirit of compassion. Munn is a spirit of consent and joy, and when he and Thurmondo aren’t kiff-tied, he views his youngest half-brother in his hormonal summer form. However, when they are together, the Prince of Fungus gets slammed with all of Thurmondo’s burdens and self-doubts, and becomes overwhelmed with grief and shame. Munn doesn’t know how to deal with Thurmondo’s emotions, so the Prince of Fungus shuts down, withdrawing into himself and being mostly unresponsive, apart from the occasional snarky comment. He’s not too helpful and has a scathing outlook on the world at all times.
It’s super rare for Thurmondo to kiff-tie with other nature spirits, though, considering the hold Winni has on him. I can’t imagine any situation in my works when it would come up. Thurmondo’s fate is pretty set, and this post is simply here for you to think about the different possibilities that could result. But you shouldn’t really expect to see them in practice.
Here’s an overview zodiac kiff-tie chart. The background color of each box shows the color of the bond. The color of the text is the default dominant spirit.
There you go! That basically covers everything you could possibly need to know about the zodiac spirits! Whom you won’t be seeing until like Act 3, but okay, you do your thing and I’ll do mine.
#asks#Anon#ridwriting#FAIRIES!#Tiny Love prince#Fire lizard prince#Water genie prince#Sky monkey prince#Soil centaur prince#Breath moose prince#Chained Leaves prince#Frayed Knots#Bat cube and associates#The bat with the hat#The best bat queen#Nerdy blue bat son#Origin of the Pixies#Nature spirit ref#Long post
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