[quote=@DarkwolfX37] Would a spirit with the mantles of Anubis and Zadkiel be plausible? [/quote] Well... Earlier I said that I don't really want a single player character to hog a bunch of mantles, because I want to make more of them available for the other players. But now that I think about it, nothing prevents you from just making multiple characters, each having one of the mantles you want... Then I guess the point would be to make more mantles available to other [i]characters[/i], potentially. So if you want a character who has multiple distinct mantles, you're going to have to put in extra effort to make the character [i]really[/i] unique and interesting, to justify why I shouldn't instead make his extra mantles available to other characters. Regarding Anubis and Zadkiel specifically... Zadkiel is one of the major angels in the Celestiarchy, so if his mantle fell to the hands of some neutral spirit, the Celestiarchy would be very determined to retrieve Zadkiel's mantle from that spirit, likely by killing said spirit. Anubis is a member of the Egyptian pantheon, and thus a member of the Mythic Accord, so having someone who is both Anubis and Zadkiel in the Accord would only spark hostilities between the Accord and the Celestiarchy, for reasons stated earlier. So a lot of Accord members would vote for Anubis to be removed from the Accord, to avoid unnecessary conflict, and then Anubis would have to go join some other faction. The Reclamation of Chaos is out of the question, since they only accept pure Neutral-aligned spirits, so it'd have to be either the Millennial Union or the Wandering Souls. Are you okay with all these implications? EDIT: [quote=@DarkwolfX37] Edit: Question. Given what the document says on spirits, are spirits able to change their appearance at will, since their bodies are made of mana? Or is it constant since it's perfectly attuned to their soul? [/quote] A lot of spirits have a human form and a "true" spirit form. But no, without some kind of shapeshifting ability, spirits can't change their appearances at will. [quote=@Arcanaut] [@JohnSolaris] Alright, so I have read the documents restricting spirits, as well as the magic system (It's good to see structure there) but what about the political landscape? While I'm sure things like how the world governments have reacted will be mentioned later, can you tell us anything about the world's occupants? There was mention of fire elementals in the google doc, but are people rubbing shoulders with minotaurs on the subway, and if so, are they mindless beasts portrayed in myths or are the they just subject to prejudice on their daily commute to their job of trading stock? [/quote] Politics and other details will be elaborated on in the game thread. Seeing as we have enough people interested, it'll probably be up some time next week. To briefly answer your question, it really depends on where you are, and which factions control the territory. For instance, Protectorate-controlled territories would be extremely unwelcoming against (non-artificial) spirits, while Celestiarchy territories would attack demons on sight. In a big inter-faction city like Millennial City, there'd be high degrees of mingling between all sorts of spirits, and they'd generally be accepted as a normal part of life. Of course, all sorts of discrimination and other struggles would still be prevalent, which are meant to be used as plot points. [quote=@Arcanaut] My second question is regarding the enchantment of items. While it seems to be implicated with reference to perpetual motion machines, I want to make sure there's no ambiguity before asking if enchanting an item is a-okay, and further, if alchemy of some sort is allowed e.g. magic based human growth hormone or 'super adderall.' [/quote] Yes, you can have permanently enchanted items. Those are commonplace nowadays in the magitech that powers a lot of human society. Note that the enchanted item would be subject to the Seven Seals' power dampening, unless it's magically bonded to a human/spirit pair to get around the Seals. And yes, alchemy and magical potions are allowed, subject to the same power dampening.