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Nature spirits, also known to some as primal spirits, were incarnations of the natural world that were linked to specific natural features or locations in the Prime Material plane.[1][2] They varied greatly in appearance and power. Some spirits were diminutive in size and might—often called upon for aid by travelers in wilderness[3][4]―while others were venerated as semi-divine beings or even gods unto themselves.[5][6][7][8]

Respect the spirits of your home, for they guard the land when you sleep.
— The 4th law of the Rashemaar people.[9]

Description[]

Nature spirits appeared as manifestations of geographical features found within the world of Toril. Some spirits encompassed a only a single rock or tree,[2] while others were the drawn from an entire desert oasis or a looming mountain.[5] The most powerful nature spirits appeared as manifestations of whole island chains, large enough to house an entire kingdom.[7]

They took on varying humanoid forms, appearing as children,[2] ethereal-looking adults,[10] or even monstrous aspects of nature come to life.[11] In some cases they manifested as fearsome animals.[7][12]

Powers[]

Spirits of nature held varying levels of omniscience over the natural land with which they were connected.[5] It was speculated that they served the same role with the natural world, as the primordials were for the Elemental Chaos or true gods were for the Outer Planes.[note 1][13]

Society[]

Nature spirits were known to appear to many groups of peoples all across Toril. They were venerated by the grippli of the Sword Coast[14] as well as the Korobokuru people,[15] and were known to bestow spellcasting powers to the dwarves of Chult.[16]

It was possible for nature spirits to mate in a way with humans, though it was an ancient practice. The descendants of this historical dalliance between entities were known as spirit folk.[2][17]

Relationships[]

Nature spirits were venerated by individuals that were bonded to the natural world and tapped into primal magic. They often granted powers to druids, barbarians,[18][7] and shamans alike.[19][20] Some druids were even capable of themselves transforming into nature spirits.[1]

Lesser nature spirits could be summoned by means of the ritual, call wilderness guide.[21]

Place Magic[]

Main article: Place magic

Spellcasters from certain locales across Toril were capable of drawing upon the powers of nature spirits to cast arcane magic as well. Practitioners of place magic held strong bonds to their homeland and the spirits within. They could tap into the Weave without having prepared and memorized spells beforehand. The Wychlaran of Rashemen were among the most famous practitioners of place magic.[22][23]

History[]

According to one legends, these spirits first appeared in the natural world during the Dawn War, when the gods and primordials engaged in a terrible battle that raged across the multiverse.[13]

Locations[]

Nature spirits were more often encountered in secluded locales of natural beauty and primal power. Notable among these locales were Immil Vale, the Ashenwood and Urlingwood forests in Rashemen,[24][11] the oases of Anauroch,[5] the jungles of Chult,[25] the Hordelands,[26] and numerous locales across the continent of Kara-Tur.[2]

The Moonshae Isles and the Hordelands were among the locales where the worship of nature spirits was most prevalent.[7][26]

Varieties[]

Elven Nature Spirits[]

Wild elves worshiped the six known nature spirits Bear, Eagle, Raven, Wolf,[27] Coyote, and Snake as lesser deities.[28]

Kara-Turan Spirits[]

Nature spirits in Kara-Tur comprised two aspects of morality, both good and evil. These aspects regularly existed in harmony until one became coerced into dominance by some outside force.[2]

Place Spirits[]

Main article: Place spirit

Place spirits were semi-divine entities of Anauroch worshiped by the native Bedine tribes. Each spirit was linked to its own 'place of power' and held distinct power and sentience within its borders.[5]

Nine Trickster Gods[]

Main article: Nine trickster gods

These primal spirits arose from the Jungles of Chult, after Ubtao abandoned his homeland. Over time they became worshiped as gods by the people of Omu, and grew mischievous and even malicious in nature. The spirits of these "trickster gods" were defeated and imprisoned by the lich Acererak and buried in the Tomb of the Nine Gods. Some decades later, the trickster gods had regained some of their former power and were able to influence mortals once more.[29]

Known Nature Spirits[]

Rumors & Legends[]

One legend stated that the four seasons of the world—spring, summer, autumn, and winter—were once carefree primal spirits that frolicked about during the Dawn War as conflict and chaos spread across the planes of existence.[37]

Appendix[]

See Also[]

  • Spirits, a term used to describe a variety of spiritual concepts and entities.
  • Chwingas, elemental spirits that dwelled within rocks, plants, or natural bodies of water.[38]
  • Telthor, guardian spirits of nature that took the form of animals.[39]

Notes[]

  1. Dragon magazine 373 refers to the gods' relationship with "the Astral". Considering the primordial s originate the Elemental Chaos, nature spirits originate from the world, the gods would share a similar relationship with their domains in the Outer Planes.
  2. Remnis' description is different from other nature spirits―having the power to travel beyond the Prime―but is listed as a primal spirit in Dragon magazine 376.

Appearances[]

Adventures
Throne of DeceitTomb of Annihilation

References[]

  1. 1.0 1.1 Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 38. ISBN 978-0786965622.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), pp. 177–178. ISBN 0-7869-2015-7.
  3. Matthew Sernett, Jeff Grubb, Mike McArtor (Dec 2005). Spell Compendium. (Wizards of the Coast), p. 242. ISBN 0-7869-3702-5.
  4. Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), p. 157. ISBN 978-0-7869-6612-7.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Ed Greenwood (November 1991). Anauroch. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 71. ISBN 1-56076-126-1.
  6. 6.0 6.1 Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 129. ISBN 978-0-7869-6610-3.
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 Brian R. James (June 2009). “Realmslore: Sarifal”. In Chris Youngs ed. Dragon #376 (Wizards of the Coast), p. 61.
  8. Ed Greenwood, et al (1989). Hall of Heroes. (TSR, Inc), p. 90. ISBN 0-88038-711-4.
  9. Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 139. ISBN 0-7869-2881-6.
  10. Ed Greenwood (November 1991). Anauroch. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 72. ISBN 1-56076-126-1.
  11. 11.0 11.1 11.2 Anthony Pryor (June 1995). “Throne of Deceit”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 22. ISBN 978-0786901395.
  12. 12.0 12.1 Christopher Perkins (September 2019). “Dragon of Icespire Peak”. In Scott Fitzgerald Gray ed. Dungeons & Dragons Essentials Kit (Wizards of the Coast), p. 58. ISBN 978-0-7869-6683-7.
  13. 13.0 13.1 13.2 13.3 13.4 James Wyatt, Mike Mearls, Rob Heinsoo (March 2009). “The Primal Power Source”. In Chris Youngs ed. Dragon #373 (Wizards of the Coast), pp. 66–69.
  14. Graeme Barber, Kim Mohan (March 2021). “Book of Cylinders”. In Kim Mohan ed. Candlekeep Mysteries (Wizards of the Coast), p. 99. ISBN 978-0-7869-6722-3.
  15. Tim Eagon (October 2011). “Ecology of the Hengeyokai”. In Steve Winter ed. Dragon #404 (Wizards of the Coast), p. 1.
  16. Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 210. ISBN 978-0-7869-6610-3.
  17. Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 13. ISBN 0-7869-2881-6.
  18. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 33. ISBN 0-7869-2886-7.
  19. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 27. ISBN 0-7869-0391-0.
  20. Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). Player's Handbook 2. (Wizards of the Coast), p. 197. ISBN 0-7869-5016-4.
  21. Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). Player's Handbook 2. (Wizards of the Coast), p. 213. ISBN 0-7869-5016-4.
  22. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 48. ISBN 0-7869-1836-5.
  23. Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 23. ISBN 0-7869-2881-6.
  24. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 78. ISBN 978-0786901395.
  25. Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 92. ISBN 978-0-7869-6610-3.
  26. 26.0 26.1 Chris Sims (October 2011). “Character Themes: Fringes of Kara-Tur”. In Christopher Perkins ed. Dragon #404 (Wizards of the Coast), p. 1.
  27. Anne Gray McCready et al. (March 1994). Elves of Evermeet. (TSR, Inc), pp. 78, 80. ISBN 1-5607-6829-0.
  28. James M. Ward and Troy Denning (August 1990). Legends & Lore (2nd edition). (TSR, Inc), p. 25. ISBN 978-0880388443.
  29. Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 92. ISBN 978-0-7869-6610-3.
  30. Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). Serpent Kingdoms. (Wizards of the Coast), p. 59. ISBN 0-7869-3277-5.
  31. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 42. ISBN 978-0-7869-4924-3.
  32. Robert J. Schwalb (April 2012). “Howl at the Moon”. In Steve Winter ed. Dragon #410 (Wizards of the Coast), p. 2.
  33. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 102. ISBN 0-7869-2759-3.
  34. 34.0 34.1 Carl Sargent (May 1992). Monster Mythology. (TSR, Inc), p. 92. ISBN 1-5607-6362-0.
  35. Mark Sehestedt (November 2009). The Fall of Highwatch. (Wizards of the Coast). ISBN 978-0-7869-5143-7.
  36. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 16. ISBN 978-0-7869-4731-7.
  37. Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 150. ISBN 978-0-7869-4852-9.
  38. Adam Lee, Michele Carter, Christopher Perkins (March 2021). “Alkazaar's Appendix”. In Michele Carter ed. Candlekeep Mysteries (Wizards of the Coast), p. 212. ISBN 978-0-7869-6722-3.
  39. Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 74. ISBN 0-7869-2881-6.
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