>>251
I'm using the definitions you'd find in "werewolf: the apocalypse" here.
Spirits are the things you worship in animism and shamanism, a very small god with a very specific purview, like a wolf spirit, or a cat spirit, or a tree spirit, or a rock spirit, they are essentially living platonic representations of the concept that they represent.
Souls are the spiritual remnants of dead things, composed of ectoplasm, a soul without a body is a ghost, as in various religions like egyptian myth and taoism, the soul is made of various parts, each of which represent some aspect of the organism that it once inhabited, after death, these are separated from each other and sent to the appropriate heaven or hell, where they are given a proper treatment so that they can be broken down for use in reincarnation, this "breaking down" is why one cannot vividly remember their past lives under normal circumstances.
Beings can escape the cycle of death and rebirth by practicing a religious spiritual alchemy to convert their soul into a spirit, this means finding harmony and enlightenment, but even this stage of ascension is not the end.
After becoming a spirit, one must go on another journey to reach the final end of becoming one with everything, which is returning themselves to the One God at the beginning of all things, from which everything comes, and of which everything is a part.
Thus this religion is a combination of:
Monotheism (the one)
Dualism (the two opposing forces)
Polytheism (the pantheons)
Animism (the spirits)
Pantheism (everything is a piece of god, and will return to it)
Apatheism (the gods and devils are both a bunch of dicks and don't really give a fuck about your insignificant ass one way or another, and the purpose or religion is a taking a personal journey for internal refinement rather than worshiping the divine/infernal for their favor)
With elements of:
Paganism (Gods and Devils are just as flawed as humans, possibly moreso given their level of power and immortality, they spend more time focusing on each other than on the mortal world, and even the dead aren't paid attention to, dealing with them is left to the lowest level of the bureaucracy)
Abrahamism (angels in heaven, demons in hell, war between them, reality is the compromise)
Taoism (celestial bureaucracy, many heavens and hells)
Buddhism (reincarnation, and the goal of spiritual alchemy is to escape it, and then strive for the cessation of existence)
Shintoism (spirits and the worship of them, including ancestral spirits watching over their families)
There is death, judgement, a personalized heaven/hell, a dissolving of the soul into the lifestream, then reincarnation, ascension from the cycle to a higher state of being, a "second journey" in the spirit world, then cessation of existence (aka "Nirvana", the state of being, not the grunge-rock band).
One last thing, the Gods/Angels/Totems and Devils/Demons/Psychopomps are in opposition to one another, but neither side is "good" or "evil", more "order" and "chaos", pretty much in the D&D sense.
Gods, Angels, and Psychopomps are more towards order, while the Devils, Demons, and Totems are more towards chaos.
order is "lawful", "stasis", and "altruism" not "good", lawful can mean tyranny, stasis can mean stagnation, and altruism can mean collectivism.
chaos is "chaotic", "change", and "selfishness", not "evil", chaotic can mean freedom, change can mean improvement, and selfishness can mean individuality.
It makes sense that Totems are aligned with chaos and psychopomps with order when you take into account that they each originated from the other side, who defected from heaven or hell in the "war of traitors".
As for how the spirit of a non-living thing can reach enlightenment if it's not being reincarnated, this can be solved in two ways, one is that they already have enlightenment as their natural state, and second is that each has an elemental spirit tied to them that is capable of making the journey on the behalf of the thing they are anchored to, and there are even tech spirits for manufactured things, though something like a robot or AI would have to make the mortal journey to enlightenment before they can make the spiritual journey, as they were designed to perfectly mimic the functions of a living being.
>>252
Just using it's concepts as a jumping-off point of inspiration.
BTW, of all the WoD lines, the one that best works with "mage" is "changeling" as they both have the common element of the minds of normal humans having a real effect on the player characters, and an internal war among the player's "race" of monsters for what these normal people believe in.
The mages want humans to believe in magic, the changelings want humans to believe in faeries.
Both were huge dicks to humans in the past (see dark ages: mage and dark ages: fae for a guide to the kind of shit they used to pull on mortals), which resulted in a "sympathetic antagonist" faction of their "race" deciding to try and get the humans to stop empowering magic/faeries with belief and instead focus on science and technology (the technocracy faction of anti-magic mages who promote reason, and the autumn faction of changelings who promote anti-faerie banality).
Both have alternate worlds that are less "real" than the "real" world, where their "true" natures as supernatural beings is less threatened by the beliefs of doubting normals (mages have the realms of the umbra, changelings have the realms of the dreaming).
Both have objectively evil alternate factions who want to destroy reality for a reset (the nephandi mages that suck souls, and winter faction of changelings that eat babies), and those who've gone crazy and wish to destroy the boundaries between the "real" world and the other world (the marauder mages, who forcibly impose their paradigm on the world and create a ton of paradox, like a curse that turns a town into a wasteland, and the bedlam changelings, who forcibly enchant a bunch of mortals and bring a ton of chimera into the world, like a dragon that eats a bunch of people).
You could say the tradition mages are like the summer court of the seelie changelings, very orderly and powerful but stifling, and the craft mages are like the spring court of the unseelie changelings, very chaotic and weak but versitile.