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A shamaness travelling the Spiritual World.
Screencap from Xena Image Archive (sadly offline). 

THE SPIRITUAL REALM (The Spirit World)

As its name indicates, the Spiritual Realm is a place of spirits: of the dead, of brave or forced visitors, and of other origins. It isn't possible to travel there physically. But on arrival, the visitor experiences a barren wasteland. Something like a sun shines upon snowy mountains and dry rocks, but doesn’t warm anything. The temperature is that of a sub-arctic plain in the winter. A wind always blows. No food exists here (unless brought from somewhere else), and the only water is snow that has to be melted somehow. But though ithe plane is bleak, it isn’t evil in itself. Rather, it is surprisingly comfortable considering it lies on the edge of the worlds.
   Time moves slower here. Much can be accomplished while mere moments passes in the Known World.

SPIRITUAL REALM INHABITANTS
The souls of the dead passes through here (via the Land of the Dead), and for various reasons, some of these remain in the Spiritual Realm for shorter or longer periods. A few seek to return to the Known World in order to fulfil some important task, others are contained by evil forces. Then there are travellers, the spirit forms of shamanesses and their companions.
   One thing you don’t find here is gods. Conceivably, a god might travel here for personal reasons, but this is a primeval realm, shaped by the naked forces of life and death, untouched by the ambitions of gods.
   As mentioned above, there is no indigenous life, no fauna, no flora, no nutrition in what counts as soil.
 

LAND OF THE DEAD
 The dead of the Turangi culture come here, but usually don't stay long. Next to this area, and clearly visible, is the Gate to Eternity. But in order to cross the border to the volcano, the dead must speak a holy word of power. If the word is forgotten, or somehow bereft of its strength, the dead souls must wait in the Land of the Dead until someone can tell them the word they need.

GATE TO ETERNITY
This is a white volcano, that can only be entered by someone speaking a holy word of power (see Land of the Dead). In its heart is the gate to Heaven. Those who successfully traverse the gate ends up in the Golden Mountain in Heaven.

The Gate to Eternity
This too is from Xena Image Archive.

AMAZON BURIAL GROUNDS
This place is so charged with spiritual power that it exists both in the Known World and in the Spiritual Realm. A change in the environment of one plane causes a like change in the other. If you fell a tree in one place, it falls in the other as well.
   Here birches and other trees grow high and the grass is green. Those Amazons who have been properly buried on these burial grounds in the Known World come to its counterpart here first. Signs have been placed here on stones and poles to show the recently dead the way to the Land of the Dead, and remind them of the holy word.

NAVEL OF THE WORLD
In this huge caldera a gigantic tree grows. It has innumerable branches. Faint globes of light hang like fruit from them. These are the life-forces of unborn children.
   The spirits of powerful shamanesses long dead guard them against harm. 
 
 


D&D 4E SPIRITUAL REALM RULES

For every 10 rounds spent in the Spiritual Realm, only 1 round passes in the Known World.

See the Arcana skill for special Spiritual Realm uses.

Regarding the creatures encountered here: while this is a place of spirits, insubstantial ghosts are rarely seen. Instead, most beings appear fully physical when met by others on this plane. Indeed, many creatures look exactly like living humans, even if they have other guises when encountered in material worlds.

Navel of the World: The guardian spirits are usually 20th-level warlocks.
 
 



D&D 3.5 SPIRITUAL REALM RULES

Subjective Directional Gravity (you decide your personal "down" at any given moment): but there are regions with normal gravity.
Flowing Time: for every 10 rounds spent in the Spiritual Realm, only 1 round passes in the Known World.
Infinite Size: the Spiritual Realm is a barren wasteland. Something like a sun shines upon snowy mountains and dry rocks, but doesn’t warm anything. The temperature is that of a sub-arctic plain in the winter. A wind always blows. No food exists here (unless brought from somewhere else), and the only water is snow that has to be melted somehow.
Highly Morphic: in 2 specific instances:
Teleportation: a visitor can teleport in the Spiritual Realm by a full round of concentration and a successful Knowledge (the Planes) check. Visitors without Knowledge (the Planes) roll an unadjusted Intelligence check instead.
 
Teleportation destination DC
Specific region (you appear in a random location in the region) 20
Specific person (you appear 1 mile away from that person) 25

   Noticing someone appearing within 1 mile or within a region you have moulded requires a Knowledge (the Planes) DC 20 check. Only the fact that someone has appeared is learned, nothing about location or identity.

Region Moulding: anyone can stay in the Spiritual Realm and claim a portion of it as her own. If no-one opposes, or if any opponents are bested, she can then proclaim some rules that apply only within the claimed area, and only for as long as she remains. Possible rules can be: instant knowledge of the presence of visitors in the region, instant knowledge of the source and nature of any divination attempts concerning the region or anything in it, dimension door (as the spell) at will within the region, designate the entrance point of any visitors (as above), visual design of the area (including light-sources) though not changeable at will, etc…
No Elemental or Energy Traits.
Mildly Neutral-Aligned (alignment does not affect statistics).
Normal Magic
Reachable Planes: Heaven by physical travel, The Known World (Turangi) by spells.

The Spiritual Realm is the transitive plane of the Turangi culture.

MOVEMENT AND COMBAT
With subjective directional gravity, visitors can effectively fly. Another aspect is that most visitors are unarmed. The ritual of crossing over doesn’t allow non-magical weapons to be transported. Shamanesses usually rely on their magic in any event.
   As noted in the Player’s Handbook, a soul departs the body when it reaches -10 hp. The time difference is of importance here. In effect, a dying person has 9 rounds to act in the Spiritual Realm before she dies. This can be a factor if you are fighting an enemy with access to the Spiritual Realm.
   Instant death through massive damage doesn’t allow these 9 rounds.
   Spiritual duels fought in the Spiritual Realm become physical combat with Int, Wis or Cha replacing Str and Dex, attack bonus as fighters, and Knowledge (the Planes) added to AC and unarmed combat damage.

LOCATION NOTES

Navel of the World: The guardian spirits are usually 10th level fighters-10th level wizards with full shamaness garbs and +1 shortspears.
 

SPIRITUAL REALM ENCOUNTERS
 
d% Encounter Number
1-2 Allip 1
3-4 Bodak d4
5-65 Dead soul (abilities as in life) 1
66-72 Dead souls (abilities as in life) d20
73-82 Deafening wind for 10 minutes 1
83-86 Ghost 1
87-91 Shamaness 1
92-96 Shamaness and apprentice 2
97-98 Spectre 1
99-100 Wraith 1

 
 
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