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.
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 |
|