Spirit Realms
From SCross
Contents |
Topography of a Spirit Realm
Those visiting a spirit realm for the first time are often immediately challenged. In some cases, such as Alexander with Guardian, a specific entity is set in charge of greeting newcomers, while in others, a random denizen of the realm will issue the challenge. If the summoner does not belong there, or simply does not satisfy the guardian, they will attempt to eject the summoner. It is considered a hostile act to refuse the ejection, but if the summoner wishes, they can make an void travelling check(See the travel chart below) immediately against 3 successes to resist for a round, this continues until the summoner is slain, ejected by not scoring 3 successes, the guardian is slain/incapacited, or the guardian is convinced to cease ejecting the summoner.
A summoner that is ejected is immediately hurled from the spirit realm and can either return to the physical world instantly, or begin making traveling checks towards a realm, even the realm they were just evicted from. When ejected, the summoner will be considered 'banned' for a period of one lunar cycle. Returning before then will result in all spirits of the realm reacting dis favorably to the summoner, and likely attempting to eject them again.
If a summoner is foolish enough to attempt entering a third time after being ejected twice, any being in the realm will either flee the summoner, if they are weak, or attack, if they are not. The summoner's presence will be considered an act of attack on the realm itself, and the realm's host is likely to arrive if the summoner remains in the realm for more than five minutes, and they will be most displeased. This does not count after a lunar cycle passes. All tresspasses are forgiven with the passing of the new moon.
If the summoner appeases the guardian, or has successfully visited before, they are free to explore the realm, interacting with its denizens and admiring the sights. Some realms are more restricted than others in where visitors can roam, but warnings are usually given if the summoner wanders off the acceptable path.
For More Details on Summoner See Summoners
Additional Details for Zodiac Kitsune Kitsune-Summoners
Spirit Friend Perk
A summoner with this perk is treated more kindly by most guardians, given lighter challenges and asking less difficult questions. A disrespectful summoner, or one allied with enemies of the realm, will still be regarded coldly, and some realms are simply not condusive to guests.
Entering Spirit Realms
To enter a spirit realm, one must first enter the spirit world, which is no easy task. In some rare places, the task is made simple, where anyone who properly meditates or activates ancient machinery is flung into the spirit world. For those lacking such a place, only extremely potent magic, or the help of a friendly spirit, can do the task. In many Mage Guilds, however, expert Summoners are given access to HEAVILY warded rooms whose summoning circles also permit physical entry into the spirit realm... or vice versa (hence the wards).
Once in the spirit world, It is a matter of 'swimming' or 'flying' to the desired destination. The space between realms is largely blank, and usually nothing is encountered, but stories are spread of a few rare natives of this space, so one would be advised to not be entirely off guard. Focusing on a realm requires Willpower+Lore+Lore/Spirits. (Assistants may help by also rolling, giving the named Primary summoner -1 diff for each 2 successes on a willpower+Lore/Spirits roll.) Each roll indicates an hour of effort. After eight hours, the summoner, if still in transit, becomes lost. Roll 1d100, consult following table:
Travel Chart
Check Willpower+Lore+Lore/Spirits, once per IC hour, up to a total of eight times, to achieve the necessary total of successes to reach the appropriate realm.
After eight rolls, if the successes needed are not achieved, the summoner is lost in the spirit realm.
If the summoner gets lost, +dice 1d100, and follow this table:
- 1-10: User arrives in a hostile realm and is immediately attacked
- 11-80: User simply ends up where they started, and must rest a day before venturing back into the void again
- 81-90: User ends up in the wrong realm, and must rest as above.
- 91-99: User is still drifting. Keep rolling! Every roll costs a health level, however. The summoner must find their way or perish.
- 100: Arrive at correct destination. Fates be praised.
Realm Chart
Note that realms have sub-realms, bordering or contained wholly within the greater realms of the spiritual world, like bubbles within bubbles. Depending on how the Summoner travels, he may have to enter one realm to enter another, or cross through several.
| Name | Description | Travel Succs | Required -Summon Specials |
|---|---|---|---|
| Abyss | A dank realm where Hades resides, watching the plight of the living | 10 | Black-Summon of 10, Archetype-Summon of 10, user is constantly under a [poison] like effect that is elementless unless black-summon of 15 is had. |
| Akashic Library | Greatest of all libraries, home to Socrates, Mephistopheles, and other knowledge spirits. Ramuh is occasionally found here. | 30 | Archetype-Summon of 25, Air-Summon of 5, A lore or science or arcana rating of 15+. Be warned! Ramuh will suffer no fools or sophistries. |
| Alexander | The Holy City, also a spirit itself. | 20 | White-Summon of 10, White-Summon of 15 and Archetype-Summon of 5 to attempt access to Council, White 20/Archetype 10 to attempt audience with Alexander. Be warned! Those who are not penitent and humble will never get past the golden gates. |
| The Ash Forest | A forest that is growing as fast as it is burning. Home of Phoenix and The Burning. | 25 | Fire-Summon 15, those present take 10 fire damage per action until they have Fire-Summon 20 or better. Archetype-Summon of 10 is required for an audience with Phoenix. Those who have been previously Reincarnated or are members of the Order of the Phoenix may waive these requirements, and the fires will heal, not harm them. |
| Blizzana | Realm of Shiva, Land of Ice | 10 | Ice-Summon 15, Those present will take 10 ice damage per minute until ice-summon of 15 is had. Ice-Summon of 20 Archetype-Summon of 10 required for an audience with Shiva. Be warned! It is HIGHLY recommended one's etiquette with her be spot-on. |
| The Bright Waters | Realm of Undine, Tropical Reefs | 15 | Water-Summon of 5. A frequent rest stop in the spiritual world, the medicinal waters sooth ailments and disease. The deeper water holds sharks and sea monsters, however. Those who fish are forever forbidden from this realm. |
| The Catacombs | Realm of King Tonberry, Land of Kharma | 30 | Black-Summon of 10, White-Summon of 10. Those without Saintly flaw suffer 10 damage an action, as the sins of their past eat away at them. Those with Bad Guy flaw suffer 40 damage an action. Those who have maliciously murdered in the past, 100 damage an action. Gaining an audience with King Tonberry requires a further 10 in Archetype-Summon. |
| The Cinderplains | Realm of Vhale, Minefield | 15 | Fire-Summon of 5. Every action, there is a 10% chance of a bomb going off nearby, inflicting 1d100 fire damage until Fire-Summon of 10 is had. |
| The Den | A tiny micro-realm, home of Gerna and Taross | 30 | White-Summon of 10, Archetype-Summon of 10. Drop archetype summon requirement and travel succs to 10 if invited by either spirit any time in the past. |
| The Deep Blue | The endless seas are home to Leviathan. | 25 | Water-Summon of 10, Summoner must arrange for their own air unless water-summmon of 15 is had. Archetype-Summon of 10 required for an audience with Leviathan. Be warned! Those whose minds cannot flow with the currents will surely drown in his presence. |
| Doom Train | Though more easily intercepted in its sojourns to the mortal realm, the train of the dead can be found in the spirit world. | 35 | Black-Summon of 15, will be considered a living intruder unless Black-summon of 25 is had. Attending the site of a mass death within 24 hours of the incident will allow a trained(black-summon of 15+) summoner to find the doom train as if they were in the spirit realm, with a travel succ target of only 10. |
| Dragon's Nest | Bahamut's Realm, few have ever seen it | 60 | All summons at 25. This requirement may be lowered if summoner is on a grand quest, by up to 10 points if the world entire is at stake. |
| The Fires of Judgement | Realm of Salamander, Firey Halls of Judgement | 15 | Fire-summon of 10. Those with the Saintly flaw pass through the flames unharmed, as do those with Fire-Summon 15 or greater. All others take 10 fire damage an action. |
| The Great Keep | Realm of Gilgamesh, Armory | 20 | Archetype-Summon of 10. Only those who can demonstrate skill with a blade will persevere. Bringing a great sword as a gift will surely bring favor! |
| The Great Skies | An endless place without earth, only sky, home of Valefor and Pandemonium. | 10 | Air-Summon of 10, will take 10 Air damage per minute until Air-summon of 15 is had. Archetype-Summon of 10 required for an audience with Pandemonium. Be warned! The only way to travel within this realm is to fly! |
| The Icefield | Realm of Puck, Sea of Icebergs | 10 | Ice-Summon of 5, Air-Summon of 5, will take 5 ice damage per minute until ice-summon of 10 is had. |
| Infernus | Realm of Ifrit, Land of Fire | 10 | Fire-Summon of 10, will take 10 fire damage per minute until fire-summon of 15 is had. Archetype-Summon of 10 required for an audience with Ifrit. Be warned! Ifrit does not suffer cowards. |
| Land of Ruin | The Blasted Realm, home of Kefka, the dark jester. | 25 | Black-Summon of 15, Archetype-Summon of 20. Be warned! Warmech guards this land against the unwelcome, and Light of Judgement awaits the those that bore the dark jester. |
| Midgar | The lost, advanced city of Midgar, Guarded by Sister Ray | 20 | Lightning-Summon of 10, Archetype-Summon of 5, Science skill of 10+ OR increase Archetype-Summon requirement to 15 |
| Rubidium | Realm of Carbuncle, Land of Gems | 10 | White-Summon of 5. So long as none try to steal any of the jewels, nothing bad happens. Touching any with the intention of theft results in permanent banishment from the plane. |
| Pangaea | A primordial place tied to the earth, where beastial spirits, Fenrir, and Titan, reside. | 10 | Earth-Summon of 10, beasts of the lands are a risk at any level of skill |
| The Southern Cross | Realm of Frost, Freezing Constellation, border sub-realm of The Starfield. | 10 | Ice-Summon of 5, will take 5 ice damage per minute until ice-summon of 10 is had. Audience with Frost requires an additional Archetype-Summon of 2. |
| The Starfield | Realm of Andromeda, Galaxy | 50 | Archetype-Summon of 20, all other X-Summons at 10. |
| The Station | Realm of Doomtrain, Unloading point of Souls into The Abyss | 45 | Black-Summon of 20, Archetype-Summon of 20. It is generally easier to reach the Station by travelling through the Abyss first. Few Summoners wish to make the journey directly to the Station. |
| The Storm | Endless clouds brim with electricity, Oddly Ramuh is absent | 10 | Lightning-Summon of 10, during any visit, the summoner has a 10% chance per action of being struck with lightning until lightning-summon of 15 is had. Lightning deals 20d5 damage. Audience with Quixzacotl requires Archetype-Summon of 10. Be warned! Those who cannot weather the storm will never earn his favor. |
| Valhalla | The realm of battle, home of Odin. | 25 | Must have participated in at least one battle in which the summoner's life was in serious danger and emerged victorious, Archetype-Summon 15. A summoner may pluck out their left eye in exchange for knowledge. |
| The Void | Realm of Diabolos | 50 | Archetype-Summon of 20, Black-Summon at 25, all other X-Summons at 15. |
| Weyr | Realm of Taoryu, The Forest-city | 20 | Archetype-Summon of 10. Fierce monsters lurk everywhere. Those who have ever fired a gun are forever banished from this realm. |
Leaving Spirit Realms
Leaving spirit realms while on good/neutral terms with its denizens is easy. The summoner may will themselves back to the mortal world with a few seconds of concentration(An action).
Things get more complicated when the summoner is in conflict. So long as a hostile entity is anywhere in the summoner's presence, the summoner may not depart to the mortal realm. If the summoner returns to the point in which they entered the realm, only there can they depart despite the presence of hostility.
If a hostile force imprisons or otherwise forcefully moves the summoner, the summoner must exit the structure they are placed in before departing, even if the hostile presence is elsewhere.
Tapping a Realm
A summoner may forge a pact with a spirit realm in a process related to, but different, from the method of pacting individual spirits. A summoner may have pact with only one realm at a time, barring specific perks/merits. Forging a new pact causes the oldest realm pact the summoner has to fade away.
To pact with a realm, the summoner must first pact with its host, for instance pacting with Alexander or Ifrit before pacting their realms. They gain these benefits:
- If the realm is elemental, the user gains +100% soak against that element, and -100% soak against its opposing element.
- Each realm has its own specific effect that the summoner gains.
- Returning to a pacted realm is easy, and can be done without the help of a special site, device, or spell. The summoner can begin making traveling checks just by meditating, and travel succs required lower by 5. Unfortunately, all meditation takes place in the physical world, and taking damage immediately disrupts the ritual, requiring a restart.
Leaving the Spirit World
It is important to note: Unless a spirit specifically sends the summoner to a particular place, the summoner will ALWAYS return to the same point they left Gaia. If you were on a moving surface, for instance a carriage, airship, or train, you would appear on the same surface. If the surface you were standing on is destroyed, you appear at the closest stable footing available. If you can breathe water, water will be considered stable footing.
The Realms
Each realm has its own rules and structure. Though most possess all the qualities one would expect(Gravity, air, a solid ground), not all do. Some are metamorphic, changing randomly, or at the will of those within it, while others only change at the will of their host, and others do not change at all, like Gaia, only changing with hard work and effort. To each realm, its own rules and structure.
- The Abyss, where Hades stands watch over the dead.
- The Catacombs and The Station, subrealms of the Abyss.
- Alexander The Holy City.
- Midgar, The Great Keep, and The Akashic Library, subrealms of the city of Alexander.
- Blizzana, the frozen plains, where Shiva holds court, and its subrealm The Icefields.
- The Deep Blue, the vast ocean home of Leviathan.
- The Bright Waters, Siren's Rock, and The Maelstrom, subrealms of the Deep Blue.
- The Den, where Taross and Gerna dwell.
- The Dragon's Nest, home of The Twelve Pillars and the Dragon King Bahamut himself.
- The Great Skies, home to great winds and the many spirits of air.
- The Gale, The Hurricane, and The Eye of the Storm, subrealms of the Great Skies.
- Infernus, the land of fire and flame, where Ifrit reigns supreme.
- The Ash Forest, Cinderplains, and The Fires of Judgement, the subrealms of Infernus.
- The Land of Ruin, a blasted wasteland where Kefka reigns in The Tower of Tears.
- Pangaea, home of terrible mountains and ancient forests, where Titan and Fenrir roam.
- The Moving Earth, The Hall of the Mountain King, and The Primordial Forest, the subrealms of Pangaea.
- Rubidium, the bejeweled realm of Carbuncle.
- The Starfield, an endless depth of stars and nebulae, home to the spirits of the cosmos.
- The Southern Cross, The Supernova, and The Meteor Field, subrealms of the Starfield.
- The Storm, a realm of constant thunder and lightning, home of Quetzacoatl and the subrealm The Thunder Plains.
- Valhalla, the realm of war, home of Odin.
- The Path of Worms, the border between Valhalla and The Abyss.
- The Eternal Siege, outside and around The Great Keep.
- The Void, a vast empty realm where Diabolos waits.
- To the Spirit Cosmology


