The world known to most creatures is simple knows as the normal world.
This is the physical world where all normal animals, creatures and
plants live. It's the only world known to most people.
One version of this normal world is Tanion, the lost world of
the unknown history. It is detailed in the separate appendix, as it is not part of the basic fantasy game
system. Althought, bestiary, magics and other parts of the RIP
Fantasy are written with Tanion in mind, but they are easily adapted
to any other world.
The Spirit World
Parallel to normal world exist spirit world, a mysterious land
where spirits roam. This world is linked to normal physical
world, but extends to infinite other directions. This place appears as
a vague, dreamlike place of different shades of grey. The things
in normal physical world are seen here as gray shadows, and this
state is called the parallel spirit world.
However, things beyond the close vicinity become gray emptiness, and
if a freely roaming spirit starts to move, the shadows
of the normal world start to fade and disappear, and ultimately, there
is only a vast plains of gray emptiness. Unless the traveller
returns to starting point, he wanders deeper into the
spirit world, finally drawn to some spirit realm. Those very
experienced to walk the spirit world may enter the vast plains and
then walk into another part of the spirit world which is close to
another place in the normal world. This way, it is possible to
'teleport' long distances in the normal world by entering the spirit
world and then moving to place near the target location, returning to
normal world there. However, this usually requires some kind of beacon
in the target place, in addition to high skills in travel in the
Note that if there exist walls close to initial starting point,
moving through them works like a shortcut to deeper spirit world -
the roaming spirit can never peek through walls this way unless
it can move through physical walls in co-existant state.
Mana, energy used to power up spells, is seen as pulsing energy or
drifting currents in the spirit world. Thus those seeing the spirit world
are sensitive to any mana drawing or bind enchantments. Likewise
any spirits are usually glowing or colorful things in the middle of
gray shadows of reality.
Note that most magic which create physical effects does not have
effect in the spirit world, at least in the parallel spirit world.
However, then spirits wander deeper into special spirit realms, those
might have rules that make things yet again more physical.
There is three different states on which an entity can exist:
When a creature of normal world gains a sight to see into spirit world,
it gains the co-existant state. This is something called "awakened" or
"spirit sensitive state". It still retains its normal limitations
of the physical world, so it cannot move through walls and still falls
as normal. An awakened creature usually draws attention of spirits
nearby, which usually ignore creatures just existing in the normal world.
- In normal world, like as there is no spirit world.
- In co-existant state. The entity is still in the physical world,
but sees into the spirit world and can be fought in spirit level.
- In free spirit state. The entity travels the spirit world and
cannot affect the normal world.
A creature of normal world can attain a free spirit state in two ways:
Either by entering the spirit world, or via spirit projection.
If a normal free spirit materializes, it gains co-existant state.
This physical form it creates must then obey rules that apply to such
a physical form. For example, a demon materializing into huge humanoid
cannot move through walls.
Entering the Spirit World
With suitable magic or innate powers, a creature of normal world
can be turn its existant to similar than a free spirit. The creature
along with anything it carries enters the spirit world, leaving nothing behind.
That creature is then no longer attached to normal world and
follows typical rules of free spirits. The creature needs some
specific ways to return to the normal world.
Instead of moving its body to spirit world, the creature sends just its
spirit to the spirit world while the body stays behind as an empty shell.
This spirit reflects the creature but does not bring any functional
equipment with it.
Depending on the range between the body and the spirit, the spirit
might be called back if the body is somehow interacted with, and likewise
a banishment spell cast on the spirit can force it to quicky draw itself
back to the body. The spirit in general feels if something is happening to
the body, but is otherwise unable to do anything to it until the spirit
Those in co-existant state can interact with other anchored entities
or normal non-awakened creatures in normal physical ways.
Free spirits cannot affect normal creatures (except via possession,
see below), but can attack free or co-existant entities in spirit fight.
Note that in general, in the spirit world, things only in the physical
world can only be usually seen to 10-20 meters as the world turns into gray
fog over longer distances. However, strong entities with spirit presence can
be seen from further away, but they could be deeper in the spirit world.
In addition, walls and other obstacles affect
the parallel spirit world normally, blocking sight, although strong
entities might glow through them.
All living creatures have a spirit. This is their essence, their very
being and is sometimes called the soul. This spirit is normally
tied to the material body, and is only in the normal world. However,
if the material body dies, the spirit
is freed to wander the spirit world. This freed spirit is without own
will and is easily drawn to Netherworld or similar spirit realm.
It also loses energy and fades over time if left alone. However,
some souls can get empowered upon point of death and become
trapped spirits as explained in bestiary.
There also exists a list of free or trapped spirits without normal
physical form and living close to normal world or in vast spirit realms.
These spirits vary from weak elemental or nature spirits usually
called by shamans to evil wandering spirits or even mighty
god-like spirits living in their own spirit realms. These spirits
usually wander alone in the spirit world,
but sometimes can materialize to affect things in the material
world. In addition, some of them have power to possess
creatures or objects of the normal world, and most can be bind
into objects to create magical items.
Spirits in co-existant state which have materialized in a form
with normal eyes can see to the normal world as if they were there.
This commodity does not apply to entities of normal world
when they are temporally in co-existant state unless notes otherwise.
When spirits fight in the spirit world, it is usually a fight between
willpower, general power of the spirit and any energy it possess.
Thus, willpower, health and strength are essential powers.
They can also use mana and magic to affect each other, although spells
are not usually used but instead raw energy channeled against each other.
Normal world creatures that have entered the spirit world cannot usually
gain help from their physical world equipment, but instead they work
as projection of their will.
Spirits that take sufficient damage usually are reverted to their
simple essence form and become shadows of themselves like the souls
of the normal creatures when they die. However, sometimes the attacking
side is able to capture that escaping essence and turn it into energy,
causing instant final death.
Some roaming spirits can try to take control of other spirits (and sometimes
various objects of the material world). This is called
possession. To success in possession,
a contest of willpower is usually called form and if the attacking
spirit is successful, it then gains complete
control over the target, or at least partial, forcing them to do things
they want. If the control is complete, replacing all physical
capablities of the target, the victim is often referred as a
However, if the control is not a complete one, and
the target fights the control, any movements might be clumsy or
fail altogether, depending on the spirit's power. However, a possessed
creature usually has unnatural strength and health and can ignore
wounds unless they sever parts - pain and loss of blood does not mean
anything to them. Thus it is dangerous to fight the possessed, as you harm
only the material host body, unless special means are used.
A possessor can be get rid with three means: The
spirit may leave the body voluntarily, it can be forced away with
spells or other spirits, or it can be fight in the spirit world using
spirit fight. Of course,
hacking the host body to pieces usually drives the possessor away,
although it may then try to possess a new victim. However, the possessing
is usually a very stressing act for a spirit to do.
A creature can voluntarily accept a possession and have the possessing
spirit co-exist with own spirit. The possessing spirit then enpowers
the body it is co-hosting and stays mainly in dormant state in background.
The target is then called avatar for that spirit.
In this co-existence, the creature has still his own thoughts and complete
control over his body, but can get extra powers from the spirit living
in him. However, sometimes this spirit may take more control over
avatar body and control it for a while, but this is not very
common. If the spirit is somehow banished, it usually returns
after a while, unless destroyed.
As a traveller wanders deeper into the spirit world, he may arrive
into some spirit realm. These realms a controlled by some powerful
spirit entities or of the some common theme like Abyss.
Abyss, or Hell, is a common name for a certain deep spirit realm. This
mythical place is a concentration of darkness and evil and selfish
thoughts. The spirits living there are known as Demons.
Demons are concentrations of all that is usually classified as bad or
evil, feeding from that emotion and gaining more power. They itself
have no power to enter the normal world and rarely can wander in spirit
world, but magicians with known power can open gates between the known
world and spirit realms, sometimes opening them directly into Abyss.
As a creature dies, its spirit (soul), if any, departs the body and
wanders around the spirit world for a while. Sometimes, especially
if the creature died during a personal quest or in distress, the
spirit can transform into a trapped spirit, restless spirit
trapped between worlds (see bestiary for details). Sometimes it is
called back host body for
resurrection, but most of the time, it is either drawn to Netherworld
by itself, or spirit manifestation of Death arrives and takes the
spirit to Netherworld. This usually takes some days, but sometimes
Netherworld is the land of the dead, where these dead spirits wander
until slowly fade away.
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- RIP Fantasy (c) Kalle Marjola 1997, 2018. All rights reserved.