Spirits as main influence for a RPG game

tecnowraith

First Post
As the title would be confusing, let me expanded it. Are there any games D20 or standard have the games backstory/history have it where there was only two worlds, the material and the spiritual and all the mythical creatures, horror creatures came from this spirit world. This spirit world also explains where the dead go. The other is that a game allows you play a a race with a mix of mortal and the creatures from this spirit world. The game I see like this Nephilim and Nobliulis (expect this done in ancient times). Does anyone else know if there is a rpg game or D20 setting like this?
 

log in or register to remove this ad

I don't know of any. Rokugan does emphasize a spirit world as a source of dark spirits, but there are actually multiple spirit worlds, so no joy there.
 


I don't know if it will help much, but I worked out a similar system for my campaign. There are two worlds - the real world and Otherworld. All outsiders, fey, elementals, etc come from aspects of Otherworld. I started a thread about it here in General, but the boards are loading too slowly for me to be able to find it and link to it right now.
 

tecnowraith said:
As the title would be confusing, let me expanded it. Are there any games D20 or standard have the games backstory/history have it where there was only two worlds, the material and the spiritual and all the mythical creatures, horror creatures came from this spirit world.
The most extensive game I know using this concept is RuneQuest (now called Hero Quest, I think; Issaries Inc has more, and Steve Jackson Games sells it through Warehouse 23, so take a look there). In RQ, there is the material world, then a spirit world that surrounds it. Almost all rune priests have allied spirits that serve them. Magic items are made by coaxing spirits into them.

Werewolf (White Wolf) uses this concept a great deal. There is the material world, then the various layers of the Umbra, which is the spirit world. Werewolves deal a great deal with spirits; spirits are bound to packs, to caerns (places of power), bound into talens (one use items) or fetishes (permanent items), etc. Werewolves, being the only creatures that are both flesh and spirit, can shift into the spirit plane to travel or have adventures.

GURPS Voodoo is a sourcebook and also a campaign setting involving loas (voodoo gods and spirits) that reside in the spirit plane and either possess people or create avatars on the material plane to work their will.
 

Spirited Games

Exalted has a spirit world, of sorts, and most of the cosmology is very spirit based with most supernatural creatures coming from either heaven, the underworld, Hell, or the Wyld.

Not D20, though.

Most of the D20 Modern plotlines from the main book sort of assume a real world and a spirit world.

I've always wanted to play Vanilla DnD with the set up you describe.

Clerics and Wizards have a difficult time functioning in areas that don't have a connection to the spirit world.

Everyone else has a hard time functioning without magic in those areas.

Bards and Druids become more essential classes since they are far better able to navigate transitions between zones and have a better innate sense of where connections are or can be established.

Paladins are walking connections.
 

Well I have been thinking blending the spirit world with the material world fully with travelling through portals to get there. This of course would be in semi-modern in 1940's for my game. Thing I do not like about most of this type is the "spirits" have to hide and fade away when they die.

This world what I am designing is about is what the mythical age would be like but humans being more fully aware and the spiritworld is overlaped with the material.
 


tecnowraith said:
Well I have been thinking blending the spirit world with the material world fully with travelling through portals to get there. This of course would be in semi-modern in 1940's for my game. Thing I do not like about most of this type is the "spirits" have to hide and fade away when they die.

This world what I am designing is about is what the mythical age would be like but humans being more fully aware and the spiritworld is overlaped with the material.

Would you mind explaining this a little bit more, I'm pretty interested in this concept.
 

Here is hwat I have so far:

In a world similar to our Earth of the 1930's in look and feel but many aspect is different. The allies, Axis and many others have been delving into the occlt from the start of the war to get the upper hand. When the testing of many atomic bombs went off at the same (the start of the difference) a huge merging of our world and the spirit world was starting to take effect. This merging of Earth (the material world) and the Spiritworld is making most big cities and countries all over earth go into a flux allowing creatures flow into our plane becoming corperal in several different ways. Some of these creatures (no name yet) are the true reasons behind the many folklore of faerie and horror tales. They do not resemble completely what the tales describe them, since myths is exggreate too much based on truth. The "spirits" seem to be a mix of creatures from both the mythic and the horror.

With merging comes a price with these spirits are now apart of this plane, fully intergrated living among us, not hiding from within the shadows or undergound, most anyway. The merging also changed the this Earth, making the cities and the land become a morphic state. The lands and building have changes in look and feel, making them have xenomorphic style, think the hives in the Alien movies of teh Zerg from Starcraft.

This megring changed some people into monsters, chaninging them completely destroying their formers lives, giving them new purposes in this new Earth.The Allies, Axis and many others in war have now changed in name, power and goals. This has happen all over Earth morphing the plane into where the setting begins. This merging happen 2 - 4 years past.

This is what I have so far, changing alot of ideas I had. I wanted to have both horror and mythical creatues in the game but not do the typical D&D/Tolkien cosmology and look. You might think this is Cthulu which is not cause I have a have vision of what I am going for.

With all my posts in different threads have been about this game. Hope this helps alittle, like I said, still working on it.
 

Remove ads

Top