Dorastor's Spirit Plane
Send comments and/or criticism to Simon E. Phipp
Created On 7 February 2001
Last Updated On 7 February 2001
Copyright © 2001 Simon E. Phipp
I do not believe that the Spirit Plane is the same everywhere. In fact,
I believe that the Spirit Plane has different denizens depending on where
the Spirit Plane lies. Because of this, I have drawn up what I think the
Spirit Plane is like in different areas of Dorastor. I have not yet included
Encounter Tables as I do not think they are particularly useful, however
if people want Encounter Tables then it will be a simple job for me to
draw them up.
Each area will be given a short description of the Spirit Plane for
that area together with any special denizens and properties the Spirit
Plane may have there. This is not yet a full account of all the places
in Dorastor but I will be adding areas as son as I have drawn up denizens
etc. for them. Basically, this is what I had drawn up for the important
areas of my Dorastor Campaign.
Ghost Dirt Plain
This is full of ghosts that rarely become visible but are always hostile.
There is a considerably greater proportion of wraiths and ghosts than would
normally be expected. Ghosts are primarily chaotic or are of troll/human/elf
stock and it is rare that others are found here. There are many Shamans
and Fetches here, some hunting for ghosts, others the ghosts of dead shamans
trapped here. There is an unusual type of spirit here - the Ghost Dirt.
This has the same properties of the Ghost Dirt but attacks discorporate
spirits rather than those touching the dirt.
The Spirit Plane here is stagnant with very little movement. There are
many ghosts bound to their rotting corpses; some wraiths stand wailing
over their fallen bodies; many disease spirits can also be found here,
some bound to certain shrines or holy spots, others free to roam; shamans
and fetches can be found here but are normally searching for disease spirits
to bind although some shamans died here and found their souls were bound
to their corpses and this has not improved their temper.
This is a spiritual desert dominated by the Great Gorp that absorbs any
spirit that it touches. Occasionally the spirits of deceased worshippers
of the Great Gorp may be found here but this is rare.
Many spider spirits can be found here, most are unintelligent and can be
treated as POW spirits but there are a good number of intelligent spirits
and ghosts. Shamans are common here, either hunters from outside or the
spirits of the Great Mothers and other shamans among the spiders. There
are some spirits present from the surrounding villages but these are relatively
uncommon. The ghosts of those unfortunate enough to wander into Spider
Woods may also be found here.
These are mostly Aldryami Spirits and are usually not chaotic. The occasional
chaotic Aldryami can be found but these are the souls of HellWood raiders.
There are also unusual spirits such as Jack in the Greens, Pain Spirits,
Dryads and Elven Shamans here. Most of the Aldryami Spirits here are hostile
to non-Aldryami and hostile to chaos. There are also the spirits of those
killed by the Aldryami here but they are quite rare as the Aldryami normally
bind or destroy these spirits.
There are several types of spirit here. The descendants of the MoonBurn
Aldryami who have remained true to their Aldryami ways have Elven, Dryad
and similar spirits but these are hostile to anything that is not Aldryami.
Their kinfolk who have taken the powers of Krjalk are also here and have
Elven, Dryad and similar spirits that are hostile to anything that is not
Aldryami and also have chaotic features and Krjalki powers. As in Poisonthorn
Woods there are forest spirits such as Jack in the Greens, Pain Spirits,
Dryads and Elven Shamans here. However, there are more of the Dark Forest
Spirits here, for instance Wraiths, Disease Spirits, Fear Spirits and Madness
Spirits. The spirits of HellWood are normally more insane than those elsewhere
and are generally very hostile. There are also many Shamans here, some
guarding the Forest others raiding the Forest for spirits or other rewards.
Certain areas have their own unique spirit types such as Blood Grove, the
Copse of Pain and the Impaling Place but those are too specialized to mention
This is full of ghosts, wraiths, ghouls and other undead spirits. Most
are bound to certain areas but some can move around. Occasionally vampire
spirits can also be found but they are very rare. Certain places in Neverdead
have their own spirits such as the Necropolis or the Grain Temple but I
will not describe those here. Unlike other places in Dorastor, there is
no distinction between denizens and spirits of outsiders slain here - as
far as NeverDead is concerned all the Slain are their Slain. There are
occasionally shamans to be found here but this is a fairly rare occurrence
as most shamans will not risk being attacked by hundreds of the hostile
spirits that guard NeverDead.
This is dominated by the Cacodemon Cult and the Dokat Cult and its Spirit
Plane is split accordingly. There are many ghosts of Ogres and spirit servants
of the Cacodemon Cult including the occasional Fiend. There are also remnants
of Dokat's greatness with the Dokat Spirit itself and some ghosts, magic
spirits and servant spirits of the Dokat Cult. The ghosts and wraiths of
the enemies of the cults are also to be found here wandering aimlessly
but bound to the city of Dokat.
This is a mixture of spirit types, but there are many Telmori spirits,
many Bagogi spirits and also many disease spirits. There are higher proportions
of ghosts and wraiths here but nobody knows why.
The Mad Sultan's Camp
Mad Sultan and his entourage carry their own Spirit Plane around with them.
The hordes of Greyskins support a large number of ghosts and magic spirits,
but the majority of spirits are the Eternal Spirits of the Mad Sultanate.
These spirits were the original members of the Mad Sultanate and when they
died they remained with the Mad Sultan and waited for new bodies to inhabit.
When their new bodies die they return to the Spirit Plane and wait for
more bodies. There are many other ghosts, wraiths. Madness Spirits and
Lunes floating around here together with the Mad Sultan himself. Some shamans
may be found here trying to raid the Mad Sultanate but they rare as the
Mad Sultan has a habit of binding intruding Shamans into his Amber Necklace.
This special place has a Spirit Plane that is heavily influenced by the
Earth. It has Gnomes, Earth Nymphs, Meadow Nymphs, Plant Spirits, the ghosts
of worshippers and a few Guardian Spirits. There are also raider spirits
here from the chaos cults and also from the darkness and storm cults. This
is a good place to pick up Fertility or Earth spell spirits or servant
spirits and shamans often come here to bargain for spirits or to capture
The Ghosts of those slain in Ash Flat swarm around the Flat. Many ancient
ghosts may be found here from the City of Miracles and even some demigods
awake for a short time. Shamans hunt these areas for exotic spirits. There
are even Golden Age spirits that sit and answer questions. The Ash Man
can also be contacted here and is the most dangerous spirit in this place.
This is full of Disease Spirits, Ghosts, Wraiths, Ghouls and various Passion
Spirits. The Passion Spirits of Foul Vale include some unique types such
as Sleeping Spirits, Trance Spirits and Eternal Contemplation Spirits,
all of which have the end result that the possessed person stays in the
same place staring into space, sleeping or contemplating the universe but
eventually dies in Foul Vale. The Ghosts are of those people who fell in
Foul Vale and are generally hostile to anyone who passes by.
Much of Dorastor has not been described here but as a general rule use
the standard Spirit Plane but with a greater proportion of chaotic spirits
and passion spirits.
Where two areas overlap there will be differences from that described
above. For instance, the edges of Neverdead will be a combination of NeverDEad
and HellWood spirits. Truly nasty GMs would have the players roll for both
areas to give double trouble.