In my last blog post I discussed the idea of adding The Otherworld to tabletop fantasy RPGs, such as Dungeons & Dragons (view first post here). This is a continuation of that post elaborating on some of the ideas presented there. In this second installment I will focus on establishing the cosmological framework for how The Otherworld will operate in my game worlds, as well as the basic terminology I’m going to be using. Some of these concepts were already discussed in my last post, but I’m going to expand on them here.
This is not intended to be a definitive take on the workings of The Otherworld or entirely based on comparative mythology, but rather to serve as an idea of how such worlds could be handled in the context of a tabletop RPG and integrated into the game. Some of these elements could be adapted to specific settings by changing some of the terms or names used to something more suitable to specific worlds.
The key concepts that define this Otherworld cosmology include the following:
- Multiple Realities
- The Mundane World
- Anima (“Magic Energy”), Ley Lines & Nodes
- The Veil Between Realities
- Otherworldly Realms
- The Cross Realm
Central to the idea of The Otherworld is the notion that the world is composed not only of the reality that we experience, but also of multiple realities that exist beyond our own. For purposes of this cosmology the natural world (referred to here as the Mundane World; see below) will serve as the baseline reality, while other realities (those that make up the Otherworld) exist as nested layers overlaid over the natural world (or primary reality). Each reality will be referred to as a Realm of Existence, or simply a “Realm”.
Technically speaking, the natural or Mundane World can be considered to be one of these Realms and might be referred to as the Earthly or Mortal Realm (or some variant of this), while the lands of The Otherworld will be referred to as Otherworldly Realms (see below).
Another aspect of this multiplicity of worlds is the idea of separating the magical and the mundane into separate worlds. While this does not necessarily have to be the case in all settings it could help establish the contrast between the ordinary and the fantastic, which may sometimes be lost or diminished in some modern fantasy worlds where the magical has become commonplace. Going by this notion the natural, ordinary, “normal” and non-magical would be part of the Mundane World, while the magical, fantastic and extraordinary would belong to The Otherworld. This would mean that magical or mythological creatures—including traditional fantasy races such as elves and gnomes—would be treated as natives of The Otherworld for purposes of this cosmology, and would not normally be found in the Mundane World, except as otherworldly travelers.
The Mundane World is the ordinary reality that most characters belong to and inhabit. It’s analogous to the natural world, and may go by other names specific to the setting, such as Midgar, the Middle World or the Earthly Realm. The Mundane World encompasses the totality of the natural world, including the animals and the plants, physical geography and even the planets and the cosmos, including all the galaxies and the stars within them.
The Mundane World is the default world where most of the action takes place in the majority of game settings. It can be considered to be the baseline reality over which all other realities—or Otherworldly Realms—are overlaid.
Anima is the animating force of life and magic. It is the term I’ve chosen to use for “magical energy” or essence in my own worlds, but it could go by other names as well, such as mana, aether, quintessence, prana or chi. It is an etheric form of energy that courses through the world, bestowing living creatures with life, allowing magic to take from and powering the movement of the cosmos. Anima flows through the land in mystical currents called Ley Lines and may concentrate in some locations as mystical wellsprings of concentrated power called Anima Nodes.
For purposes of this cosmology Anima is also the quintessential substance from which the Otherworld is made from. Places where Anima is most concentrated serve as conduits that may create portals allowing passage across realms. Ley Lines and Anima Nodes may be found in a variety of places within geographic features, such Caves, Lakes, Isles, Mounds, Rivers, Streams, Springs, Trees, Tunnels or Wells. They may also be found in artificially constructed places such as Cairns, Temples, Ancient Ruins or Magical Circles. Places where anima flows strongest may become hotbeds of unusual activity and known locations where natural portals to the Otherworld may be found.
Anima is usually invisible, although highly concentrated forms may sometimes take the form of misty energy radiating silvery, bluish or multicolored light. Visible Anima may sometimes take on a different tone depending on the specific type of essence that permeates the area. Graveyards and places of the dead or dark spirits may (perhaps) take on a more purplish tone, while places vibrant with life may radiate bright yellows and greens. Mystics and magical creatures may be able to see or detect the presence of Anima by using certain spells or magical senses. Such tools may be necessary when attempting to locate portals to the Otherworld or the presence of otherworldly beings or phenomena.
The Realms of existence are kept separate from each other by an invisible barrier that I will refer to as The Veil Between The Worlds (or Realities), or simply “The Veil”. In the context of this cosmology The Veil is the fabric that exists between realms, keeping them from colliding and blending into each other.
The Veil is invisible—even to magical sight—yet it exists all around us, permeating every Realm. Its presence is apparent only by the separation between one Realm and the next, although tears in The Veil are visible to magical senses, and may appear as wisps of Anima slipping through the cracks. Particularly strong tears might be visible even to ordinary senses and may sometimes show ripples in the tapestry of The Veil—allowing glimpses into the realm beyond.
Tears in The Veil may happen as a result of forcefully opening portals, magical creatures slipping through, heavy magic use in the area or unusual phenomena capable of disrupting The Veil.
In order to travel between worlds adventurers must pierce the section of The Veil that exists between their current location and the desired realm. This can be done through powerful magic and the use of world-hopping spells, but passage to other realms may also be found in the landscape within geographical features, where either natural or permanent artificial portals may exist. Typically such portals can be found in places with high concentrations of Anima (such as Ley Lines and Anima Nodes), where the strength of The Veil is weakest. Some places may also be closer to some realms than others, making passage to those realms easier.
Magical senses may also pierce through The Veil as well, allowing the recipient to gaze into the worlds beyond, perhaps in preparation for their travels or to detect unusual otherworldly activity in the area, such as the presence of ghosts or magical creatures in the lands beyond.
The Otherworld is a vast collection of magical and spiritual lands nested upon each other and overlaid over the Mundane World in an infinite expanse, separated only by the Veil Between Realities. It is an endless land of unearthly splendor, strange wonders and unfathomable horror, populated by magical beings from myth and legend. The Otherworld is separated into countless realms that embody different themes and qualities—some wonderful and sublime, others horrible and terrifying, many a mixture of both.
The number of Otherworldly Realms can be potentially infinite—with every imaginable land existing as a separate layer nested upon the rest. But some Realms might be grouped or categorized by their character or theme. Comparative mythology and shamanic cosmology typically divide the Otherworld into two broad categories: The Underworld (lands of the dead, primal forces and renewal) and The Upper World (lands of the gods, high ideals and spiritual ascension).
While these two categories may work for academic purposes in providing an analysis of what these worlds mean in a spiritual or mythological context, I find that they are not necessarily the best for purposes of incorporating Otherworldly Realms into a roleplaying game. At least not as stand alone categories by themselves. Fantasy worlds tend to be a bit more specific about the types of magical worlds that exist and mythological sources name specific lands as well, such as Elysium, Asgard, Olympus, Tir Na Nog. and Tartarus.
For purposes of implementing Otherworldly Realms as part of a fantasy world I prefer to categorize them based on the type of lands they are meant to embody. Some common examples applicable to a broad range of fantasy worlds are included below. Some of these draw from mythological sources, while others may be more appropriate for modern takes on fantasy. These examples may be modified or expanded upon to fit specific worlds or settings.
Fey Realms—the lands of the faeries and magical creatures, both Light (Seelie) and Dark (Unseelie), as well as elemental and other sub classifications of fey. These would also be the lands where elves, gnomes and similar fantasy races dwell or originate from.
The Netherworld—the lands of the dead and restless spirits.
Wild Realms—the lands of nature spirits, primal forces and the wild hunt.
Heavenly Realms—lands of eternal joy and unearthly beauty and splendor.
Infernal Realms—lands of perpetual torment, suffering and despair.
Arcane Realms—lands of magical constructs, occult symbolism and artificial realms created by powerful wizards.
Elemental Realms—lands of living energy and matter, and raw elemental power.
A final idea that I have been exploring regarding the implementation of the Otherworld as part of a fantasy setting is the notion of an “in-between” realm—a shadow duplicate of the Mundane World that exists as a reflection of how the natural world looks from the perspective of The Otherworld. I’m still toying with the idea, but for now I’m tentatively referring to this realm as the Cross Realm.
The Cross Realm is an in-between realm that exists between the Mundane World and the Otherworld. It serves as the first layer of reality traversed when traveling from the Mundane World to the Otherworldly Realms. The Cross Realm is a shadowy reflection of the Mundane World, integrating many of its locations but often reflecting the character of the place in an otherworldly manner. Ancient battlefields may look like dark, dreary places covered in an eerie fog reflecting the echoes of old specters, while flowery meadows may look like radiant spectacles of multicolored lights circled by dancing sylphs and sprites.
Such unusual places are usually a preamble to nearby portals to adjacent Otherworldly Realms or (sometimes) localized faerie lands or pocket realms that exist in a sublayer at the edge of the Mundane World, but not quite reaching the depth of The Otherworld. These portions of the Cross Realm may serve as meeting places where otherworldly travelers from both—the Mundane World and the Otherworld—may congregate to share news, trade in secrets or magical artifacts, find information or negotiate deals.