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What would /tg/ prefer in a high-power high-fantasy setting?

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What would /tg/ prefer in a high-power high-fantasy setting? Doing a touch of worldbuilding, and I can't decide which version I like more.

>Spirits exist in our world, but are invisible and intangible unless they choose to be seen/felt. As such, anyone can "talk" to spirits, but dedicated spirit-talkers have the ability to see/sense them and the know-how to communicate and negotiate *effectively*.

>Spirits live in their own realm that is connected to ours in a few places (enchanted glades, haunted houses, etc.); when visiting our realm, they by default have a physical and visible form. Spirit-talkers have the ability to reach across realms and call spirits to our world to "let them in;" they also, hopefully, can negotiate/control spirits once they're here and banish unruly spirits back to their home realm.
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I prefer the first, with a dash of how it's suggested to work in Shadowrun:

>Only the most powerful spirits are sentient beings in the wild. When a human magically summons a spirit, the spirit gains intelligence and the ability to communicate in reflection of its summoner's intelligence.

So, the mountain always HAS a spirit. The mountain-spirit might be angry, or might be peaceful. But it only talks and thinks when a spirit-talker calls it forth.

Some sages think this is the case. Others think spirits are always intelligent. The truth is probably somewhere in between.
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>>51490729

It depends what you're going for. So you want spirits to be manifestations of aspects of the world, or do you want them to be a separate culture with only tangential similarities?

Personally, I like spirits to be nature spirits, and thus a part of our world. But if you would rather create a complex society parallel to human society the second option would be more fitting. I don't think the flavor would be indicative of quality, it deoends on what type of story you want to tell with them.

tl;dr nature spirits are better suited for option 1, highly intelligent, exotic societal spirits are better suited for option 2
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>>51490799
So spirits are always there, but in almost every case they need to be woken up? That could be interesting.

>>51490980
I guess I'm still deciding on that too. Right now I'm having "spirit" act as a catch-all term for supernatural monsters, humanoid entities, and "spirits of [ X ]." Fae, elementals, demons, general wandering spirits both bestial and high-minded, and anthropomorphic personifications all count as spirits now, but I may cut the list down later.
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>>51490729
I prefer the first option simply out of my distaste for planes of all sorts. You make them, and then they more than likely never actually come into play. Better spend more time fleshing the physical world out.
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>>51490729
How's this.
>Can only be seen\heard\felt by who he want's to do those.
>The fade is the realm of spirits demons and dreamers.
>Only dreamers can see spirits and demons in their realm.
>Wizards\mages can summon them safely or enter the realm consciously.
>Fail summoning: get possessed by a demon. turn into an abomination.
>Fail conscious dreaming: Comatose.
>Read: Dragon age codex: Spirits and demons a study from across the veil.
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