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  1. So What If I've Been Isekai'd?
  2. Lore

THE ANCESTRAL DEEP

THE ANCESTRAL DEEP

The Spirit Realm

Conceptual Nature

The Ancestral Deep is the after-pressure of life.

When something lives, it leaves more behind than a body or a soul. It leaves memory, emotion, intention, regret, love, and unfinished meaning. Most worlds discard this residue over time.

The Ancestral Deep does not.

It is a realm formed from what remains when life ends but does not fully let go.

If the Drift Expanse is the space between worlds, the Ancestral Deep is the space left behind by living things.


Relationship to Other Realms

The Ancestral Deep exists adjacent to all worlds where life, death, and memory occur. It overlaps most strongly with places of burial, remembrance, tragedy, devotion, or long cultural continuity.

Atherfall’s long history of reincarnation, survival, and unresolved identity makes it especially close to the Ancestral Deep.

Entry is often accidental:

  • Through death

  • Through grief

  • Through ritual

  • Through obsession with the past

Leaving is possible—but rarely simple.


Structure of the Ancestral Deep

The realm is layered by depth, not distance.

Descending deeper does not require physical movement so much as emotional and conceptual weight.

The Shallow Reach

The uppermost layer, closest to the living world.

  • Populated by the recently dead

  • Filled with emotional echoes

  • Familiar places appear almost intact

Time flows loosely but recognizably here.


The Mid-Depths

A deeper stratum shaped by long memory.

  • Ancestors tied to families, cultures, and peoples

  • Extinct civilizations remembered only here

  • Spirits that have accepted death but not disappearance

Language, architecture, and identity remain strong.


The Deep Silence

The lowest and most dangerous layer.

  • Forgotten gods

  • Erased cultures

  • Names no one remembers anymore

Sound fades. Memory thins. Identity becomes fragile.

Nothing here demands attention—and that is the danger.


Geography of the Ancestral Deep

The Ancestral Deep resembles the living world as remembered, not as it was.

Common features include:

  • Familiar landscapes warped by emotion

  • Cities built from shared remembrance

  • Roads that lead to places that no longer exist

  • Structures that crumble when forgotten

Gravity increases with emotional weight. Places of great grief or devotion feel heavy, difficult to move through, and hard to leave.

Maps of the Deep change slowly, but inevitably, as memory fades.


Environmental Rules

The Ancestral Deep enforces a few core truths:

  • Strong emotion anchors entities.
    Love, hatred, duty, or regret can keep a spirit intact for centuries.

  • Forgetting causes erosion.
    Forgotten spirits lose form, then coherence, then presence.

  • Time flows inconsistently.
    A moment may last decades. A century may pass unnoticed.

Nothing here is truly permanent.


Inhabitants

Spirits

The recently dead, emotional remnants, or fragments of consciousness.

Some are aware. Others repeat moments endlessly.


Ancestors

Spirits who remain because they are remembered.

They often serve as guides, judges, or guardians of cultural memory.


Nature Spirits

Memories of land, rivers, forests, and beasts given will.

They often act as silent witnesses rather than active participants.


Lost Deities

Gods who lost all worship but not all existence.

Reduced to echoes, landmarks, or sleeping intelligences.


Choice Points of Interest (Realm-Level POIs)

1. The Hall of Names

Layer: Shallow Reach → Mid-Depths

A vast hall where the names of the dead appear carved into stone, wood, bone, or light.

  • Names fade as memory weakens

  • Speaking a name strengthens the spirit tied to it

  • Erasing a name has permanent consequences

Used for resurrection rites and ancestral judgment.


2. The City of Remembered Stone

Layer: Mid-Depths

A massive city built from the shared memory of a long-dead civilization.

  • Architecture shifts as stories conflict

  • Inhabitants reenact cultural rituals

  • Outsiders risk altering the city unintentionally

Ideal for cultural memory arcs and lost-history exploration.


3. The Weightbound Fields

Layer: Shallow Reach

An open plain where gravity increases with unresolved emotion.

  • Grief pins spirits to the ground

  • Acceptance allows movement

  • Living visitors feel crushing pressure if burdened by regret

Often used for personal reckonings.


4. The Archive of Unfinished Lives

Layer: Mid-Depths

A sprawling complex where incomplete lives are recorded as fragments.

  • Journals that end mid-sentence

  • Paths that stop abruptly

  • Buildings with missing rooms

A common destination for those seeking closure.


5. The Quiet Crossing

Layer: Transition to Deep Silence

A narrow passage where sound, color, and identity fade.

  • Spirits who cross without anchors dissolve

  • Some pass through deliberately

  • No one guards it

Considered a final choice.


6. The Godshard Expanse

Layer: Deep Silence

A field of colossal fragments left behind by forgotten gods.

  • Each shard radiates faint influence

  • Touching one risks identity loss

  • Some still dream

Extremely dangerous, but powerful.


7. The Memorial Grove

Layer: Shallow Reach

A peaceful forest where trees grow from acts of remembrance.

  • Each tree corresponds to a life honored

  • Cutting a tree erases memory

  • Nature Spirits guard the grove fiercely

A rare place of calm.


Death and Change in the Ancestral Deep

Death here is not final, but dissolution is.

Spirits who lose all anchors:

  • Forget their names

  • Lose form

  • Become ambient echoes

Some eventually drift into the Drift Expanse.

Others simply stop being distinct.


Narrative Use

The Ancestral Deep is best used for:

  • Ancestral quests

  • Consequences of resurrection

  • Confronting unresolved pasts

  • Recovering lost histories

  • Cultural and generational storytelling

Combat is possible, but rarely the point.


Final Truth

The Ancestral Deep does not exist to punish the dead.

It exists because memory refuses to vanish all at once.

Everything here lingers for a reason.

The danger is not being trapped forever.

The danger is being forgotten.