Spirit Realm
The Transformed Girl: I Have a Game PanelContents
- 1Biodata
- 2Power Progression
- 3Overview
- 4Access and Manifestation
- 4.1Spirit Realm Cruising
- 4.2Spiritual Bodies
- 5Trials and Blessings
- 5.1Spirit Realm Mage Path
- 5.2Recognition and Talents
- 6Known Regions and Locations
- 7Markets and Trade
- 7.1Spirit Crystals
- 7.2Market Protections
- 7.3Bulk Trade and Transport
- 8Domains and Lordship
- 9Inhabitants
- 10Story Role
Contents
- 1Biodata
- 2Power Progression
- 3Overview
- 4Access and Manifestation
- 4.1Spirit Realm Cruising
- 4.2Spiritual Bodies
- 5Trials and Blessings
- 5.1Spirit Realm Mage Path
- 5.2Recognition and Talents
- 6Known Regions and Locations
- 7Markets and Trade
- 7.1Spirit Crystals
- 7.2Market Protections
- 7.3Bulk Trade and Transport
- 8Domains and Lordship
- 9Inhabitants
- 10Story Role
Biodata
| Feature | Value |
|---|---|
| Name | Spirit Realm |
| Alias(es) | 灵界 |
| Type | Intermediary realm between the Material Realm and Astral Realm |
| Status | Accessible through Spirit Realm Cruising, Guides, and other entry methods 41 268 |
| First Appearance | Chapter 41: Spirit Realm Analysis |
Power Progression
| Stage | Development |
|---|---|
| Basic exploration | The realm permits consciousness-based cruising, provides Guides with specialized functions, and administers trials that can grant blessings, professions, spells, items, and other rewards. 41 42 43 |
| Regional authority | Spirit Realm regions can generate resources, host local trials, and be claimed by creatures or professionals who fulfill the conditions for lordship. 43 45 123 |
| Domain-lord system | Domain Lords can expend Spirit Crystals to exercise authority over their regions, although their authority cannot normally alter the realm's wider trial systems. 123 |
| Divine-domain conflict | Deities and their Proxies have established, expanded, contested, and altered domains within the realm, including the Radiance Domain and Sun Domain. 191 272 305 313 |
| Systemic clarification | Higher Spirit Realm advancement requires domain occupation by the Third Order, while deity-dominated regions may distort ordinary lordship and deny Spirit Realm professionals normal benefits. 367 |
| Cross-continental commerce | Markets and Spirit Realm channels support commissions and the transport of rare goods across great distances, though transport fees restrict bulk trade. 377 |
| Modern security concern | By the events at White Dragon Port, the possibility of concealed Spirit Realm Mages using anomalous abilities and communication methods has become serious enough for the Command Council to organize covert capture operations. 611 615 621 |
Overview
The Spirit Realm lies between the Material Realm, where ordinary matter and life exist, and the Astral Realm, where the stars are located. Astral influence is stronger there, while locations in the Material Realm possess corresponding locations within it. 41
It demonstrates its own authority through trials, blessings, restrictions, markets, and domain-lord systems. Its rules do not recognize Material Realm lineage or nepotism; trial participants must rely on their own performance, equipment, knowledge, and luck. 96
The number of identified Spirit Realm domains is constantly changing. One published record listed approximately 1,341 known domains, but newly discovered regions continued to render such records outdated. 285
Access and Manifestation
Spirit Realm Cruising
The usual method of entry is Spirit Realm Cruising, which raises a person's consciousness into the Spirit Realm rather than sending their soul. A Guide of the Spirit Realm and an incantation can open or direct this passage. 41
- Physical entry is possible, but such entrances are often remote and difficult to leave. 41
- Time spent in the Spirit Realm does not necessarily correspond to time in the Material Realm. 41
- A Guide may direct users to a particular location, provide access to unusual powers, or return a group after a fixed period. 41
- Spirit Realm Guides vary greatly in function; some can initiate regional trials, while predatory Guides can steal an item from another traveler upon entry. 43 284
- Signing contracts with Spirit Realm creatures may permanently prevent further entry. 41
- First-Tier professionals who did not advance through the Spirit Realm are generally unwelcome outside market sectors, unlike pre-official travelers, who can access its various sectors more freely. 269
Spiritual Bodies
During cruising, travelers manifest within the Spirit Realm while their Material Realm bodies remain behind. Returning travelers can briefly appear translucent and radiant before their bodies fully solidify. 42
- If an inexperienced traveler has not yet received anything from the Spirit Realm, the destruction of their corresponding body does not harm them. 41
- Once deeply bound to the Spirit Realm, injuries received there can manifest on the physical body. 42
- If a traveler's physical body is fatally harmed during an excursion, they may remain in the Spirit Realm indefinitely. 42
- Spirit Realm protection can shield an ascended traveler's physical body from harm under certain circumstances. 42
- Third Order Spirit Realm professionals enter differently: their physical bodies can vanish from the Material Realm entirely, and death in the Spirit Realm may be permanent. 311
Trials and Blessings
Spirit Realm trials are tests administered either by the realm itself or by individual regions. Passing one can grant blessings, spells, items, knowledge, territory, professions, or Talents. 42 43
| Trial type | Entry method | Possible rewards | Noted rules |
|---|---|---|---|
| Spirit Realm trial | Trial Key or Spirit Realm access | Blessing, profession advancement, Talent, traits, abilities 42 124 | Trials may involve cooperation and competition among multiple travelers. Passing may depend on personal contribution exceeding that of other participants. 93 |
| Regional trial | Specialized Guide, often identified by its properties | Spells, items, knowledge, or, rarely, ownership of Spirit Realm territory 43 | A blue-glowing stone Guide indicates a trial with potentially excellent rewards. 43 |
| Market access | Market-specific Guide, incantation, and Spirit Crystal | Entry to trade and services 269 | First-Tier non-Spirit-Realm professionals are largely restricted to market sectors. 269 |
At the Apprentice stage, the realm appears to limit the number of spells and combat skills a traveler can readily obtain. After acquiring several abilities, the chance of receiving additional ones declines sharply; ordinary travelers often possess only four or five such skills. 102
Spirit Realm Mage Path
Advancing through the Spirit Realm is a route to becoming an official mage. Successful candidates receive a blessing that greatly increases mental power and can make their spells far stronger than those of ordinary apprentices. 42
However, this path carries major restrictions:
- Spirit Realm Mages lose the ability to learn spells recorded in Material Realm books; their new spells must be discovered through Spirit Realm exploration. 42
- Spells and techniques acquired from the realm are typically implanted directly into the mind and begin at the Mastery stage. 49
- These granted skills normally cannot improve in proficiency after acquisition. 49
- Spirit Realm-based spells do not correspond to academic schools, limiting a Spirit Realm Mage's ability to join those institutions. 42
- Travelers who already became Formal Mages through Material Realm methods retain the ability to learn Material Realm spells due to Material Realm protection. 93
- Spirit Realm Talents and inherited methods can sometimes circumvent principles assumed by conventional mages, including methods of detecting traces that ordinary magical techniques cannot perceive. 615
Recognition and Talents
For Formal Mages, the primary appeal of Spirit Realm trials is the possibility of receiving a Talent. Talents can enhance combat ability, strengthen basic attributes, or grant exceptional functions. 93
- Completing a trial does not guarantee a Talent. 93
- The decisive factor is the Spirit Realm's recognition of the participant. 93
- Trial performance, individual strength, and unusual Spirit Realm items may influence recognition, though the exact conditions remain unknown. 93
- Formal Mages can use higher-order spells in trials only sparingly; excessive use draws the Spirit Realm's attention and results in forced ejection. 93
- Fran received the Talent Dragon Bone Embodiment after completing the Brilliant Dream trial, allowing her to plunder abilities from slain Dragonkin. 124
- During the Trial of the Sun, Fran received Blurry Shell, an ability that increases her Constitution and permits her to assimilate transplanted organs. 321
Known Regions and Locations
| Location | Description |
|---|---|
| Brilliant Dream | A vast region composed of countless individual dreams, represented as points within a sphere. Its lord is Felicity, a silver-gray dragon. 123 |
| Emerald Market | One of the Spirit Realm's largest low-tier markets. Entry requires its Guide, an incantation, and a Spirit Crystal. It was later raided through a loophole exploited by the Lord of Radiance and subsequently closed. 269 272 280 |
| Heart Lake Market | A market used for commissions, procurement, and Spirit Realm transport arrangements. 377 |
| Radiance Domain | A domain connected to the Lord of Radiance and its followers, including Lyle. 191 329 |
| Monsa City domain | A light-paved domain whose central landmass was formerly the center of Monsa City and its priests' residence; it later became occupied by another god. 191 |
| Sun Domain | A reddish-brown domain featuring hard terrain and high-intensity thermal phenomena, serving as the site for the Trial of the Sun and overseen by Zali. 305 313 |
| Dark regions | Territories inhabited by creatures such as Gloom Lizards, which can gain strength by hunting Spirit Realm Travelers. 45 |
Markets and Trade
Spirit Realm markets connect participants from across the continent and function as important centers for materials, weapons, auctions, commissions, and adventurer services. 269 273 377
Spirit Crystals
Spirit Crystals are the realm's primary currency: transparent, rod-like crystals with flowing light. 268
- They are produced by Spirit Realm regions, with proceeds sent to local lords. 123
- Domain lords consume them when exercising Spirit Realm authority. 123
- They are commonly required for market transactions and paid entry. 268 269
- They can be used to arrange transport through a Spirit Realm channel. 377
- Their value is limited in the Material Realm, where gold coins are more universally recognized. 311
Market Protections
Markets are protected by special Spirit Realm rules and rituals. 269 273
- Transactions require a special ritual, preventing ordinary pickpocketing. 269
- Participants must still inspect transactions carefully, as deception can occur during the ritual itself. 269
- Items purchased in a market's central area do not follow the buyer when they leave unless the proper ritual has been completed. 273
- Brute force cannot secure market goods; high-end auctions rely on the Spirit Realm's protection for safety. 273
- Attacks against Spirit Realm professionals in the market are ineffective; a killed visitor can return after ten minutes at another entry point without Material Realm consequences. 269
- Market protections can be compromised by exceptional interference. The Lord of Radiance exploited a loophole in the system to raid Emerald Market, prompting later markets to become more cautious. 272 280 377
Bulk Trade and Transport
The Spirit Realm channel allows goods to be transported across long distances, but every item moved into the realm incurs an additional Spirit Crystal fee. 377
- This makes small-volume, high-value goods such as equipment, weapons, potions, and rare materials the most practical market commodities. 377
- Bulk purchases of low-value necessities are generally prohibitively expensive and are usually undertaken only during emergencies such as famine or severe supply shortages. 377
- Adventurers Guild branches in the realm can receive commissions for rare materials and arrange their delivery through Spirit Realm channels. 269 377
Domains and Lordship
A Domain Lord is ordinarily a Spirit Realm professional or creature strong enough to maintain long-term control over a domain and complete the realm's certification process. 367
- Domain resources and advancement to higher Spirit Realm ranks depend on occupying a domain. 367
- Reaching the Third Order requires the occupation of a domain. 367
- A creature that hunts one hundred Spirit Realm Travelers may gain ownership of its region and become a Realm Lord. 45
- Spirit Realm lords possess authority over their domains and can use Spirit Crystals to perform actions such as restarting dreams. 123
- A Spirit Realm lord is described as equivalent to a small part of the realm itself, making ordinary divine power unable to harm it within its domain. 123
- Una, a survivor of the Monsa City trial, was later selected for appointment as a Domain Lord. 365
Divine interference can alter normal domain systems. In one deity-dominated realm, Spirit Realm power could not enter, the domain offered little or no benefit to Spirit Realm professionals, and lordship instead appeared beneficial to priests. 367
The effectiveness of Divine Power is also influenced by connection: established relationships and domains can allow a deity's power to be used more efficiently than simple expenditure alone would permit. 468
Inhabitants
The Spirit Realm contains its own creatures, professionals, lords, deities, and visiting travelers.
- Spirit Realm Travelers — Individuals exploring the realm through cruising, trials, or Guides. 41 44
- Spirit Realm professionals — Those blessed by the realm and active in its markets and domains. 269
- Gloom Lizards — Dark-region creatures with strong dark vision; they can gain rewards and eventually lordship by hunting travelers. 45
- Yellow-Robed Ones — A collective of predatory travelers who use Guides with plundering attributes to steal items and rely on their organization to deter retaliation. 284
- Realm Lords — Powerful domain holders such as Felicity of Brilliant Dream and Zali of the Sun Domain. 123 313
- Divine beings and Proxies — Deities can establish domains, grant power, appoint Proxies, and contend with the realm under particular circumstances. 191 305 308
- Third Order divine beneficiaries — Deities can provide higher-order professionals with blessings, Divine Descent, and specialized rituals involving multiple priests. 637
Story Role
- Fran first enters the Spirit Realm during Ichi's Spirit Realm Analysis course, where she discovers the requirements for the Spirit Realm Mage profession. 41
- She learns that the realm offers powerful rewards but imposes strict limitations on those who advance solely through its path. 42 49
- Fran enters the Brilliant Dream trial as a Formal Mage, completes it after defeating Quentin, and gains both Spirit Realm Mage classification through her Panel and the Talent Dragon Bone Embodiment. 94 124
- Later visits shift from trials to commerce, with Fran and Nora using Emerald Market and other Spirit Realm markets to acquire materials, sell crafted goods, and post commissions. 268 269 283 377
- Fran later participates in regional trials like the Trial of the Sun, navigating complex dynamics between deities, proxies, and the realm's automated defenses to secure advanced attributes and abilities, including Blurry Shell. 305 321
- The Lord of Radiance's expansion in the realm brings Fran back into contact with Monsa City's survivors and contributes to Una's eventual appointment as a Domain Lord. 279 365
- The realm remains central to Fran's acquisition of dragon-derived abilities, divine-domain dealings, rare materials, and access to cross-continental trade. 245 365 377
- During her later investigation of a divine-power-sensitive Alchemy School device, Fran again returns to the Spirit Realm after consulting the Lord of Radiance and begins examining The Alliance's suspected plans against the Sky Dragon. 468
- The suspected infiltration of Third Order Battle Mage David, who is linked to a demon-like Spirit Realm entity, makes the realm a focal point of The Alliance's counter-espionage operations; Arthur and Harbos arrange a trapped replacement staff as part of a plan to capture him alive. 611 615 621