Freed Spirits
Powerful and unique spirit-ghosts formed by the death of a fate-dead mortal, Freed Spirits are the stuff of myth and legend. They roam Genesis freely, with little to challenge them due to the sheer power most possess; while some are benevolent, those that aren't are a true horror and often become the Reaper's burden to deal with.
An extremely powerful spirit taking on the form of a young girl around the age of eight, found in a small fern-filled grotto that exists as its own distinct realm within the Otherlands. She's childlike, friendly, and seems more curious about visitors than anything. However, those who stumble across her domain would be wise to remember that the entire reality of her world bends to her will and makes crossing her accordingly dangerous.
Arran - neutral - Ys Shard
So rarely glimpsed that it's debated whether he's a Freed Spirit or a manifestation of the land itself, Arran takes the form of a great stag or elk that lives deep within the ancient forest of Brocéliande. Looming far larger than any natural animal, he's a guardian who's capable of summoning fierce storms; in the driving rains those who've trespassed wander ever deeper into the wood, with few ever emerging again. While the shapeshifters who call Brocéliande home may know Arran's true nature, they seem to treat the great creature with respect and have little conflict between them. Baikal - hostile - Baikal Shard
An immense and rarely seen being that lives in the depths of Lake Baikal, who moves freely between Baikal Shard and the Old World deep below the lake ice. Also known in local legends as the Dusk Walker, Baikal seems to largely consider the mortals of the surface largely below its notice... until it doesn't, and rises to the surface to obliterate anything or anyone unlucky enough to have caught its attention. It's most often glimpsed as a vast shadow moving below the ice in winter. Thankfully, Baikal seems to be confined to the lake either by necessity or choice. Bloodletter - hostile - Old World
Thankfully long-since destroyed by a Reaper, Bloodletter was a particularly horrifying Freed Spirit who had been a serial killer in life. Becoming aware of being fate-dead, he chose to take his own life before the Reaper could in order to carry on his murders after death; though the move was a gamble, he unfortunately did revive as a Freed Spirit and continued on with the horrifying ability to slice a person's veins and skin open from the inside. His reign of terror before being caught and destroyed by the Reaper is still the subject of horror stories. Burning Heart - neutral - the Otherlands
The caretaker of a dense, ancient forest realm within the Otherlands; it appears as a tall humanoid shape composed of gnarled wood and branches around a glowing ember in the cavity of its chest. Burning Heart seems shy of mortal visitors, preferring to avoid them so long as no harm comes to the forest it lovingly tends.
Coldhands - hostile - Stillwater Shard
Lurking under the still surface of a deep stream within the minor shard of Stillwater, Coldhands is only known as a host of pale, drowned-looking hands that reach out of the water to grip the ankles of those who wander carelessly close to the water's edge. Whatever the rest of it looks like below the surface is a mystery known only briefly to its victims as it drags them under.
The Crow Man - neutral - Estaval Shard
A dark humanoid form that's sometimes seen in the hills and forest surrounding the village of Amerril in Esteval Shard, often appearing in the presence of flocks of crows. The spirit fades quickly from sight if approached by an onlooker, and seems to have little interest in or awareness of the shard's mortal inhabitants.
Dancer - neutral - Cilicia Shard
Dancer takes form out of the shimmering light reflected on the waves at sunset, with no apparent pattern to what evenings she chooses to appear at the stone dais know at Riev's Dancefloor. Locals consider her appearances a sign of good fortune; doubly so if the lucky visitor can entice her into sharing a dance. She's only visible for about an hour on the evenings she chooses to appear, and fades away as soon as the sun drops below the horizon.
Geist - neutral - Fyrenstone Shard
An ancient spirit who lives in the oceans surrounding the city of Snowsong, Geist has been called on more than once as the city's unlikely defender. Though he's unmistakably dangerous and has little special fondness of mortals, he's often found around the city's docks where he's sometimes willing to share stories and knowledge with the elves who live warily alongside him.
The Gray Lady - neutral - Avalon Shard
Appearing relatively recently, the Gray Lady is a Freed Spirit dwelling in the wild parts of Avalon Shard . She appears walking abroad on the moors when the mists are thick and tempts mortals, especially men, to follow her into the gloom; while she doesn't appear to be malicious so much as lonely, it's said that those who answer her call only sometimes return.
The Gray Man - hostile - Emberspurs Shard
A dangerous being that lurks in the Emberspurs, the Gray Man stalks lone travelers unwise enough to brave the mountain paths during bad weather. Almost invisible in the fog and gloom, it's been described only as a looming shadow in the mist more commonly given away by the sound of footsteps following close behind its victims. It's most commonly found in the dangerous area referred to locally as the Graveyard, but the locals know that nowhere in the mountains is truly safe from the spirit's presence; the wild terrain, however, has made it elusive enough to endure for centuries. Great Shadow - benign - Ishemin Shard
Coming on the leading edge of the storms that frequently brew around Great Shadow Mountain , Great Shadow is more an awareness than a tangible creature; it makes its presence known as an unexpected darkness across the land, a sudden chill and an abrupt feeling of being under the watchful eye of a predator. Despite its fearful presence, it is thought of as a protective force that guards Ishemin Shard against would-be invaders. The stormcrows believe it to be a lingering trace of their distant ancestor the Eagle Reaper, while others believe it to be a vastly powerful Freed Spirit. Grief - hostile - the Old World
A deeply malicious ghost who takes on the appearance of a WW2 soldier. Though he seems like a charming, harmlessly eccentric being, trusting his intentions is a fatal mistake; he's far more dangerous than he lets on, and wants nothing more than the total downfall of the family whose estate he haunts. Grief can make himself seen or unseen at will, and is more than powerful enough to interact physically with the world and its inhabitants. Keeper - benevolent - Genesis
Very little is known or understood about Keeper, a Freed Spirit who seems to appear only to the dying. They exist only to collect memories, imbuing themselves with all those small moments of a person's life that would otherwise be lost upon their death, and don't have a strong sense of self as they no longer know which of the memories they contain were originally their own. Keeper is masked and wears enveloping, sweeping robes that give observers little sense of any distinguishing characteristics about them. The Lake Dweller - benign - Teopan Shard
A powerful serpent being that sleeps below the crater lake in Teopan Shard , the Lake Dweller formed a pact with long-ago humans in order to give them protection from the shapeshifters with whom they shared the land. Though the conflict has long since ended, it still maintains its familiar relationship with the distant descendants of its one-time worshippers. The Mari Llywd - benign - the Old World
A Freed Spirit of unknown origin, the Mari Llwyd strongly resembles the myth-figure of the same name in Old World Welsh tradition. It's thought to have taken on this form in order to be familiar to the people of the small magic-blooded community it appears to guard; unusually for a Freed Spirit, the Mari exists in the Old World. Initially a subject of concern due to its superficial similarity to traits associated with the Reaper, it's come to be a somewhat beloved secret of the locals. The Moon Eater - hostile - current location unknown
A powerful mage in life, the being that calls itself the Moon Eater has only grown more powerful in death. With no apparent ties to any particular location he seems to travel aimlessly, bringing destruction at random before disappearing once more; the few who've survived his unprovoked attacks say that the only warning sign was the vanishing of the moon and stars, a result of the dark shadowstuff forming the basis of the Moon Eater's magic. His only objective seems to be the gathering of magical knowledge and secrets, the possession of which is the sole point of commonality between his victims. Nightlight - benign - Lyonesse Shard
Often glimpsed only briefly, the spirit affectionately called 'Nightlight' is a shy winged humanoid that haunts the rooftops of Lyonesse. Most often spotted due to the faintly glowing gold lights that surround it, it seems to enjoy watching the comings and goings of mortals in the streets below and occasionally frightens residents by peering in through windows. By every indication it's thoroughly harmless, and it's a bit of a rite of passage for drunk mage students to put out food and staying up all night hoping to catch a glimpse of the elusive being. Nycto - neutral - originally Iram Shard, current location unknown
A powerful Freed Spirit of unknown origin, chained in the Well of Souls in Iram Shard by a past Reaper. Nycto has the unique ability to see and interact with ghosts, no matter how powerful and whether they’re currently corporeal or not, and spent centuries safeguarding and managing the spirits of the Well before being freed of his bonds by the necromancer Llir ap Lugh . He has a natural dominance over the spirits around him and is capable of commanding their obedience. Rahamat - benign - the Otherlands
Taking the shape of a handsome man, Rahamat is thought to have been a powerful mage while he was still alive; strong enough that he'd carved out his domain in the Otherlands before gaining the power that came with his transition into a Freed Spirit. He inhabits a realm that's shaped into an opulent, many-storied mage tower with several lifetime's worth of experimentation and collected magical artifacts. Though he seems quite content to live out the rest of eternity in his tower, he welcomes those who manage to make their way there and is happy to share his extensive knowledge. Red Shadow - neutral - Fyrenstone Shard
Likely an ancient Wave Walker elf in life, Red Shadow haunts the Blood Valleys around the city of Snowsong. Though Red Shadow is often seen in the forests, it's a silent and shadowy figure that seems to have no interest in interacting with mortals; it does seem to protect the valleys from any would-be invaders, and local legends tell of enemies trapped in an endless maze of trees that bleed red. The elves of the city still offer sacrifices to the spirit in exchange for its protection. Silverblood - benign - Ys Shard
Thought to be older than the city of Ys itself, Silverblood takes the shape of a traditional mermaid and lives in the waters of the Mirrorsea. By some accounts she helped in the great mage city's creation, working alongside the Shaper-mage Aliena Ahes to raise its arching rings out of the seabed below; in the present day she rarely interacts with mortals, but it's not an uncommon sight to glimpse a silver-scaled form darting through the water below the city's broad bridges. Sparrow - neutral - the Old World
Thought to be a victim of the destruction when the Immortal Flame was unleashed in the middle of an Old World city, Sparrow is human in appearance but for the wings that sprout from his back. Frequently seen in the half-overgrown rubble of the battle resulting in the Flame's death, he seems willing to interact with mortals but grows more and more confused and distressed as a conversation goes on and begins to seemingly flicker in and out of existence. Ghosts aren't uncommon in the disaster zone, but Sparrow seems more tangible in a way that makes most believe him to be a Freed Spirit. The Starkeeper - benign - Avalon Shard
The resident 'ghost' of the Cathedral of Tanith in New Avalon, the Starkeeper is actually an ancient Freed Spirit who's lived there since his death before the founding of the city proper. He's able to channel the powerful magical energy of the fallen star that the cathedral is founded around and serves as the place's guardian, but his services haven't been called upon in a very long time due to the peace since the formation of Genesis. Nowadays, he's a well-known presence but has little interaction with the priests or visitors of the cathedral; most often he's seen staning at the upper windows looking out, simply fading from sight when approached. The Weaver Queen - neutral - the Otherlands
Taking the form of a great sentient spider, the Weaver Queen holds sway over a section of the Otherlands that's otherwise ruled by demons. The hollow where she spins her web seems to be a potential opening of the Dreamroad, which might suggest how she ended up there in the first place; now, though, she seems content to bide her time weaving powerful enchantments that shape her domain into a place of her own creation. Though Freed Spirits aren't thought to require sustenance, she seems to take a certain amount of enjoyment in consuming the energy of small demons that stumble into her webs.
Creation Process
Freed Spirits are created through the death of the fate-dead, individuals who've escaped their natural time to die through a strange and little-understood process. With no servant of Siarus to guide their soul to the afterlife, they're trapped in this world and are reborn as a Freed Spirit. Not every fate-dead mortal results in a Freed Spirit, and the exact criteria that causes one's creation instead of simply dissipating into nothingness isn't precisely understood. The general thinking is that Freed Spirits were exponentially more powerful than their brethren, and also had a strong desire or purpose upon their second 'death' that gave them motivation to reform themselves.Characteristics and Abilities
Freed Spirits are completely individual, and no two are alike; they can take on any form, from one near-identical to the one they had while alive to something starkly supernatural or monstrous. It's thought that their form will often reflect the purpose they gave themselves for living, whether it's an attachment to the world that they can't bring themselves to let go of, a desire to seek out someone or something, or to protect or seek vengeance. Whatever the case, they share many physical characteristics with powerful ghosts and most are capable of becoming intangible or invisible at will, materializing only when they choose to do so. Freed Spirits are typically hard to hurt due to the fact that they're not truly alive. They can be wounded, but the wounds often fade away or have little discernable effect unless inflicted via magic or magical weapons. Also similar to powerful ghosts, Freed Spirits have no bonds that tie them to a particular location except those they impose upon themselves. They can possess a whole host of abilities depending on the form they've taken, but are almost without exception powerful innate spellcasters who can unleash raw magic as well as affect the world around them. While some are far more human and others more animalistic in attitude and behavior, with some capable of speech and others mute, all Freed Spirits have the intelligence of the race they were born from coupled with an eerie supernatural intuition.Killing a Freed Spirit
In keeping with their individuality, Freed Spirits can have a whole host of attitudes towards mortals. While some seem to have little interest in the world around them, others can range from protective and kind towards the people of Genesis to true monsters who seek nothing more than the destruction of anyone and anything in their way. Due to the fact that most Freed Spirits are immensely powerful, killing one is no small undertaking. It takes a concerted effort, experienced fighters, and a well-considered plan to even have a hope of taking one down; more often than not, it falls to the Reapers to destroy a malevolent Freed Spirit due to the natural advantages granted to them by the Red Blade. The process of truly destroying a Freed Spirit involves several key problems that have to be overcome: trapping, wounding, and consecrating. In order to truly face a Freed Spirit on any sort of level playing field it's essential to counter its ability to become immaterial at will, since this advantage can let a spirit flee or attack with little hope of an effective defense. Locking them into a physical state can be done in a number of ways, whether via divine or natural magic, piercing them with enchanted projectiles designed to hold them to materiality, or trapping them with a mixture of ground cold iron, salt, and silver known as binding dust. Since they're not truly alive, there's not any truly fatal blow on a Freed Spirit. Destruction results only from the accumulation of enough damage to overcome their capacity for holding the body together, and powerful spirits have an enormous amount of vigor that needs to be overwhelmed. As mentioned elsewhere, mundane weapons have very little effect; an attack has to come from a weapon specifically made to combat the supernatural, or via magical sources that rely more on the discharge of energy than physical bludgeoning. Finally, after a Freed Spirit's body is destroyed or brought to the point of seeming lifelessness, a priest or devout worshipper of Siarus is needed to perform the rituals needed to draw the attention of the god; so long as its soul remains on the mortal plane, a spirit will slowly regather its strength and rebuild its body. A simple servant-guide isn't powerful enough to accompany a Freed Spirit to the afterlife, and it generally takes the attention of a Pale Rider to take one of these powerful beings to a final rest.Known Freed Spirits
The following is a non-exhaustive list of Freed Spirits, many of whom are covered in more detail under Unique Beings. Amaranth - neutral - the OtherlandsAn extremely powerful spirit taking on the form of a young girl around the age of eight, found in a small fern-filled grotto that exists as its own distinct realm within the Otherlands. She's childlike, friendly, and seems more curious about visitors than anything. However, those who stumble across her domain would be wise to remember that the entire reality of her world bends to her will and makes crossing her accordingly dangerous.
Arran - neutral - Ys Shard
So rarely glimpsed that it's debated whether he's a Freed Spirit or a manifestation of the land itself, Arran takes the form of a great stag or elk that lives deep within the ancient forest of Brocéliande. Looming far larger than any natural animal, he's a guardian who's capable of summoning fierce storms; in the driving rains those who've trespassed wander ever deeper into the wood, with few ever emerging again. While the shapeshifters who call Brocéliande home may know Arran's true nature, they seem to treat the great creature with respect and have little conflict between them. Baikal - hostile - Baikal Shard
An immense and rarely seen being that lives in the depths of Lake Baikal, who moves freely between Baikal Shard and the Old World deep below the lake ice. Also known in local legends as the Dusk Walker, Baikal seems to largely consider the mortals of the surface largely below its notice... until it doesn't, and rises to the surface to obliterate anything or anyone unlucky enough to have caught its attention. It's most often glimpsed as a vast shadow moving below the ice in winter. Thankfully, Baikal seems to be confined to the lake either by necessity or choice. Bloodletter - hostile - Old World
Thankfully long-since destroyed by a Reaper, Bloodletter was a particularly horrifying Freed Spirit who had been a serial killer in life. Becoming aware of being fate-dead, he chose to take his own life before the Reaper could in order to carry on his murders after death; though the move was a gamble, he unfortunately did revive as a Freed Spirit and continued on with the horrifying ability to slice a person's veins and skin open from the inside. His reign of terror before being caught and destroyed by the Reaper is still the subject of horror stories. Burning Heart - neutral - the Otherlands
The caretaker of a dense, ancient forest realm within the Otherlands; it appears as a tall humanoid shape composed of gnarled wood and branches around a glowing ember in the cavity of its chest. Burning Heart seems shy of mortal visitors, preferring to avoid them so long as no harm comes to the forest it lovingly tends.
Coldhands - hostile - Stillwater Shard
Lurking under the still surface of a deep stream within the minor shard of Stillwater, Coldhands is only known as a host of pale, drowned-looking hands that reach out of the water to grip the ankles of those who wander carelessly close to the water's edge. Whatever the rest of it looks like below the surface is a mystery known only briefly to its victims as it drags them under.
The Crow Man - neutral - Estaval Shard
A dark humanoid form that's sometimes seen in the hills and forest surrounding the village of Amerril in Esteval Shard, often appearing in the presence of flocks of crows. The spirit fades quickly from sight if approached by an onlooker, and seems to have little interest in or awareness of the shard's mortal inhabitants.
Dancer - neutral - Cilicia Shard
Dancer takes form out of the shimmering light reflected on the waves at sunset, with no apparent pattern to what evenings she chooses to appear at the stone dais know at Riev's Dancefloor. Locals consider her appearances a sign of good fortune; doubly so if the lucky visitor can entice her into sharing a dance. She's only visible for about an hour on the evenings she chooses to appear, and fades away as soon as the sun drops below the horizon.
Geist - neutral - Fyrenstone Shard
An ancient spirit who lives in the oceans surrounding the city of Snowsong, Geist has been called on more than once as the city's unlikely defender. Though he's unmistakably dangerous and has little special fondness of mortals, he's often found around the city's docks where he's sometimes willing to share stories and knowledge with the elves who live warily alongside him.
The Gray Lady - neutral - Avalon Shard
Appearing relatively recently, the Gray Lady is a Freed Spirit dwelling in the wild parts of Avalon Shard . She appears walking abroad on the moors when the mists are thick and tempts mortals, especially men, to follow her into the gloom; while she doesn't appear to be malicious so much as lonely, it's said that those who answer her call only sometimes return.
The Gray Man - hostile - Emberspurs Shard
A dangerous being that lurks in the Emberspurs, the Gray Man stalks lone travelers unwise enough to brave the mountain paths during bad weather. Almost invisible in the fog and gloom, it's been described only as a looming shadow in the mist more commonly given away by the sound of footsteps following close behind its victims. It's most commonly found in the dangerous area referred to locally as the Graveyard, but the locals know that nowhere in the mountains is truly safe from the spirit's presence; the wild terrain, however, has made it elusive enough to endure for centuries. Great Shadow - benign - Ishemin Shard
Coming on the leading edge of the storms that frequently brew around Great Shadow Mountain , Great Shadow is more an awareness than a tangible creature; it makes its presence known as an unexpected darkness across the land, a sudden chill and an abrupt feeling of being under the watchful eye of a predator. Despite its fearful presence, it is thought of as a protective force that guards Ishemin Shard against would-be invaders. The stormcrows believe it to be a lingering trace of their distant ancestor the Eagle Reaper, while others believe it to be a vastly powerful Freed Spirit. Grief - hostile - the Old World
A deeply malicious ghost who takes on the appearance of a WW2 soldier. Though he seems like a charming, harmlessly eccentric being, trusting his intentions is a fatal mistake; he's far more dangerous than he lets on, and wants nothing more than the total downfall of the family whose estate he haunts. Grief can make himself seen or unseen at will, and is more than powerful enough to interact physically with the world and its inhabitants. Keeper - benevolent - Genesis
Very little is known or understood about Keeper, a Freed Spirit who seems to appear only to the dying. They exist only to collect memories, imbuing themselves with all those small moments of a person's life that would otherwise be lost upon their death, and don't have a strong sense of self as they no longer know which of the memories they contain were originally their own. Keeper is masked and wears enveloping, sweeping robes that give observers little sense of any distinguishing characteristics about them. The Lake Dweller - benign - Teopan Shard
A powerful serpent being that sleeps below the crater lake in Teopan Shard , the Lake Dweller formed a pact with long-ago humans in order to give them protection from the shapeshifters with whom they shared the land. Though the conflict has long since ended, it still maintains its familiar relationship with the distant descendants of its one-time worshippers. The Mari Llywd - benign - the Old World
A Freed Spirit of unknown origin, the Mari Llwyd strongly resembles the myth-figure of the same name in Old World Welsh tradition. It's thought to have taken on this form in order to be familiar to the people of the small magic-blooded community it appears to guard; unusually for a Freed Spirit, the Mari exists in the Old World. Initially a subject of concern due to its superficial similarity to traits associated with the Reaper, it's come to be a somewhat beloved secret of the locals. The Moon Eater - hostile - current location unknown
A powerful mage in life, the being that calls itself the Moon Eater has only grown more powerful in death. With no apparent ties to any particular location he seems to travel aimlessly, bringing destruction at random before disappearing once more; the few who've survived his unprovoked attacks say that the only warning sign was the vanishing of the moon and stars, a result of the dark shadowstuff forming the basis of the Moon Eater's magic. His only objective seems to be the gathering of magical knowledge and secrets, the possession of which is the sole point of commonality between his victims. Nightlight - benign - Lyonesse Shard
Often glimpsed only briefly, the spirit affectionately called 'Nightlight' is a shy winged humanoid that haunts the rooftops of Lyonesse. Most often spotted due to the faintly glowing gold lights that surround it, it seems to enjoy watching the comings and goings of mortals in the streets below and occasionally frightens residents by peering in through windows. By every indication it's thoroughly harmless, and it's a bit of a rite of passage for drunk mage students to put out food and staying up all night hoping to catch a glimpse of the elusive being. Nycto - neutral - originally Iram Shard, current location unknown
A powerful Freed Spirit of unknown origin, chained in the Well of Souls in Iram Shard by a past Reaper. Nycto has the unique ability to see and interact with ghosts, no matter how powerful and whether they’re currently corporeal or not, and spent centuries safeguarding and managing the spirits of the Well before being freed of his bonds by the necromancer Llir ap Lugh . He has a natural dominance over the spirits around him and is capable of commanding their obedience. Rahamat - benign - the Otherlands
Taking the shape of a handsome man, Rahamat is thought to have been a powerful mage while he was still alive; strong enough that he'd carved out his domain in the Otherlands before gaining the power that came with his transition into a Freed Spirit. He inhabits a realm that's shaped into an opulent, many-storied mage tower with several lifetime's worth of experimentation and collected magical artifacts. Though he seems quite content to live out the rest of eternity in his tower, he welcomes those who manage to make their way there and is happy to share his extensive knowledge. Red Shadow - neutral - Fyrenstone Shard
Likely an ancient Wave Walker elf in life, Red Shadow haunts the Blood Valleys around the city of Snowsong. Though Red Shadow is often seen in the forests, it's a silent and shadowy figure that seems to have no interest in interacting with mortals; it does seem to protect the valleys from any would-be invaders, and local legends tell of enemies trapped in an endless maze of trees that bleed red. The elves of the city still offer sacrifices to the spirit in exchange for its protection. Silverblood - benign - Ys Shard
Thought to be older than the city of Ys itself, Silverblood takes the shape of a traditional mermaid and lives in the waters of the Mirrorsea. By some accounts she helped in the great mage city's creation, working alongside the Shaper-mage Aliena Ahes to raise its arching rings out of the seabed below; in the present day she rarely interacts with mortals, but it's not an uncommon sight to glimpse a silver-scaled form darting through the water below the city's broad bridges. Sparrow - neutral - the Old World
Thought to be a victim of the destruction when the Immortal Flame was unleashed in the middle of an Old World city, Sparrow is human in appearance but for the wings that sprout from his back. Frequently seen in the half-overgrown rubble of the battle resulting in the Flame's death, he seems willing to interact with mortals but grows more and more confused and distressed as a conversation goes on and begins to seemingly flicker in and out of existence. Ghosts aren't uncommon in the disaster zone, but Sparrow seems more tangible in a way that makes most believe him to be a Freed Spirit. The Starkeeper - benign - Avalon Shard
The resident 'ghost' of the Cathedral of Tanith in New Avalon, the Starkeeper is actually an ancient Freed Spirit who's lived there since his death before the founding of the city proper. He's able to channel the powerful magical energy of the fallen star that the cathedral is founded around and serves as the place's guardian, but his services haven't been called upon in a very long time due to the peace since the formation of Genesis. Nowadays, he's a well-known presence but has little interaction with the priests or visitors of the cathedral; most often he's seen staning at the upper windows looking out, simply fading from sight when approached. The Weaver Queen - neutral - the Otherlands
Taking the form of a great sentient spider, the Weaver Queen holds sway over a section of the Otherlands that's otherwise ruled by demons. The hollow where she spins her web seems to be a potential opening of the Dreamroad, which might suggest how she ended up there in the first place; now, though, she seems content to bide her time weaving powerful enchantments that shape her domain into a place of her own creation. Though Freed Spirits aren't thought to require sustenance, she seems to take a certain amount of enjoyment in consuming the energy of small demons that stumble into her webs.
Wood Knocker - hostile - the Old World
A Freed Spirit that roams the woodlands of the Old World, with little apparent limitations on its range. It seems to primarily involve itself with stalking people who enter the woods at night, signaling its presence with eerie knocking sounds to panic its prey into running aimlessly deeper into the forest. Though it often kills at the end of the chase, it appears to be highly malicious and feed on the fear of victims more than anything so tangible as flesh and blood.Remove these ads. Join the Worldbuilders Guild
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