It is said that a ghastly ghost of glowing glass haunts Vallermoore Cathedral, the spirit of a fair knight of centuries past…
Too many are the spirits of the Spirit World, these are only a few better known types.
Page 589, cat. Air Elementals, sub. Stalkers
Placing wards of cow tongues and sheep blood around doors and windows is said to scare off the proddings of stalkers. Many tales and childrens stories tell of the silent stalker that enters the cracked window or unlocked door in the dead of night to steal the breath from a sleeping child. Crib deaths are often blamed on this silent stalker even though it is not true.
-Essay on elementals, subsection Stalkers.
Several arson attacks, and two deaths later, as the Mayor retreated from the ashy figure before him and his curtains went up in flame, he decided that burning the Bishop had been a very bad idea.
“The last thing we ever saw was its inky tail as it swept under the door. I fear the scions of Durnthar have taken yet another piece of us.” - Gould Maran, Keeper of the Throne Seal
“The Welcoming Ones” are the first contact many people will have with the spirit world. Actually, for many they are the first creatures they meet after death.
There are many dangers at the poles and in the icy mountians of the world, but few dangers are harder to survive then an attack from an Ice Ghoul, a shadow-spirit whose very touch can be deadly.
What can be more maddening than the eternal sobbing of a child whom no one can comfort?
Simultaneously feared and desired by mages, Cool blue reasons are the collections of negative energy and the absence of emotion. A Reason appears as a tapering worm of translucent blue-black color, nearing one foot in length at the time of creation, though through their feeding on emotion can grow to be miles long.
Many of the Undead face this terrible fate for mistakes of their own. Dark sins, or conscience heavy for the criminal deeds they have commited, they cannot pass on and linger in this world. But some do not deserve this curse…
There are some men who treat their wives the way they would chattel,that is,with utter control and domination,regarding their spouses not as independent beings entitled to their free will,but as mere objects of theirs,subject to the will of their lords. Such is the nature of those doomed to become the Possessive Ones,upon their death.
The Crawling Ghosts (from Parsic “yabuj”, “it crawls”) are the loathsome, disturbing ghosts of those who die lonely and rejected, shut-ins and the forgotten.
A Hungry Ghost is born when the lower soul (the animal soul of the body, containing physical urges and violences) becomes angered and, rather than descending to the Underworld, lashes out against the living, which, in its instinctive state and having dulled senses, it percieves as enemies who have “wronged” it.
The first sign of one of the Few is the glow that surrounds it.Most of the survivors of such encounters only saw the glow, for few can fight face to face with the Few and survive to tell the tale.
Spiders of the moonlight, weaving webs of smoke, mist, and moonbeams.
These creatures have the uncanny ability to feel the ripples of magic, so they travel through planes, rather than distance to find food.
Gharjoy are one of the seven things that are called Gargoyle. They may be the origin of all things Gargoyle.
There are seven or so types of lifeforms considered Gargoyles by the less informed. This is one.
Geomorphs are related to Earth Elementals in structure and form, but these creatures have more in common with ectomorphs (spirit forms) than true Fey or Elementals. They may be a distant offshoot of spirit dragons.
These small, luminescent creatures are a distant relative of the willowisp, little bits of orangish light that are attracted by the flames of a fire. When enough of them have gathered around a fire, the fire appears to take on a fuzzy indistinctness.
The Dancing Lights of the Ice Wind are one of the great dangerous in the Land of Snow and Ice.
Weapons or equipment that is heavily relied on can be "named". Then the equipment begins to gain abilities beyond those of normal equipment. They might siphon off some of the experiances of their owners (1 to 5%) and level up on thier own. Could be an unintenitional way of creating artifacts. Ships could become sturdier or seem to just barely outrun the worse of a storm that would have surely sunk another vessle, swords could fumble less or resist dulling more, a farmers plow could turn stones aside easier. Anything that is depended on as much as an inividual can depend on as much as another individual could be "named".