Development reference · 3 min read

Spirits

Reference tables contain changeable development values.

The road remembers every traveller who died upon it. On certain nights, it reminds the living.

Spirits are metaphysical entities born from places, events, concepts, or accumulated emotional residue. Unlike undead, which are animated remains of the once-living, spirits are emergent phenomena that may never have been mortal. The collapse of imperial wards has allowed many dormant spirits to awaken, and new ones form wherever suffering or significance concentrates.


Road and Place Spirits#

NameLevelSizeHPNotable Abilities
Road Spirit3Medium38Path knowledge; traveller's bane; misdirection
Marsh Horror4Large55Bog grasp; drowning pull; miasma aura
Law Spirit5Medium65Legal compulsion; oath enforcement; truthsight
Legal Haunting4Medium48Contract manifestation; bureaucratic torment; paper storm

Road spirits form along heavily-travelled routes where enough travellers have died to imbue the road itself with a predatory awareness. They misdirect travellers into hazards, collapse bridges at inopportune moments, and occasionally manifest as helpful guides who lead victims into ambushes. Imperial road wards suppressed them for centuries; now they are resurgent.

Law spirits and legal hauntings are unique to the post-imperial world. They emerge from the residual magical force embedded in imperial contracts, census rolls, and legal instruments. A law spirit enforces the letter of agreements that no living party remembers making, while legal hauntings torment those who unknowingly violate defunct statutes.


Military and Historical Spirits#

NameLevelSizeHPNotable Abilities
Shadow Cavalry Spirit6Large80Phantom charge; trample; battle echo; formation
Ghost Admiral7Medium95Naval command; fog bank; spectral crew; ship haunt

Shadow cavalry spirits are the echoes of entire military units destroyed in catastrophic battles. They replay their final charge endlessly, and anything caught in their path suffers the impact of phantom hooves and spectral lances. Several major battlefields from the Iron-Bound conquest wars are permanently haunted by these formations.


Exotic and Regional Spirits#

NameLevelSizeHPNotable Abilities
Sphinx8Large120Riddle challenge; claw attack; flight; truesight; ancient knowledge
Glass Serpent5Medium62Crystalline body; light refraction; shard burst
Cursed Raptor4Medium50Cursed talons; spectral flight; prey sense
Solar Beast8Large115Radiant charge; sun absorption; heat aura; Akeshi origin
Reef Revenant6Large78Coral armor; drowning grasp; tidal surge; coastal bound

Sphinxes are among the oldest spirits in the world, predating the Magnus Empire by millennia. They guard sites of ancient significance and challenge intruders with riddles whose answers reveal truths about the world's hidden structure. Those who answer correctly are granted passage and sometimes knowledge; those who fail are devoured.

Solar beasts are spirits of concentrated desert sunlight found only in the Akeshi prism deserts. They manifest as leonine shapes of blinding radiance and are revered by some Akeshi sun-cults as divine messengers. In practical terms, they are extremely dangerous to engage without magical protection against fire and radiance.

About this entry

Public in-game encyclopedia. Website edition: 10 October 2026.

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