Corrupt Spirits
by Dan Allard
originally published in Earthdawn Journal #8

Introduction

Just as the Scourge caused many Name-givers to lose a part of their humanity and become corrupt, so have many spirits succumbed to the influence of the Scourge. The spirits presented here represent several examples of spirits who have been affected, either physically, mentally, or both, by the corrupting powers of Horrors and the Scourge. GMs will need to have access to the Magic: A Manual of Mystic Secrets sourcebook for information on the various spirit powers utilized by these beings.


On Using Corrupt Spirits

Typically, a successful Summoning will conjure a healthy, normal spirit to follow the summoner's orders. However, there may be times when the GM will decide that the summoned spirit is less than ideal, particularly if the caster is summoning from a region of astrally corrupt space.

All spirits presented here are still subject to powers affecting spirits, such as Summoning Circle, even though they may be otherwise uncontrollable using spells and half-magic.

Several of these spirits are permanently manifested for some reason, and may be met as one of any other monster encounters. Note that these might still respond to a summoning, though they cannot travel through Astral space to reach the summoning spellcaster.

It is possible that some of these spirits may be cured of their respective conditions or possibly dispelled back to their original planes; however, others accept their damaged mental and physical conditions or are too far gone to be helped.


Various Unnamed Spirits

The following spirits are not Named spirits, though several of these have names that others refer to them by. Any of these may be summoned using half-magic, though a few spirits require the summoner to be in a particular part of Barsaive for the summoning to be successful.

Wildriss'sinn
Strength 3 Air Spirit
DEX: 11 STR: 9 TOU: 9
PER: 7 WIL: 10 CHA: 7
Initiative: 14 Physical Defense: 17 (22)
Number of Attacks: 3 Spell Defense: 12
Attack: 14 Social Defense: 12
Damage: 11 Armor: 7
Number of Spells: 3 Mystic Armor: 9
Spellcasting: 9 Knockdown: 9
Effect: See Below Recovery Tests: 4
Death Rating: 50 Combat Movement: 170
Wound Threshold: 14 Full Movement: 320
Unconsciousness Rating: 43 Legend Points: 4,800
Karma Step: 5 Karma Pts: 20
Equipment: None
Loot: None
Powers: Aid Summoner, Astral Sight 10, Detect True Element, Engulf 13, Manifest, Manipulate Element, Share Knowledge, Spear 12, Enrage Element 13, Spells (Elementalist 3, Air only)

Wildriss'sinn was corrupted by the scourge along with many other elemental spirits. He shows few outward signs of this corruption; his corruption manifests itself as a dangerous insanity. When summoned, Wildriss'sinn will behave as a normal air spirit, and will even attempt to be helpful beyond duties required of him. However, he is in constant danger of losing control; while under the control of a summoning spellcaster, Wildriss'sinn must make a Willpower test against a difficulty of 8 each round to keep his personality from changing. If he fails at any time, the Air Spirit will fly into a manic rage and assault any living beings within his sight. If he has not manifested himself before this time, he will use Manifest as his first action, and use Engulf and Spear to assault his new opponents. If Wildriss'sinn's death rating drops to critical levels, he will come to his wits and attempt to flee the combat.

Wildriss'sinn is aware of his damaged mental condition and will not normally speak of it with his summoners; however, he wishes to be cured of it and may ask for help if he suspects the summoner is powerful enough to help him. The cure for Wildriss'sinn may well form the basis for an adventure, although a party will not be likely to want to take Wildriss'sinn along, as he will continue to suffer from his dangerous insanity until cured.


The Reisshids
Strength 1 Water Spirits
DEX: 9 STR: 8 TOU: 8
PER: 8 WIL: 8 CHA: 7
Initiative: 12 Physical Defense: 13
Number of Attacks: 2 Spell Defense: 10
Attack: 11 Social Defense: 10
Damage: 12 Armor: 8
Number of Spells: 2 Mystic Armor: 6
Spellcasting: 10 Knockdown: 8
Effect: See Below Recovery Tests: 4
Death Rating: 46 Combat Movement: 125
Wound Threshold: 13 Full Movement: 250
Unconsciousness Rating: 39 Legend Points: 300
Karma Step: 4 Karma Pts: 15
Equipment: None
Loot: None
Powers: Astral Sight 9, Detect True Element, Engulf 9, Manifest (permanent), Manipulate Element, Spear 9

The Reisshids are a group of corrupt water spirits who appear to be trapped permanently upon the physical plane, wandering together from place to place along rivers and across seas. The Scourge has left these spirits almost mindless; now they only hunger to engulf and devour the living. Their behavior is similar to that of the Sirens of legend, but they have no vocal power of control over the living. Reports tell of these spirits traveling in groups of ten or more; GMs should adjust their numbers as he or she sees fit.

Reisshids take vaguely elven forms when the rise from the water, though their elven forms are somewhat wraithlike and non-corporeal. When Reisshids arrive, they will begin to make a low howling sound; this soon rises to a high pitched scream. The screaming has no real game effect, though anyone who is in hearing range will find it unnerving. The Reisshids will attempt to engulf shorebound Name-givers in the form of a large wave; they will attack Name-givers in boats by tearing up the boat out from under them. Each round that the Reisshids attack, they cause 2 points of damage to a wooden boat structure.

Reisshids do not typically attack boats that are moving faster than their own movement rate; they will give up an attack if a boat manages to reach a speed faster than they can travel. These water spirits will continue in their attack until at least half of their number are destroyed. Being mostly mindless, they are unaffected by fear causing spells or talents.

Legend has it that these spirits were forced into submission by a Horror, and became free again at the end of the Scourge. However, they had been altered in such a way that they could not return of the Elemental Plane of Water. Adepts may wish to figure out a way to dispel these beings back to their own plane; to do it, they will certainly need to find out the name and nature of the Horror that enslaved them in the first place.


The Frozen
Strength 7 Water Spirit
DEX: 9 STR: 12 TOU: 11
PER: 11 WIL: 12 CHA: 7
Initiative: 12 Physical Defense: 13
Number of Attacks: 5 Spell Defense: 14
Attack: 11 Social Defense: 13
Damage: 15 Armor: 10
Number of Spells: 5 Mystic Armor: 6
Spellcasting: 10 Knockdown: 12
Effect: See Below Recovery Tests: 4
Death Rating: 55 Combat Movement: 125
Wound Threshold: 15 Full Movement: 250
Unconsciousness Rating: 48 Legend Points: 3,500
Karma Step: 8 Karma Pts: 45
Equipment: None
Loot: None
Powers: Astral Sight 18, Detect True Element, Engulf 19, Manifest (permanent), Manipulate Element, Spear 19, Enrage Element 19

The Frozen is a corrupt water spirit that dwells in the upper reaches of the Caucavic mountains, haunting what villages it comes across in its wanderings. The spirit appears to be completely mindless, and is often mistaken for a Horror; this is understandable, considering its horrific appearance. The Frozen is bound to the material plane and is unable to return to the plane of water.

The Frozen suffered long under the grip of the Horror Icebringer, serving its needs until near the end of the Scourge. Icebringer abandoned the spirit along with several others; the Frozen was the only one to survive the departure of the Horror. The form of the spirit had been changed over the years; once a normal water spirit, the Frozen is now a great beast of ice, resembling a pile of bones with great spikes of ice pointing out in all directions. At the center of the beast is a huge face of ice resembling that of a Name-giver; the face has a permanently blank expression on it.

The Frozen is driven by conflicting desires; primarily, a seething anger moves the spirit to attack anything it encounters. On the other hand, it feels an instinct to return to its home plane; the sane part of its mind suspects it might be cured of its condition if it is able to return to the plane of water. A Name-giver will have to make a Charisma test against the spirit's Willpower to convince it to keep from attacking if the Name-giver offers to help return it to its home plane; certain Charisma based talents may be used for this test (e.g. First Impression). In the event that a Name-giver is able to restore the Frozen from its mental and physical condition, the spirit will be likely to try and reward the Name-giver in whatever way it can.

This spirit will only respond to a summoning if the summoning takes place in the colder reaches of the Caucavic mountains.


Liar
Strength 5 Ally Spirit
DEX: 8 STR: 9 TOU: 11
PER: 12 WIL: 9 CHA: 9
Initiative: 9 Physical Defense: 12 (15)
Number of Attacks: 3 Spell Defense: 12
Attack: 9 Social Defense: 13
Damage: 12 Armor: 9
Number of Spells: 4 Mystic Armor: 6
Spellcasting: 10 Knockdown: 8
Effect: See Below Recovery Tests: 4
Death Rating: 53 Combat Movement: 120
Wound Threshold: 14 Full Movement: 240
Unconsciousness Rating: 44 Legend Points: 1,000
Karma Step: 8 Karma Pts: 20
Equipment: None
Loot: None
Powers: Aid Summoner, Astral Sight 17, Empathic Sense 14, Find 17, Taunt 14, Disguise Self 17, Lifesense 17, Manifest, Confusion 14, Spells (Nethermancer 5)

A particularly nefarious ally spirit, a being known as Liar has caused trouble for many spellcasters. While this spirit can be bound to perform certain physical tasks for a summoner, he has a fatal flaw relating to his information gathering abilities. Any time information is requested of this spirit, there is a good chance that he will invent a deliberate falsehood or half-truth; Liar invents such falsehoods to cause as much trouble and damage to the summoner as possible. This spirit is also perfectly capable of telling the truth when necessary, especially if a lie would get him into immediate trouble.

Liar has little interest in improving his damaged psyche; his corruption has become a fundamental part of him. In any case, Liar's falsehoods are rarely discovered until after he has been released by the summoner. He uses his Disguise Self spirit power to make himself appear as a different Name-giver each time he manifests; in this way he tries to hide his identity between summonings.

Liar is, in fact, the spirit of a fallen questor of Mynbruje; the questor died during the Scourge, betrayed by a Horror that offered him immortality in exchange for the lives of other Name-givers. The questor's spirit lingered after his death and was further tormented and corrupted by astrally dwelling Horrors, until finally reaching its current corrupt state.


Named Spirits

The following spirits are Named and require the spellcaster to use the Summon talent to contact them.


Aash'ih'iar
Strength 6 Air Spirit
DEX: 9 STR: 11 TOU: 11
PER: 8 WIL: 13 CHA: 7
Initiative: 12 Physical Defense: 15 (20)
Number of Attacks: 4 Spell Defense: 15
Attack: 12 Social Defense: 13
Damage: 12 Armor: 7
Number of Spells: 4 Mystic Armor: 8
Spellcasting: 10 Knockdown: 8
Effect: See Below Recovery Tests: 4
Death Rating: 58 Combat Movement: 150
Wound Threshold: 14 Full Movement: 300
Unconsciousness Rating: 49 Legend Points: 4,100
Karma Step: 8 Karma Pts: 30
Equipment: None
Loot: None
Powers: Aid Summoner, Astral Sight 14, Detect True Element, Engulf 19, Manifest, Manipulate Element, Spear 17

Theran legend tells of the kila called "Sword of Empire" which patrolled much of Vasgothia near the beginning of the Scourge. The kila fell under the attack of airborne Horrors; as part of this attack, a Horror spent months invading the mind of one of the Air Spirits that held the kila afloat. Finally the Air Spirit's mind cracked, and the spirit proceeded to wrestle control from the Elementalists that held it in yoke. With the spirit free and much of the kila damaged, the ship could no longer support itself and crashed to its destruction on the ground below.

The spirit, named Aash'ih'iar, retained enough of its sanity to feel terrible remorse over its actions, and sought for a way to make up for the damage it had caused. Somehow it survived the long Scourge, now trapped on the physical plane, waiting for Name-givers to help him in his mission. When the Scourge finally ended, Aash'ih'iar began searching for Name-givers to kidnap and bring to the location where the kila was destroyed. Unfortunately, the spirit suffers severe amnesia whenever it reaches the location where the kila was disabled; this point happens to be over a mile in the air over a location in eastern Vasgothia. Any Name-givers in Aash'ih'iar's grasp are quickly forgotten, and typically fall to their deaths. Once Aash'ih'iar realizes what he is done, he again feels terrible remorse, but is not quite sane enough to realize that he shouldn't do it again.

Simply dispelling Aash'ih'iar to his home plane is not likely to cure his mental condition, though it may remove the problem until he is inadvertently summoned again. Adventurers may find a more permanent solution in the ruins of the kila itself; if Aash'ih'iar could be convinced that his aid would help the ship fly again, his sanity might return enough to stop his destructive behavior. This will be a challenge, considering that pieces of "Sword of Empire" lie scattered for several miles around...

GMs should feel free to relocate Aash'ih'iar to a different site of their preference, possibly into Vivane or southern Barsaive.


Firemaw
Strength 9 Fire Spirit
DEX: 10 STR: 13 TOU: 14
PER: 11 WIL: 12 CHA: 8
Initiative: 11 Physical Defense: 12 (15)
Number of Attacks: 6 Spell Defense: 16
Attack: 12 Social Defense: 13
Damage: 14 Armor: 8
Number of Spells: 5 Mystic Armor: 5
Spellcasting: 8 Knockdown: 10
Effect: See Below Recovery Tests: 4
Death Rating: 70 Combat Movement: 130
Wound Threshold: 15 Full Movement: 260
Unconsciousness Rating: 61 Legend Points: 15,000
Karma Step: 9 Karma Pts: 55
Equipment: None
Loot: None
Powers: Astral Sight 20, Detect True Element, Engulf 21, Manifest (permanent), Manipulate Element, Share Knowledge, Spear 22, Enrage Element 21, Remove Element, Spells (Elementalist 9, Fire Only)

Firemaw is a spirit now permanently trapped on the material plane in Death's Sea. For reasons not fully understood, Firemaw is convinced that by devouring enough True Fire that he might be cured of his corruption and allowed to reenter the Plane of Fire. Firemaw is incorrect; because of the nature of his entrapment, the more True Fire he devours, the more strongly he is bound to the physical plane. Even after all this time he does not understand this fact, and it is very unlikely that he can be convinced of its truth.

Firemaw takes the form of a great whirlpool of fire rising out of the lava of Death's Sea. He preys upon passing air ships searching for Elemental Fire; he is smart enough to wait until an air ship has pulled an amount of True Fire out of the lava sea and attempt to take hold of the net itself. If possible he will attempt to knock out the entire air ship, devouring any True Fire he finds aboard the ship. Note that Firemaw is perfectly capable of devouring the free-floating True Fire in Death's Sea, but prefers the challenge of taking it from Name-givers.

Word of Firemaw has been spreading steadily through the ranks of the miners of Death's Sea; it is said that when a large whirlpool begins to form in the lava below an airship, it is a sign that Firemaw is ready to strike. However, stories regarding the fire spirit typically become distorted on the retelling, often depicting him as some sort of Horror. As a result, those come to deal with the beast may not be prepared to deal properly with this powerful spirit.

Firemaw can only devour a certain amount of True Fire each day before he becomes sated; this amount is typically 10 to 20 kernels worth. Though the True Fire he consumes serves to bind him more fully to the material plane, it also slowly increases his power; as a result, his Spirit Strength rating (not his Strength attribute) increases by one for every ten years that he survives. It is unknown whether his strength has any upper bound.


Nylarthant
Strength 15 Ally Spirit
DEX: 12 STR: 13 TOU: 13
PER: 14 WIL: 13 CHA: 12
Initiative: 12 Physical Defense: 12 (15)
Number of Attacks: 5 Spell Defense: 17
Attack: 13 Social Defense: 18
Damage: 16 Armor: 10
Number of Spells: 5 Mystic Armor: 8
Spellcasting: 13 Knockdown: 8
Effect: See Below Recovery Tests: 4
Death Rating: 100 Combat Movement: 120
Wound Threshold: 20 Full Movement: 240
Unconsciousness Rating: 89 Legend Points: 25,000
Karma Step: 14 Karma Pts: 60
Equipment: None
Loot: None
Powers: Aid Summoner, Astral Portal, Astral Sight 29, Empathic Sense 27, Find 29, Haggle 27, Taunt 27, Disguise Self 29, Lifesense 29, Manifest, Confusion 28, Evil Eye 28, Possession 28, Temperature, Detect Trap 29, Detect Weapon 29, Spells (Nethermancer 8, Illusionist 9)

Nylarthant is an ancient being, one whose beginnings can be traced back to a peak in the magic cycle more than 2,000 years before the Scourge. It was during this earlier magical peak that Nylarthant's psyche was damaged permanently. The spirit became active again in Barsaive some time before the Scourge; he had grown in power significantly, and rode out the Scourge without serious difficulty.

While Nylarthant is certainly corrupt in his own way, he maintains his sanity and self-control, unlike many other corrupt spirits. His existence is rumored among many Name-givers, but very few know any real facts about him. Those few who have studied this being believe that he has made a number of pacts with powerful Horrors, but the nature of these pacts is a matter of speculation.

Rumors have it that Nylarthant is allied with the Broker arm of the Hand of Corruption; it is believed that they know his True name and summon him when they need information or help regarding matters of the spirit world. Nylarthant has been known on occasion to capture lesser spirits and deliver them to Name-giver spellcasters in return for favors or even artifacts.

Although Nylarthant may be allied with the Hand, the spirit has his own agenda and is slowly attempting to build up a power base of other spirits and Name-giver contacts. Before the Scourge, Nylarthant even made headway in building up a Name-giver cult around him, but the cult was dispersed with the arrival of the Horrors.

Nylarthant relies mostly on his spellcasting abilities and spirit powers when dealing with confrontation. He is particularly displeased with being summoned by anyone who he has not had previous dealings with. When Nylarthant physically manifests, he resembles a bloated humanoid with tremendous oversized tentacles that seem to wave about randomly. His body is completely black, though he is also somewhat hazy looking even when physically manifested.

Nylarthant is obviously quite a powerful being, on the same scale of some of the more powerful Horrors. For this reason, it is suggested that he be used as a long-term enemy rather than a one shot encounter.


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