THE
WISP
APPARITION
("WILL'O'WISP",
"GRANTHER
WILLOW'S
LANTERN") |
The Wisp, also known as "Granther Willow's Lantern", or more commonly as the "Will'o'Wisp" in many of the human lands of Sarvonia is a mysterious apparition known to inhabit desolate swamps, moors or bogs. There are also occasional sightings among old ruined fortresses and catacombs. The elves call this apparition the "injóh" (lit. "light creature"). There are many legends and myths told of the Will'o'Wisp, with most of them giving the Wisp a capricious and benevolent nature. Still other tales do not paint the Wisp in such a positive light, warning travelers never to follow a Wisp in the night for it will lead one to their doom. Regardless of the truth, many researchers cannot agree as to the apparition's true nature.
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Appearance.
According to various eyewitness reports, the Wisp's colour can range from a soft
blue to a dark red, and its size from a few
nailsbreadths to almost half
a ped. Typically, it appears
as a floating ball of soft flickering light, about the size of an adult
human's fist. Some accounts say that the Wisp
can grow large, to the size of a human head or
shrink itself to the size of a fingernail. The colour of the Will'o'Wisp also
varies among the tales with most saying that the creature is typically a soft
blue in colour. The Wisp is often seen floating about one
ped above the ground or
water. Its light is never very bright and
barely illuminates the area around it. If it is approached or even looked upon
directly, the Wisp seems to fade slowly away and disappear altogether and
reappear somewhere else close by.
A common story among researchers of the Will'o'Wisp is that the apparition
communicates through the changing of its colours. Some say that it glows a soft
blue when calm and undisturbed. A soft red shade of colour may indicate
anxiousness or aggression while a whitish colour may mean that the Wisp is
afraid. No one has truly understood the reason for the colour changes however as
asking a Wisp directly has never been possible nor has one ever been caught for
study.
Special Abilities.
The full extent of the Will'o'Wisp's abilities is not fully known or understood.
It is difficult to study, as it fades and vanishes when approached, only to
reappear somewhere else nearby. As such, the apparition has never been captured
for close study.
What is generally known is that the Wisp is capable of appearing in one of three
shades of colours: blue, white or red, as mentioned above in the
Appearance details. Each colour shade is never bright,
always soft, as if hidden behind a veil of thin cloth. The wisp floats above the
ground or water, moving slowly up and down or
in small circular motions. The surrounding ground beneath a Wisp is never warm
despite some theories that a Wisp produces heat.
Interestingly, the Wisp does appear to be at least partially solid as it avoids
obstacles rather than passes through them. It has been observed that it can,
however, vanish for a short time then reappear on the other side of whatever
obstacle was in its path, such as a tree or stone, suggesting a way of
travelling that is rather unique and seen only at this entity. Some have
suggested that a Wisp may be able to traverse into other realities or that it
actually goes through time instead of space to achieve this feat.
Some stories say that the Wisp has a hypnotic effect on those who try to watch
it. Some tales warn that a wisp is capable of feeding from the warmth of a
living being while others say that a wisp is sentient spirit who aids travelers
to safety in the dark of night. The wisp has never been known to be able to be
summoned or called.
Territory.
The Wisp is known to inhabit bogs, swamps and similar places of moist and
water ridden areas. Wisps rarely appear
amongst areas of high civilization, meaning they would not appear in the middle
of a fountain in the center of a busy city square. Rather, they seem to prefer
to haunt lonely, desolate places away from people.
Graveyards, catacombs, and ancient ruins all are believed to hold wisps as well,
although they are not sighted as frequently as in moors, bogland areas or damp
forests. The Shadow Marshes are rumored to hold a great number of Wisps although
no specific number can be ascertained due to the noxious fumes that permeate the
once proud city of Fá'áv'cál'âr. A serious
researcher would think twice before entering the realm of the
shadow elves. The Silver Marshes,
another large swampland, are also home to the Wisps and probably represent the
most well known area of Wisp habitation in the south.
Some other places in Southern Sarvonia
where Wisps have been sighted are the catacombs underneath the city of
Ximax (recounted below in a personal
experience by researcher Vekarn Tak'mal). Sailors passing too close to the
Enclave of Alvang have reported
seeing floating lights among the ruins near the shores.
Furthermore Santharia's largest forested
region, the Thaelon Forest, has to be
accounted as home to the Wisp, according to some tales told by travelers to the
region. Specifically, the western region of the woods, called the Már'cál'ethrón
(Styrásh for "Swamp Extension [of the Thaelon]") is said to be a favourite haunt
of the Wisps. One oft-told legend tells of an
Erpheronian courier who got lost
in the Thaelon around 1500 a.S. His steed
had gotten stuck in some deep mud and he had given up trying to escape when a
group of Wisps appeared before him. The courier's tale is often imbellished in
superstitious legend, depending on who tells it, but according to his
descendants, the courier managed to free his horse and
follow the Wisps out of the swamps and into a wandering group of wood elves who
then led him to the nearest human village.
When the courier tried to explain his rescue, he was laughed away and few
believed him. Yet, presently, Ximax is
probably the only place in Santharia where
the belief in Wisps is widely accepted. In many other places, such as the
Kuglimz lands, the belief in Wisps is
regarded as superstitious lore.
In the Northern Sarvonia continent,
among the ruins of Dak'dinal near the
Kuglimz lands, Wisps have been seen (mostly from afar as very few people
dare enter the wastes around the fortress). The Deep Winds Portal of Osthemangar
is surrounded by some large frozen lakes where tales of the Wisp are known among
some of the more obscure orcen legends. The
Osther-Oc battle song, "Choan'ash'uon'kh'al'on'uck" (lit. "Choan the Worthy"),
has a few lines in it that tell of an army of Wisps that were summoned from
within the Deep Winds Portal to function as guides for the
orcen armies as they invaded southern
Sarvonia. The song has been translated as
either being Wisps, demons or phantasms. Apparently, the
Kh'om'chr'om word for "ghost" can also mean many other things, including
Will'o'Wisp.
The Wisp is not just native to the Sarvonian
continent, but the continent of Nybelmar
as well, although fewer tales exist from there. Probably the best known Wisp
haunt in Nybelmar is the damp and foggy
Drifting Woods where they have been
seen dancing among the thick flora and misty fog. Other less known areas include
the Haunted Jungles of Shar and the Broken Woods of Marmarra.
Habitat/Behaviour.
The Wisp appears as a harmless, soft floating light by all accounts but recorded
testimonies tell a different stories. Travelers have recounted experiences of
traveling at night through a heavy forest or passing by a bogland and seeing
lights dancing in the darkness, perhaps ten to fifteen
peds distant. If the lights
are watched directly, they seem to slowly fade away. If one were to look away,
but keep the lights visible out of the corner of the eye, they seem to reappear
strong and bright. If approached, the Wisp will also fade away and reappear
somewhere else nearby. So far, it has been impossible for anyone to get much
closer than five peds from a
Wisp.
Some tales tell of unlucky travelers becoming so obsessed with catching a Wisp
that they follow it through the darkness unaware of the dangerous bogs for which
they are stepping in. As a result, the Wisp always seems just a bit farther out
of reach but then the victim suddenly finds himself trapped in thick sinking mud
with no means to escape. These accounts are also accompanied with a more
terrifying tale of dark spirits known as the mystrans
coming forth from the shadows to feast on the now trapped victim. Whether the
Wisp intentionally leads the victim to this terrible fate is not known.
In most every account told of a Wisp's behaviour where a child is involved, the
Wisp always appears to be very helpful or friendly. It is as if the Wisp favours
children and tries to befriend them. One recent account comes from
Ximax where a group of young magelings had
gotten lost in the western edge of the
Shivering Wood as they traveled with a caravan coming home from an
expedition to collect reagents. The children were perhaps barely older than
thirteen years old, two human girls and a
Volkek-Oshra boy. They had
wandered away from the caravan and soon found themselves near a small bog
surrounded by thick, overgrown willow trees.
As night fell, the children paused in their wandering when suddenly a single
glowing ball of bluish light appeared before them. The children, desperate and
shivering from the cold, followed the light for a distance of three
strals directly into the
caravan's camp.
Diet.
As far as is known, the Wisp does not require any kind of sustenance such as
food or water. Researchers have classified
the Wisp as an apparition, and is not a living, breathing creature by all
accounts. However, some researchers believe that the Wisp feeds upon mystical
energy that permeates places of old magic, such
as Tak'dinal or Alvang. The lost
empire of Fá'áv'cál'âr, a place most
certainly one that still holds some remnants of ancient
elven magic,
is thought to be home to the highest number of Wisps.
Still, some others believe that the Wisp is attracted to and perhaps gains
energy from the emotions and thoughts of people it comes across. Perhaps the
wisp feeds upon the fear or anxiousness of those lost in the Wisp's homeland.
Maybe they are drawn towards the hopelessness and despair of lost people. In
most legends, the Wisp appears to those who are in a strong, negative emotional
state. Such theories are hard to prove as no one has ever come closer than two
to three peds of a Wisp.
Mating.
Wisps have never been known to mate as other creatures do. In fact, it is not
known how a Wisp is created. The demonologist Vekarn Kha'mal holds to the belief
that the Wisp is born from the remains of the dead and that they are in fact
spirits. Others have said that the Wisp is merely an illusion of the eye. His
theory is that the Wisp actually can reproduce by joining together to create a
larger Wisp or even separate themselves to create several other smaller Wisps.
Kha'mal further theorizes that a Wisp may simply be parts of one larger entity
that splits and joins as needed. For what purpose the Wisp would behave this way
is not yet understood.
Myth/Lore.
To recount all of the myths and stories associated with the mysterious floating
lights would fill many books and tomes:
The Tale of Granther Willow's Lantern
The Will'o'Wisp's popular name, "Granther Willow's Lantern", originates in a
well known story that involves the folk figure known as the Granther, or
Grandfather Willow. In these stories, it is said that the Wisp is born from very
old marsh willow trees and that they
accompany the Granther, a capricious old man, as he greets travelers through the
bogs. Sometimes, depending on the old man's mood, he speaks to his visitors and
offering them gifts or tells interesting jokes and stories while the Wisps are
occupied in seemingly happy flittering and dancing. Other times, the Wisps
around him dance in mesmerizing motions leading the travelers further astray
into the swamp to become trapped in the many pools of deadly sinking
water.
An Encounter at
Alvang
An old sailors legend tells of an
Erpheronian sailing ship that encountered the Wisp lights when the vessel
passed close to the Fortress of Alvang
not long after the infamous Battle of
the Witchking's Night. It was supposedly written by the ship's captain, Drak
Wavegrinder, in his log. Interestingly enough, the captain later became a pirate
in the employ of the Erpheronian
government and named his ship the "Will'o'Wisp".
"The island loomed large upon the horizon,
the fortress's cracked spires piercing the sky like dead broken fingers. All was
dark and shadows danced along the walls and broken stones. There is no looking
directly at that blasted castle! It moves and vanishes if you so much as try to
focus on it. Strange it is.
As the ship passed by, the moon shone down upon the island in such a way that I
could see movement! I cried for my spyglass and peered through it, watching the
movement. I saw lights marching together near the eastern side of the fortress.
The damned sea is so rough that I had a hard time seeing the lights clearly. I
thought I saw bodies, too! The moonlight looked to be shining off half buried
steel and armour from the battle long ago.
A fear gripped me then. I looked one last time and saw the lights moving more
rapidly. I thought them to be torches... maybe survivors of a stranded ship. I
started to call to them, but then saw that the lights were not torches at all.
There was no one alive even holding any torches. They moved all by themselves!
I ordered the ship away right quick. I don't know what the lights were, but they
gave me a fear I've never before felt. No amount of liquor will ever drown out
the image of those lights moving among those fallen souls."
Ansrid's Encounter
The researcher Ansrid of Necoma, the famous rivermaid expert, made a name for
himself when he began to study of the legends of the
swamphag. During some of his
travels in the Silvermarshes in search
of the mysterious hag, he wrote of his encounter with some floating lights that
appeared nearby to him once the sun had set:
"The lights before me were delicate and
soft, almost like wispy, nice glowing pieces of cotton floating in the
air. There was a breeze, but the lights seemed
unaffected by it. They had a mind of their own and as they danced around each
other, they seemed almost happy. I stared at them, first one appeared, then
several, but as I looked, they faded away only to reappear to my left or my
right. One of them made back and forth motions at me almost as if it wanted me
to follow it. I dared not follow it, however, as I could see that the lights
were floating directly over a deep looking pool of dark
water and mud. Instead I backed away and
found solid ground to watch. The lights, however, ceased to beckon me and
floated behind some tall reeds and vanished from my sight."
The Catacombs of
Ximax
The Volkek-Oshra demonologist
Vekarn Kha'mal experienced the Wisps personally while lost underneath the
catacombs of Ximax. His experience was quite
positive as the Wisps led him to safety:
"I myself had a Wisp encounter years ago,"
Kha'mal writes in his book "Guiding Light: The Myth of the Wisp". "I was
exploring some very old and forbidden catacombs deep under
Ximax. I was warned away from that old section
and not even my orcen relatives, most of whom
are cavers, would dare venture into the old
Ximaxian underground. Nevertheless, I persisted and was rewarded when I
encountered a group of friendly Wsps who aided me when I became lost.
I had turned several corners trying to backtrack through some narrow passages
when my torch suddenly snuffed out. I felt along the rough hewn walls, passing
many entombed corpses and skeletons (for my clumsy arms knocked down several
remains making a loud clatter that echoed all through the passageway). I was on
the verge of panic when suddenly there appeared before me a floating white light
the shape of my fist. It moved forward and stopped. It moved again and stopped.
I believed it wanted me to follow it. I did so and soon more of the lights came
around me. Within moments, the entire corridor was filled with floating white
lights.
The lights guided me through many corridors and rooms, some filled with
wonderous relics and ancient remains, until at last I emerged out of the ruin
into a little used cistern room near the Ximaxian
Academy. As the glow of several torches burned my eyes, I had to stand a
moment to get my bearings. I turned to thank my saviours, sounds silly I know,
but the floating lights were gone. The passageway from whence I came was dark
once more. Never again did I venture into the catacombs."
An old Astran drinking song related to the Wisp, "The Rocky Road to Strata", has spread through much of Santharia. It is most commonly heard in a pub, as a group of drunken Proudmen and Avennorians chant the words, sometimes off beat, off tempo, and off key. It's not uncommon for some of the lyrics to be substituted, depending on region. While the story stays the same from region to region, there are thousands of derivatives of this song, many differing by only a word or two.
Researchers. For centuries, Wisps and stories of floating lights
have been subjects of research for those interested in mythical creatures and
apparitions. The two most prominent researchers are the
Volkek-Oshra demonologist Vekarn
Kha'mal and the rivermaid expert Ansrid of Necoma. Both researchers lived to
tell of their Wisp encounter. A third researcher, someone with a more dubious
reputation, is the Gnorian
Waudrin Ghortz, who claims that the
Wisp is but a figment of the imagination but his critics point out that, unlike
Kha'mal or Ansrid, Ghortz has never encountered a Wisp before and never wants
to.
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