Underworld

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Disambig icon.png This article is about the god realm. For the area of Dragonfall, see Underworld (Dragonfall).

The Underworld, also known as the Realm of the Dead[1] and the Realm of Death,[2] is part of the Mists and the realm of Grenth of the Six Human Gods and Raven of the Spirits of the Wild.[3] All newly dead unguided souls arrive in the Underworld when they enter the Mists from Tyria, where they are judged and sent to their final destinations. The Underworld is divided into several regions, many overseen by one of the Seven Reapers or other lieutenants of Grenth such as Desmina the Red Witch and The Judge.[4][5] Among these regions is the Mad Realm which has been usurped by Mad King Thorn since his death in the ninth century of the Mouvelian calendar.[6]

History[edit]

Early history[edit]

The Hall of Judgment which serves as Dhuum's prison.

The Underworld is a vast realm in the Mists where spirits of the dead depart to. Dhuum, the God of Death, ruled the Underworld from his throne in a tower that once stood on the Chaos Planes.[7] Raven, a Spirit of the Wild, also had a deep connection to the Underworld as he guided norn spirits to the norn afterlife.[3][8] Dhuum was cruel and unjust as he devoured human spirits and refused to allow resurrections, and he became known as the Final Death and Emperor of Oblivion.[9][10]

However, Grenth, the half-god son of the goddess Dwayna,[9] and his seven companions rose to challenge Dhuum and successfully defeated him after a fierce battle in the ossuary of the Cathedral of Eternal Radiance in Orr. Grenth shattered the overthrown god's tower and left the storms of chaos on the Chaos Planes as a reminder of Dhuum's unjust rule.[7] Grenth was not powerful enough to slay Dhuum, however, so he imprisoned the Emperor of Oblivion behind layers of divine magic in the Hall of Judgment and forced him into a state of dormancy.[11]

Upon his victory, Grenth took Dhuum's divinity and ascended to become the new God of Death. To reward his mortal companions for their assistance, he elevated them as the Seven Reapers, his immortal avatars, to govern the regions of the Underworld—the Bone Pits, Chaos Planes, Forgotten Vale, Ice Wastes, the Labyrinth, Spawning Pools, and Twin Serpent Mountains—in his name.[12] Under Grenth's guidance, resurrections were allowed, and human spirits were judged and moved on to their final resting place within the Underworld or in the other god realms such as the Fissure of Woe and Melandru's Lost Domain.[10] At some point Grenth appointed the Judge to watch over the Domain of the Lost, where spirits that had experienced a sudden and traumatic death ended into, and guide these spirits to find their name and purpose before sending them to their appointed afterlives.[13] Grenth also created Soul Binders to keep judged souls from escaping the Underworld.[14][15]

Some time after Mad King Thorn's death circa 825 AE,[16] his soul ended in a specific chaotic sub-section of the Underworld. Using his sorcery, Thorn eventually conquered this region and its denizens and began ruling it, and his dominion became known as the Mad Realm.[6]

The Underworld was attacked by Dhuum's army of dryders, ghosts, and skeletons circa 1072 AE. Thorn detected ominous changes in the Underworld and believed some ancient power to be at work. To set the Mad King's mind at ease, his steward tasked able mortal adventurers to contact King Frozenwind, one of Grenth's allies, to ascertain what was happening. Upon learning Frozenwind's dire news that Dhuum was stirring and trying to break free of his prison, the steward delivered the grim news to Thorn who was none too pleased about the outcome as Dhuum potentially usurping the throne of the Underworld would change the fundamental rules of life, death, and undeath.[11] Once Thorn was made aware of these recent developments, he ordered his steward to send emissaries to the Seven Reapers to learn more information about the coming of Dhuum and to ask the Reapers to rendezvous with King Frozenwind to assess the severity of the threat.[17]

Dhuum's army eventually ensnared the Seven Reapers and caused chaos in the Underworld, sending souls to torturous places like the Realm of Torment. To aid in the battle, mortal adventurers were allowed access to the Underworld to assist Grenth's forces. However, some arrived to plunder the Underworld's riches instead.[18] During this conflict, Dhuum regained strength through any death in the Underworld, and eventually broke free of his chains.[11] Though the Seven Reapers and their mortal allies did eventually manage to re-imprison Dhuum after weakening and imprisoning his minions with the assistance of Mad King Thorn's subjects, the new bindings were inefficient and the former God of Death managed to break free repeatedly from his imprisonment as he drew strength from the deaths of his minions and other spirits in the Underworld. The Mad King and his servants offered what little help they could once they learned about the severity of the threat that Dhuum's actions posed.[17][19]

In addition to this, the constant traveling between Tyria and the Underworld, along with the destruction of the Temple of the Ages, caused the barrier between the two realms to weaken, allowing Godslost Swamp, as well as other areas such as Blackroot Cut, to be overrun with portals to the Underworld.[20][21] Throughout Central Tyria, several creatures from the Underworld could be seen coming from such portals up to the present day. The most common of these were nightmares, but often imps and fleshreavers were seen as well.

Path of Fire[edit]

With the departure of the Six Gods, the gods' realms including the Underworld fell to chaos as demonic entities from the Mists made their way into places such as the Domain of the Lost. In addition to this, Balthazar and Palawa Joko had begun plundering souls from the Underworld in 1330 AE to increase the numbers of the Forged army, adding to the chaos that Grenth's servants struggled to contain.[4][22] In a bit of irony, the Mad Realm had seen little change beyond rivalry between Mad King Thorn and his son, the Bloody Prince Thorn.

Hall of Chains[edit]

In 1330 AE, a new portal to the Underworld appeared, and a mysterious spirit reached to mortal adventures with a plea for help to defeat an ancient foe threatening the realm. The spirit was eventually revealed to be Grenth's first follower, the Red Witch Desmina, who was assisted by the Seven Reapers and a squad of mortal raiders to defeat their mutual foe, Dhuum, who had broken free from his bonds and was feasting on the souls delivered by the River of Souls in preparation to take over the Underworld and invade the mortal realm. The former god of death was eventually sealed within the Hall of Chains but with a great cost of the lives of the Seven Reapers due to Desmina's alterations to the ritual, leaving the Underworld under the Red Witch's rule.

Living World Season 4[edit]

Kralkatorrik and islands from the Mists fall into the Unending Ocean, creating Dragonfall.

In 1331 AE, the Elder Dragon Kralkatorrik, having drained the magical energies of Balthazar in the Battle of Kodash Bazaar, managed to physically enter the Mists. For a year, the Elder Dragon feasted on the gods' realms, growing even more powerful as he battled Glint and her Mist Wardens, eventually consuming parts of the Domain of the Lost and forcing human souls out of the afterlives with some souls seeking refuge within the Sanctum in Kormir's Realm of Torment.[23]

After a fierce battle at Thunderhead Peaks left Kralkatorrik severely wounded, Aurene and the Pact Commander managed to chase down the Elder Dragon and force him out of the Mists in 1332 AE, along with a section of the Underworld that fell through Aurene's portal into Tyria. The shattered sections of the Underworld, Fissure of Woe and Melandru's Lost Domain partially buried Kralkatorrik and formed the island of Dragonfall in the Unending Ocean.

Cosmology[edit]

Recently departed human souls, who do not linger around in Tyria as ghosts, generally pass through the Underworld where they are judged and sent to their appointed afterlife depending on which of the Six Human Gods they have devoted themselves to; Abaddon's zealots ended up in the Realm of Torment at least since his fall from grace as would the followers of Abaddon's successor Kormir who tend to the great library in a region known as the Sanctum,[24] while Balthazar's followers enter the Fissure of Woe to fight the Eternal Battle. Non-human races are suggested to have their own afterlives, and it is unknown whether human and non-human spirits can access one another's afterlives easily or require intervention from powerful beings in the Underworld, or a temporary weakening of the barriers during a potential calamity in the Mists, to accomplish it.[8][25][26] Spirits of the Six Gods' non-human followers may also travel to their chosen faith's afterlife as seen with the dwarf Ural Highstone's soul being taken by an avatar of Dwayna,[27] and the centaur Eternal Forgemaster appearing in Balthazar's Fissure of Woe.

Most spirits find their own way to their fate when they die although some spirits suggest that Grenth or his lieutenants degree a spirit's final resting place once the spirit has entered the Hall of Judgment.[28] However, those whose deaths were too traumatic often forget who they were or how they perished, and they end up in the Domain of the Lost instead; this includes non-human spirits as well.[8][13] In Cantha, the Oracle of the Mists has traditionally selected deceased murderers to become envoys who are tasked with shepherding human spirits to the Underworld as a form of penance.[29][30]

In order to move on from the Domain of the Lost, the affected spirit must recover their name to know who they were and how they lived, and learn their purpose in order to understand the choices they made and why they lived as they did. The tasks that are required to complete both quests differ for each spirit based on their life choices: for example, a teacher might learn their name from the spirit of their mentor after besting them in a game of riddles and discover their purpose hidden in their old diary, while a soldier might have to fight other spirits trying to claim their name and then go on a walkabout to experience visions depicting their life's turning points. Once the spirits have succeeded at their task, they may approach the Judge who looks into their memories and sends them to their appointed afterlife.[13] Liches that travel to the Underworld or the Domain of the Lost before being slain cannot be judged as they are not fully dead to count as spirits.[31]

The Underworld is full of dangers for spirits, as demons, nightmares, and other monstrous creatures like dryders stalk spirits to feast on their essence. Tortured spirits may lose their sanity and turn hateful, transforming into nightmares.[32] Demons such as the Eater of Souls can consume hundreds of souls and digest soul energy in their stomachs although slaying such demons allows most of the consumed spirits to return to the Underworld relatively unharmed.[33] In worlds like the Realm of Torment, demons have chosen to not only feast on spirits' vital energy but their memories and emotions as well, although slaying the involved demons tends to restore the stolen memories and emotions back to their rightful owners.[34] However, spirits can experience what is known as "final death" if they are consumed by specific magic-eating entities like full or former gods such as Dhuum.[10]

Spirits of the dead can be summoned with various human and norn rituals mastered by necromancers while invoking the names of Grenth and Raven.[3] Opening portals to the Underworld is generally seen as dangerous because summoning a spirit may also attract ravenous demons and nightmares which attempt to enter the world of the living.[35]

Since the gods withdrew deeper into the Mists in the aftermath of the Ascension of Kormir, resurrection magic has waned and is no longer easily accessible via shrines unlike such magic's widespread use 250 years prior. While there are ways for the recently departed to return to life—such as being revived by an envoy,[30] using the Eternal Flame to bring back a soul from the Mists and merge it with a body,[36] lich magic,[37] or killing an Eater of Souls and drawing in some of the life energy of the souls released from its body[33]—these tend to be dangerous or magically complex acts, which is why successful resurrections are exceedingly rare in the present day.

Geography[edit]

The Underworld as seen through a portal in The End.

Laws of Tyrian physics do not apply in the Underworld. Trees grow while there is no sun to provide them with light and warmth, there is constant snowfall in certain regions like the Ice Wastes, and the River of Souls flows upstream.[38] Various statues of Grenth stand throughout the Underworld and are tied to the Seven Reapers; as long as the magical statues remain active and uncorrupted, travel through the Underworld is much safer.[39]

A map of the Underworld made in 1072 AE depicted a large chunk of the Underworld divided into regions. In this map the Hall of Judgment was located in the northwest while the Ice Wastes was in the northeast. Forgotten Vale lay in the west, and the Labyrinth was located in the center near the Twin Serpent Mountains. To the east lay the Bone Pits, the Spawning Pools stood in the southwest, while the Chaos Planes were located in the southeast. The Domain of the Lost was not visible on this map; its exact location within the Underworld is unknown.

According to some spirits' beliefs, a recently deceased human soul would end up in the Hall of Judgment where Grenth or one his lieutenants examines the soul and chooses its destination. During Dhuum's attempted invasion in 1072 AE, however, several lost souls entered the Underworld via the Labyrinth instead,[28] and some of these souls were escorted to the Forgotten Vale where they would be safe from ravenous demonic creatures.[40]

The Mad King's Realm appears to either exist on a separate plane within the Underworld or in a distant region within the greater realm. It is chaotic and seems to have been partly shaped by Mad King Thorn's magic since his arrival there as it contains various landmarks tied to him such as Castle Thorn, the Mad King's Clock Tower and the Mad King's Labyrinth.[41]

Locations[edit]

References[edit]

Gwwlogo.png The Guild Wars Wiki has an article on The Underworld.
  1. ^ Scholar Glenna
    <Character name>: Ever think you'd be in a place like this?
    Scholar Glenna: Of course not. We're mortals. In the Underworld. Some of us aren't even human.
    Scholar Glenna: Who'd have guessed the trail of bodies and skeletons would lead to the Realm of the Dead itself?
  2. ^ Intelligence Report: Palawa Joko I
  3. ^ a b c A Good Deed
    Lefsi Spiritchaser: Hear me, Raven!
    Lefsi Spiritchaser: We beseech you, oh spirit of trickery and cunning.
    Lefsi Spiritchaser: Send us an emissary from the lands of the dead.
    Lefsi Spiritchaser: Imbue this pendant with your spirit to protect its bearer.
  4. ^ a b Comment by Connie Griffith, Reddit.com
  5. ^ Hall of Chains
    <Character name>: And what happens now? There's no one left to rule the Underworld.
    Desmina: Isn't there?
    Desmina: Now leave me.
  6. ^ a b Lunatic Boatmaster
  7. ^ a b The Four Horsemen
    Reaper of the Chaos Planes: Before the time of Grenth, when death was ruled by a cruel and unjust god, there stood a tower and a throne on this very plain. But Grenth rose up and destroyed the one called Dhuum and shattered down his tower, leaving only these storms of chaos as a reminder of the power once held dominion here.
  8. ^ a b c The Departing
    Yngvild: You have to find your way, then it'll all come back to you. Like we did. We helped each other find our names and our past. And in the process...we bonded.
    <Character name>: That doesn't make sense.
    Yngvild: I know. I'm supposed to join Raven. And he should go to be with his god. But we'd rather spend eternity with each other here. I suppose afterlife is what you make of it, too.
  9. ^ a b Cathedral of Silence
    Priestess Rhie: Dhuum was a cruel and unjust god who ruled the Underworld. He refused to allow resurrections. In time Grenth overthrew Dhuum and imprisoned him in the Hall of Judgement.
    <Character name>: So, Grenth was born a mortal, then? Not originally a god?
    <Character name>: Grenth is Dwayna's son, but only half-god. His father was a mortal sculptor, but that is one of the greatest secrets of our church.
  10. ^ a b c Scholar Glenna
    <Character name>: What do you know about Dhuum?
    Scholar Glenna: He's a fallen god—the immortal embodiment of death itself.
    Scholar Glenna: I think he was sealed in the Hall of Judgment by Grenth. Reapers were involved...or the heroes who became the reapers.
    <Character name>: Why was he sealed away?
    Scholar Glenna: Dhuum devoured spirits. Under Grenth, human spirits were judged and moved on through the Underworld.
    Scholar Glenna: Dhuum is death. He wants the end of everything. When he consumes a soul, it's final. And he's insatiable.
  11. ^ a b c Something Wicked This Way Comes
    Mad King's Steward: I am the steward of Mad King Thorn, and I do his bidding. My undead liege has detected ominous changes in the Underworld. He believes some ancient power is at work... But then, the Mad King thinks he has an invisible pony, too. To set the Mad King's mind at ease, I need to find out what's happening. That's where a brave and skillful adventurer like you comes in. Acting as an emissary of Mad King Thorn, I would like you to go talk to his royal ally King Frozenwind, who guards the Hall of Judgment. King Frozenwind may be able to shed some light on this mystery. [...]
    King Frozenwind: Long have the bards sung of Grenth's defeat of Dhuum, the former ruler of the Underworld. With the help of the rebellious Reapers, Grenth usurped Dhuum's throne. But the books and songs only tell part of the tale. You see, Dhuum was not fully destroyed; Grenth was simply not powerful enough to slay him. Instead, he forced Dhuum into a state of dormancy and imprisoned him within the Hall of Judgment, trapped behind massive enchanted doors and layers of divine magic. There Dhuum remained, slumbering...waiting. But his torpor is not so heavy that Dhuum does not occasionally wake.
    <Character name>: Why does he continue to wake? Is a little sleepwalking really that harmful?
    King Frozenwind: Dhuum awakens fueled by dark powers, eager to reclaim his seat as The Final Judge, and set to cull the life from those who cheat death. Every time a creature in the Underworld dies, the release of life energy adds to Dhuum's vigor. Too many beings are being slain in the Underworld. Dhuum grows both strong and restless. I fear that one day he will come to his full strength, and then those doors will not hold. Where Dhuum walks, candy man, no soul is safe! Go, tell your master to heed my warning: Dhuum remains the most serious of threats!
    Mad King's Steward: Dhuum? The Ender of All? This is...unexpected information, but you have delivered what I asked for. I doubt Mad King Thorn will believe this matter wasn't fully dealt with last year, but Dhuum and his promise of death undeniable should not be ignored. If he were to seize control of the Underworld, it would be disastrous. The fundamental rules of life, death, and undeath would change...a state of affairs that would be unacceptable to a spirit lord like Mad King Thorn. Thank you for your service, mortal! I will bear this grim news to my liege so he may plot his next move. I fear for us all...
  12. ^ Cathedral of Silence
    Priestess Rhie: The Seven Reapers were mortal heroes who fought beside Grenth when he defeated Dhuum. He rewarded them by elevating them to become his immortal avatars.
    <Character name>: Anything else about them?
    Priestess Rhie: They govern the various regions of the Underworld—the Labyrinth, Bone Pits, Chaos Planes, and so forth.
  13. ^ a b c The Departing
    Nenah: You have no authority here. Only the judge does. He was appointed by Grenth, a true god. [...]
    Lost Spirit: Who is the judge?
    Nenah: He is a loyal servant of Grenth, charged with sending all the spirits who come through here to their appointed place. [...]
    Lost Spirit: I'm not sure why I'm here, or even who I am.
    The Judge: That's because most spirits find their own way to their fate when they die.
    The Judge: But those whose deaths are too traumatic often forget who they were or how they perished. [...]
    The Judge: You will reach your rightful place in time. First, you must recover your name to know who you were and how you lived.
    The Judge: Then you must learn your purpose, to understand the choices you made and why you lived as you did.
    The Judge: Once you know your name and your purpose, only then can I determine your final destination. [...]
    Lost Spirit: "Nenah"... So you discovered your name? How do I reclaim mine?
    Nenah: I learned my name from the spirit of my old mentor. But only after besting him at a challenge of riddles.
    Nenah: I discovered my purpose hidden in an old diary I had written as a child. I was a teacher.
    Lost Spirit: Is it that simple?
    Nenah: It's different for everyone. The judge said you must fight to recover your name, so you clearly weren't a teacher.
    Nenah: A soldier, perhaps?
  14. ^ Collect Soul Binders throughout the Underworld
  15. ^ Olmakhan camp ambient dialogue
  16. ^ Wynn
  17. ^ a b Don't Fear the Reapers
    Mad King's Steward: Mad King Thorn appreciates your recent efforts on his behalf in the Underworld. However, my liege requires more information about the coming of Dhuum. The Mad King also requires a pie, but that's my problem, not yours. I wish to make use of your talents once again. If you are willing, travel to the Underworld on the Mad King's behalf and seek out the Seven Reapers. Implore each Reaper to meet with King Frozenwind and assess the severity of the threat. Be polite and diplomatic; Reapers respond well to courtesy. Report back to me when you have the information the Mad King seeks. [...]
    <Character name>: Gathered Reapers, King Frozenwind, what may I relay from this conference to my lord?
    Reaper of the Chaos Planes: Tell the Mad King that Dhuum, subdued or awake, draws strength from each death in the Underworld. The ancient enchantments Grenth created to bind Dhuum to this place are weakening once again and soon may fail entirely.
    <Character name>: Have you something I can present to the Mad King as evidence of this threat?
    Reaper of the Bone Pits: The word of the Reapers is enough. [...]
    Mad King's Steward: You have returned, and with grave tidings. I shall return to the Mad King and convey this certitude from our Underworld allies. Dhuum's reawakening is serious enough to interrupt pie time. I have a feeling we shall have need of your skills again soon. Until then.
  18. ^ Fuu Rin
  19. ^ The Waiting Game
    Mad King's Steward: Faced with overwhelming evidence, the Mad King has concluded his sense of impending doom was due to...well, you get the picture. But I fear this realization is all for naught. Though Mad King Thorn has the ability to appear in this world each autumn, his power over the mortal realm is limited. He informs me his strength within the Underworld is weaker still. As the Mad King's steward, I cannot do much more than sweep up his crumbs and groom his invisible pony. So, it seems we can offer no further assistance; you and the others of your realm must face the return of Dhuum. If you wish to hold back the coming night, seek out the Voice of Grenth and offer your assistance. [...]
    Reaper of the Labyrinth: Once again we meet, mortal. These are dark times. The minions of Dhuum rampage unchecked, and their ranks swell with every passing day. If they are not defeated, Dhuum's servants will overwhelm the Underworld. Herein lies the dilemma: the minions must be stopped, but each small victory over Dhuum's forces hastens the Ender of All's arrival. We Reapers need your help to battle the legions of Dhuum, but know that if you do our bidding and complete all the tasks laid before you, Dhuum will surely break free into the Underworld. It is a heavy responsibility we have laid upon your capable shoulders.
  20. ^ Historian Garrod
  21. ^ Historian Moritz
  22. ^ The Departing
    Palawa Joko: I was deceived by the fallen god Balthazar. I led him here to claim spirits for his army. [...]
    The Judge: Balthazar has done great harm here. The magic he uses to hijack spirits shakes the foundations of the Domain of the Lost. [...]
    The Judge: When Balthazar left, a fearsome beast, the Eater of Souls, rose to prey on the waning life energy of the spirits here.
  23. ^ Nenah
  24. ^ The Departing
    The Judge: You did what you could with what you had. You may go now. Kormir's library awaits.
    The Judge: Every book ever written can be found and read there. A new world awaits you. Go now with Grenth's blessing.
    Nenah: Thank you. Praise to Kormir, and to Grenth!
  25. ^ Hall of Chains
    <Character name>: Glad to see you made it. I'm also pleased we won't be coming back here when we die. (if asura)
    <Character name>: Glad to see you made it. Also glad I'm not coming here when I die. (if charr)
    Scholar Glenna: Agreed. The Eternal Alchemy must be more impressive than this frozen dirt hole. [...]
    <Character name>: Glad to see you made it. It's not impressive, but I really hope this isn't my final visit here. (if human)
    Scholar Glenna: Oh, right. Assuming we make it out alive, you'll have to return to this frozen dirt hole someday. Lucky you.
  26. ^ The Departing
    <Character name>: We're trapped here.
    Lost Spirit (Charr): Correction. You are! I deny this human prison and refuse its judgment. I'll murder my way out of here if I have to. I don't belong.
  27. ^ Attack on Jalis's Camp
    Orozar Highstone: My brother, Ural Highstone, was once in the Stone Summit, but he reformed and has become a follower of the human god, Dwayna. [...]
    Marln Steelfist: Your life is mine, Ural Highstone!
    Avatar of Dwayna: And your soul, mine.
    Orozar Highstone: Ural! No! NO! Dwayna has taken him!
    Orozar Highstone: Dwayna, why would you take my brother? We had come to terms, he and I. I had forgiven him. What am I to do now?
  28. ^ a b Clear the Chamber
    Lost Soul: It's odd. I thought after you died, you were sent to the Hall of Judgment so that Grenth could choose your eternal fate. At first, I was relieved to find myself here instead, but...I don't want to be stuck here for eternity either.
  29. ^ An Empire Divided
  30. ^ a b Vizunah Square
    Messenger Vetaura: We cannot stand by while Shiro continues to meddle in the affairs of the mortal.
    Emissary Heleyne: His duty is to shepherd the newly dead to the gates of the Mists.
    Emissary Heleyne: He's shirking his responsibility as an Envoy.
    Courier Torivos: For every disembodied spirit that he lets loose here in the mortal realm, the delicate equilibrium between worlds tips further out of balance.
    Courier Torivos: Whatever his plan is, it must be stopped.
    Herald Demrikov: But how? We are only Envoys ourselves. We cannot fight Shiro.
    Emissary Heleyne: We can combat Shiro by acting like Shiro.
    Messenger Vetaura: We are the Envoys to the next world.
    Messenger Vetaura: The shepherds who guide the newly departed to Eternal Paradise within the Mists.
    Messenger Vetaura: We were sent here to show you the path to the afterlife.
    Herald Demrikov: But it's not your time. We will not guide you today.
    Courier Torivos: We return you your departed spirits.
    Courier Torivos: We give back to you the gift of life.
    Emissary Heleyne: But it comes with a price.
    Herald Demrikov: In return, we ask your help in defeating Shiro.
  31. ^ The Departing
    Nenah: This certainly is unusual, Commander. But since Joko's arrival, nothing here has been the same.
    <Character name>: It's clear he doesn't belong here. He's not a spirit, but he's not strictly alive, either.
    Nenah: That's the problem: Joko can't be judged here, because he's not truly dead.
  32. ^ Haunted
    Tanto the Grim: Let me feel your sorrow. Let me strip you away until there is only pain, and emptiness. Endless pain...so sweet...
    Xandra: What call is there for this? Why do you seek to harm innocents? Answer me, spirit!
    Tanto the Grim: I wish only to kill you, child! I served Kivros, your grandfather. After his death, your mother Juno took everything from me. Everything except this pain that will not end, and an escape that will not come.
    Tanto the Grim: I would see her deprived of everything she held dear before she too joins me in this endless misery!
  33. ^ a b The Departing
    The Judge: It is too late. No life remains in your body. Unless...
    The Judge: When Balthazar left, a fearsome beast, the Eater of Souls, rose to prey on the waning life energy of the spirits here.
    Nenah: That's got to be the screams I've heard in the distance.
    The Judge: If you were to defeat the beast and claim its power, that life energy might be strong enough to reanimate your body.
    The Judge: Allowing you to go back.
    The Judge: But if you were to fail, the beast would consume your entirety.
    The Judge: I could grant you no final reward or punishment. Your spirit would simply cease to be. [...]
    Nenah: You did it! All these spirits have been revived.
  34. ^ Faded Memory
  35. ^ Speaker of the Dead
    <Character name>: I'm interested in knowing more about the ritual.
    Priestess Rhie: We will open portals into the land of the dead, and ask Grenth to send Alastia Crow's spirit to us.
    <Character name>: Josir said it might be dangerous. How so?
    Priestess Rhie: Open portals are like beacons of light in the Mists. Other entities may try to escape the lands of death—and we must prevent that. [...]
    Priestess Rhie: Grenth, Prince of Winter, hear your servant's plea!
    Priestess Rhie: Open the gates to the Mists! The living call upon the dead—in Grenth's name!
    Priestess Rhie: Alastia Crow, seer of Wiley's Scavengers, pirate and oracle, I call your spirit to commune. Appear! Appear and speak!
  36. ^ Citadel of Flame explorable Magg path
    Scholar Magg: The Flame Legion nearly succeeded in bringing back a spirit back from the Mists and merging it with a body. It's a powerful magic, and one we must be prepared to counteract.
    <Character name>: Or?
    Scholar Magg: Please, tell me you jest. Imagine if the Flame Legion were capable of bringing back their greatest generals. What if our killing them only made them smarter and stronger?
  37. ^ The End
    Aurene: Eating a lich...has its...advantages.
    Taimi: Oh... Ha!
    Taimi: ALCHEMY! DRAGONS EAT MAGIC! Ha-HA!
    Braham Eirsson: Ha. HA! HA HA HA!
    Braham Eirsson: PRAISE JOKO!
  38. ^ Scholar Glenna
    <Character name>: This place is unnerving.
    Scholar Glenna: It's technically part of the Mists. The snow, the river...even the geography itself. How do trees grow with no sun?
    Scholar Glenna: It's not my area of expertise, but it seems things here aren't beholden to the physical laws above ground.
  39. ^ Restoring Grenth's Monuments
    Reaper of the Labyrinth: The Terrorwebs have imprisoned the Reapers of the Underworld. Without them, the statues of Grenth are not active, and the death god's control of his realm grows weaker. Reawaken the six reapers and help them return to their statues. Once the statues are active, you will find travel through the Underworld much easier.
  40. ^ Escort of Souls
    Reaper of the Labyrinth: The Grasping Darkness have been banished, and the rightful order of things is beginning to return to the Underworld. New souls who wish to pledge their eternal devotion to Grenth arrive every minute. Lead them to the Forgotten Vale and introduce them to Mayor Alegheri. Do this to help restore Grenth's Realm to its rightful state.
  41. ^ Lunatic Noble Acreni