Glasswing Seraphs
When the skies cracked and the horizons bled light, something descended - not divine saviors, but Glasswing Seraphs, fragile beings of luminous bone and brittle wings that hum with fractured frequencies. They are neither angels nor demons, but remnants of a covenant no living people now recall.
Seen from afar, they resemble radiant statues drifting through ruined air, their glass wings refracting dying sunlight into colors that never existed. Up close, the illusion shatters: their bodies are riddled with cracks, their wings slice like razors, and their faces are masks of porcelain fused to flesh. They do not speak in words, only in tones that vibrate through marrow.
Origin
No one agrees where the Seraphs came from. Some claim they were summoned during the last wars of faith - ritual weapons forged from broken temples. Others whisper they are not creations at all, but survivors of another world that fell before Fantasia itself. What is certain: wherever a Seraph appears, faith itself becomes unstable. Shrines crumble, oaths falter, prayers rebound like knives.
Behavior
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Solitary Watchers: A lone Seraph may hover silently for days, observing a city without action.
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Concords: When three or more gather, their resonance warps reality, bending sound and light until perception collapses.
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Judgment Flight: A rare phenomenon where dozens streak across the horizon, each wingbeat cracking the ground beneath.
For the Player
To encounter a Seraph is to face your own reflection refracted into shards. Their presence amplifies doubts, twisting Oaths into contradictions. A vow of vengeance may feel absurd; a promise of protection might splinter into guilt. Characters who resist this fracture often emerge stronger - but some join the Seraphic song and never return.
For the Storyteller
Use the Glasswing Seraphs not as enemies to slay, but as harbingers of choice. Their arrival should force players to question not only how they fight, but why they fight. If one is defeated, its wings collapse into a crystalline relic - dangerous, unstable, and singing softly in the dark.