Beings of the Realm are divided into two major categories: the Flesh and the Fleshless. The Flesh includes beings of a largely immutable state and matter, who live mortal lifespans, like humans and animals. The Fleshless includes all other beings - all of the spirits of the world.
You may be familiar with the Fleshless of the two opposing polarities: beings of the Shade, like Afterglows, or those of the Light, such as Embers. However, there exist many more Fleshless that are composed both of Shade and Lustre. These Fleshless spirits occupy all corners of the world, existing by rules far beyond the comprehension of the Flesh. It is believed by many that it is the Shade which gives these Fleshless form and a tether to walk the Realm, but the Light which provides them will, nature, and even intelligence.
To deal with the Fleshless is always a dangerous endeavor, even when the Fleshless is of a more amicable spirit. Many fleshless do not have a deep understanding of what flesh values, meaning their concepts of right and wrong may be skewed.
But the people of the Boreal have, in time, come to understand how best to interact with the beings which share their world. These we call the "Rules of Hospitality." Though these came into being firstly to ensure safety when interacting with fleshless, they have subtly though ubiquitously influenced the way people of the Boreal approach even interactions with their fellow man.
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Courtesy. It is proper to be polite. Do not insult your host, offer the appropriate amount of praise or respect. Always remember your manners, but take caution never to say "thank you." Never start a fight, and if you are attacked, your host is expected to defend you, or you to help defend your host.
Title. Always use the appropriate name or title to refer to your host. In turn, always offer your host an appropriate title of your own. But never give your true name.
Intent. Honesty is always a good rule, though do not undervalue omission. Do not attempt to deceive, and never break a promise.
Gift-giving. Be cautious of all gifts from fleshless. They may hold enchantments, or be used to trick you to indebting yourself to the spirit. Any gift must be paid back in equal value. However, this means you may also give gifts, and if the spirit accepts, it must pay you back. Keep the previous rules in mind, that you do not offend the fleshless with this act. Never take or give more than the value.
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Below is a non-exhaustive list of Fleshless which call the Boreal home. There are many more strange beings which exist. It is always open to create more.
Valravn - half-wolf, half-raven creatures who seek out the hearts of living beings to gain their knowledge through consumption. They are usually scavengers, though will often be drawn by fights, or attempt to sabotage those alone in the woods. The oldest Valravn are often the most intelligent, who have lived long enough to feed on the memories and knowledge of dozens of hearts. Some are even capable of speech.
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Draugr - When an afterglow takes possession of a corpse, they create a Draugr, and become trapped within the revenant. They are supernaturally strong, and do not fear "death," as it simply means freeing them from their husk.
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Trolls - one of the most common Fleshless to happen upon in the Boreal, trolls are hulking, brutish humanoid creatures. They appear to be lacking in intelligence, and tend towards impatience and aggressiveness - though this is often an exaggeration born of fear and misunderstanding. They are in fact one of the most hospitable of the Fleshless, and have their own societies and cultures. Trolls live in hills, mountains, or underground cave systems. Trolls that live in hills or near forests tend to be lither, while their mountain counterparts are usually larger. It is not uncommon for trolls to possess traits such as: multiple heads, extra limbs, tails, tusks, or claws.
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Nisse - (pl. nisser) diminutive spirits of humanoid shape, usually sporting white beards and a pointy hat. They perform farm chores, usually under the cover of night and away from observation, living in the barn. Nisser are short-tempered, and do not take kindly to disrespect. They will cause problems for the individual who offended them, going so far as to kill farm animals. For a nisse that lives in a home, performing household chores, they are specifically known as husnisse (house nisse).
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Myling - (pl. mylingar) when a newborn is killed, its Soullight may rise as a myling. This is a ghoul that will haunt the surrounding areas of its burial site, attempting to draw attention to its remains and the crimes of both mother and father. It may sing of its parents to spread the word. Mylingar are also known to lurk near streams and brooks, appearing as young children, luring other children to play, only to drown them so they could have a friend forever. There are two definitive ways to lay a myling to rest: you may either exhume its remains, and give it a proper burial in Rime, or give the phantasm a name - something which it was never given in life.
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Spertus - a small creature, usually partly or wholly insectoid in nature, that one keeps in a some variety of small vessel, such as a bottle or wooden box. It can be found in the wilderness, or summoned. A spertus will help you become wealthy and successful, seemingly turning luck to your side. However, once in possession of it, an individual cannot be freed of the spertus. It will always find its way back to its owner. Over time, a spertus in one's possession will Tar them, and should they die during this time, they are doomed to have their Soullight devoured by the spertus. The only way to be rid of a spertus is to sell it via currency.
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Huldufólk - The "Hidden Folk" of the Boreal are elves that live in a world parallel to the Realm itself. They are invisible, though they may choose to be heard or seen at their will. The Hidden Folk are much like humans in appearance, though they tend to be less physically impressive with narrow bones, tall, with long hair. They are often considered beautiful to humans. Interestingly, their philtrum is convex rather than concave. They may be found anywhere, and to disturb their homes or mock them can be met with consequences that range from minor annoyances to deadly incidents. It is important to approach areas that may hold the Hidden Folk with polite caution.
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Nixie -shapeshifting water spirits, who often appear as beautiful humans who play enchanting songs on their violins. At times, these performances may be harmless. At others, the nixie may choose instead to drown its audience. There are even tales of nixie's falling in love with humans, and choosing to live with their partners. However, nixies separated from water for extended periods of time will grow despondent. For the enterprising performers, some nixie are known to offer music lessons to those that provide appropriate offerings.
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Mare - sometimes also known as night hags, mares are humanoid spirits, considered witches, that sit upon a person's chest during sleep, suffocating them and giving them terrible nightmares. Mares often take the form of smaller animals, especially cats, birds, and hares.