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"The sun rocks the earth, grain falls from the stalk. Come away with me, wanderer, come away with the noonwraith."

Noonwraith — These monsters appear in fields when the sun is at its highest. Swaying grains on a windless day announce their arrival. They dance in circles in the light of day and draw farmers in to join them. Since they are ghosts, no one who joins them leaves the circle alive. Despite what is commonly thought, peasants do not interrupt their labors at midday to get out of the sun - they do it to avoid noonwraiths -Vlad Reymond, Peasants and Their Customs (A book found inside Witcher 3 The Wild Hunter)

See also:

The Witcher

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In the game, Geralt first meets noonwraiths in the seemingly idyllic fields surrounding the village of Murky Waters.

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"Noonwraiths are born at high noon out of heat, sadness and the sweat of ploughmen. In the hot air above the fields, they gather to dance madly, creating air vortexes, but the specters dislike being watched. Those who peep are forced to dance with them.
Noonwraiths stop their dance when the sun goes down, once the abducted mortal is long dead from fear and exhaustion."

Location

Source

  • Specters, Wraiths, and the Damned
  • Geralt can talk to a "Peasant" (stocky build, lighter hair, and clean shaven) around Murky Waters who will mention how the Noonwraiths keep them from working in the Fields. The conversation will unlock Noonwraiths and their alchemies in the journal.

Notes

WARNING: QUEST SPOILER BELOW

  • Alina, a young woman in Chapter IV, turns into a noonwraith, more specifically the midday bride.

Monsterbook

Developer CD Projekt's characterization of the noonwraith taken from the monsterbook, which was enclosed with the Collectors Edition of the computer game The Witcher for Poland, Hungary and the Czech Republic:

Crops swaying in the fields on a windless day indicate that a noonwraith is nearby. These monsters kill humans who venture into the fields at noontime, thus, farmers return home or seek shelter in the shade at this time of the day.

Our noonwraith appears in picturesque location known simply as the Fields, where not a drop of rain has fallen in a very long time. We could not resist including this traditional Polish folk creature in our game, especially since a good part of the story plays out in rural areas. In a conceptual sketch, the noonwraith wields a sickle — a symbol of the harvest and of working in the fields.

The noonwraith is a sun-burned old woman. Clothed in a linen, she hovers just above the ground, her hair white from constant exposure to the sun. Streaks of light drift about her, and when necessary she uses these to blind her opponents. The noonwraith's frock and shoes suggest she once was a young girl, who venturing into the fields, joined in a spectral dance and thus entered the spirit world as a wraith.

The final illustration depicts a nightwraith, a creature that haunts the fields after dusk. The nightwraith resembles the noonwraith in many respects: she rules the Fields after dark and is associated with the moon. This creature is a dark reflection of the noonwraith, which is emphasized by colors chosen for the illustration.

"They crossed a bridge over a canal lush with water-lilies and duckweed, and passed a strip of cut meadows. Cultivated fields stretched as far as the eye could see.

"It's hard to believe this should be the edge of the world, the edge of civilization," said Dandilion. "Just look, Geralt. Rye like gold — and a mounted peasant could hide in that corn! Or that oilseed, look, how enormous."

"Know about agriculture?"

"We poets have to know about everything," said Dandilion haughtily. "Otherwise we'd compromise our work. One has to learn, my dear fellow, learn. The fate of the world depends on agriculture, so it's good to know about it. Agriculture feeds, clothes, protects from the cold, provides entertainment and supports art."

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