| Species | Ghost |
| Order | Phantasm |
| Classification | Undead |
| Dominion | Raesian |
| Sphere | Undeath |
| Origin | Early mortals being afraid of death. |
| Lifespan | Inmortal |
| Habitat | Ghosts dwell either near where they died, where they lived, or where they were buried. |
| Food | Soul energy |
| Description | Ghosts vary in appearance. Most are translucent and/or blurred forms of what they were in life, often appearing exactly as they did at the time of death. Others appear life-like, solid, though they are still insubstantial, wearing tattered rags or even chains. They also might appear in the form and clothing they were buried in, such as a shroud. Others are wisps of light, mist, and air, a shadowy figure or silhouette, or completely unseen. Ghosts can be persons, animals, event plants or fungi. Ghosts never leave footprints. They have the memory and personality of their living selves, though the latter becomes warped quickly. |
| Corruption | There are many ways one might become a ghost. Ghosts are created most often the moment someone dies, though some form afterward. The corruption of one's soul via moderate dosage of msawhat (10) is the most direct manner. Some become ghosts without intention by being afraid to move on after they die. Others stay on to exact revenge (usually for their own murders), or because of traumatic deaths or lives that warped their souls. Torture, emotional abuse, and suicide all can cause ghosts. Those who commit certain crimes such as ripping off their friends and loved ones, certain kinds of lying, the emotionally or physically abusive, or certain forms of betrayal sometimes become ghosts as punishment for their misdeeds. If someone dies with an unfilled promise, they may linger as a ghost if it is profound enough, and those whose loved ones grieve them excessively may be caught by the snare of that grief and kept on as ghosts. Finally, disrespect of the dead, such as improper burial, desecrations of graves, mistreatment of descendants, or lack of offerings (in some cultures), can make someone come back as a ghost. |
| Esoterica | Ghosts are beings of msawhat. They can wield very corrupted versions of the powers they had in life, save for qi, the gates, and heavenly essences. Some powerful ghosts can develop new esoteric skills in undeath, including use of emotional resonances, soul energy, cacophony, misfortune, uafas, and black nommos. |
| Special Powers | Ghosts cause unease in those who are near them. All ghosts are heavily imbued with msawhat (10), and their touch will drain and corrupt the souls or other metaphysical aspects of a mortal. The corruption of mortal souls causes them to both become susceptible to undeath and to weaken their immune response, making them more susceptible to physical disease. The souldraining and corrupting touch empowers ghosts when they use it. Their voices (which usually come through indistinctly as moaning or whining, though some more powerful ghosts can speak clearly without a medium) cause fear, depression, or rage. The sight of a ghost can also cause intense fear. Once a year, a ghost may cause intense misfortune to befall someone when they breath one them. The person will feel the change, though they often will not know what happened. Even the least powerful ghost may appear and disappear at will within their territory. Existing in undeath often gives ghosts insights they did not have in life. Some can share these as advice or prophecy if they are powerful enough to be able to communicate. Some ghosts cannot communicate at all, no matter how powerful they get, but they gain the power to etch sigils into lead or pottery and place it on a grave and bring death to those they seek to kill. All ghosts can know when someone will die if they take part of their soul. Ghosts have varying degrees of control of the physical world. A weak ghost cannot move anything and exists only as an image, though they can still interact with mortal emotions, corrupt souls, bring misfortune, and cause disease. A stronger ghost can interact as if they were alive, and a very powerful ghost can warp their environment to be horrifying, taking complete control of it. All ghosts have a territory that they haunt, whether it is a place, person, or object. If a ghost is photographed or filmed, it will cause a ghost flare, similar to a lens flare, but without no apparent source, which distorts the image of the ghost. Ghosts can appear in peoples' dreams if the person sleeps in their territory. Powerful ghosts can wield the msawhat that corrupts their souls and unleash it as a blast of corrupted soul energy that will harm the souls of those it strikes. This will eventually cause the ghost to cease to exist if they use up all their energy without replenishing it. Non-person ghosts (animals, plants, fungi) have similar powers to everything above with some variation due to their different existences. Ghost animals tend to be able to create multiple images of themselves. Ghost plants tend to corrupt aether from the soil, sun, sky, and water sources. Ghost fungi tend to multiply themselves in a more direct manner rapidly. |
| Necromancy | Skilled necromancers can create ghosts through the use of msawhat (10) corrupting the soul of an individual. Sometimes a ghost can be created through intentional social engineering or manipulations to create the right circumstances for a person to become a ghost (instilling a deep fear of death, for instance, or severely abusing a person during their life). These are not always successful, however. Disrupting a grave or disrespecting the dead may also create a ghost, though again, this does not always work without significant ritual, intention, and, in the most assured cases, use of msawhat. Controlling a ghost is possible through direct necromantic arts at the same power as creating one, though more powerful ghosts may prove to require more msawhat. Because some ghosts have a purpose or need, they can be manipulated and controlled through their motivations, and other ghosts who are connected to an object, place, or person can be controlled through what they are connected to. Skilled necromancers can also control a ghost by taking something they owned in life and placing it in a jar of oil, rotting eggs, and camelia tea. Summoning a ghost within their territory is often not difficult; it can be as simple as calling out for them, if they are amenable. A ghost which does not wish to interact may be commanded to appear within their territory via necromantic arts (5), by taking something that was important to them in life and threatening to destroy or hide it, or by a seance ritual. Outside of their territory, seances are much more difficult but still possible, especially if the ritualers have something connected to the ghost. A necromancer may summon a ghost via moderate msawhat energy (10). A seance will allow even a non-communicative ghost to communicate. Drawing energy from a ghost for necromantic purposes can be difficult when the ghost is powerful, but it is possible. This can allow necromancers to mimic any power the ghost has. The use of the powers of phantasms in necromancy is known as ghostlore, even when it is not in reference to ghosts specifically. A medium may channel a ghost, but there is some risk especially with stronger ghosts of losing control. Ghosts who cannot speak or cannot intelligibly speak can speak clearly through a medium. |
| Sending | Sending a ghost varies on how and why they became a ghost. If someone was improperly buried or disrespected after they died, a proper burial with special funeral rites will send the ghost. In some cases, reburying the body bound with special cords will send the ghost. Some ghosts, especially those of one's ancestors, must be shown the proper respect before they are sent. If a ghost is in control of a person, place, or object, rituals of exorcism by someone with command of spirits, faith, qi, the gates, or heavenly essences can send a ghost, but it might cost the possessed their soul if not done correctly. Some ghosts can be appeased and even sent with offerings of food and drink if they were traumatized in life; any showing of care might do it. Ritual mourning is also sometimes effective. Prayers to certain Divines can bring mercy to the ghost or simply direct appropriate energies to send it. If someone has a personal connection to a ghost, such as being a former lover, giving formal release from promises or emotional connection can release them, including simply ending one's grief or confessing sins or crimes. Others use ritual daggers to send a ghost, soultraps in which ghosts can be burned, or special mystical medicines. The invocation of a Name with any heavenly essence, qi, or the gates will also send a ghost. Common names of certain figures (messiahs, offerants, saints, etc.) will do the same if imbued with such energies. Some communities hold festivals to honor and release ghosts, using offerings, communal rituals, and messages to the afterlife. |
| Weaknesses | Use of qi, the gates, or heavenly essences will harm or send a ghost if the energy can impact their souls. Soul energy may be used to bind and control a ghost without corrupting the user with msawhat. |
| Behavior | Because of the level of soul corruption required to form a ghost, it is very rare a ghost is not malicious. Those that aren't are usually seeking some kind of release and will grow more and more desperate as times goes by and they are forced to live an agonizing existence as a ghost. Ghosts are usually solitary, though there are some ghosts who exist in groups if they knew or were close in life, or if they all died in the same place and/or time. They wander their territory and seek to drain soul energy from those who enter it so that they can be powerful enough either to complete the task they had in life or to alleviate the suffering they are experiencing as a corrupted soul. When a ghost does not feed for a very long time (usually several centuries), they lose cohesion and become senselessly moaning, writhing phantasms. Ghost animals usually end up mimicking their previous lives without understanding their ghostly condition. |
| Dominion Culture | Ghosts are extremely common in the Raesian Dominion, ranging from common citizens and soldiers to members of the elite. Because they prefer not to leave their territory, most operate as protectors of the homeland or as slaves. |
| Other Dominions | Because they are so common, they exist in all Dominions at varying levels of power. In the Srisian Dominion, ghosts tend to take their shadowy form and have extra power over shadow energy, but they usually end up consumed by more powerful shadow beings. In the Godless Dominion, they are often messengers from the afterlife decrying the punishments of the Divine, and their souldraining targets those with faith. In the Qhanuum Dominion, their souldraining focuses on weakening the esoteric powers of mortals. Ghost plants are often part of the Dun Dominion, and in the Kaanian Dominion, mothers who lost a child often end up there as well, much to their dismay. In the Fellwood Dominion, they are usually non-communicative but much more terrifying. In the Durosian Dominion, they have more power to move and destroy physical objects. In the Agikaani Dominion, ghosts are usually a side effect of mass murder or enslavement, and their moans and groans are much more potent and intense. In Sangarian and Wapek, deprivation causes many ghosts, and they often have stronger powers over physical objects, and in Campionese, they are much harder to detect. In Pandemonian, ghosts vary greatly and randomly |
| Mortal Interactions | If one instills a drink (usually water, tea, or some kind of medicinal liquid) with baby's breath and camellia petals, one will be able to see ghosts even if they are invisible. If a mortal finds out their ancestors are ghosts, in most cultures, they will attempt to give them peace, as it is often considered a terrible fate for an ancestor and a broken link in the chain of their ancestry. When interacting with mortals, ghosts usually seek either to steal their energy, tempt them to destructive behavior, warn them away from a place, or send a message either of punishment, impending death, or some need they have to move on. A ghost will have a conversation with anyone if they are not desperate for sustenance or unable to communicate. Mortals often think of all phantasms as ghosts, and knowledge of ghosts varies across cultures. Different cultures latch onto different trends among ghosts, giving rise to differing views of them. |
| Afterlife | The rare ghost who wants to move on because of unfinished business or other mortal ties lingers in the in-between for about a millennium before being purified enough to move on. Those sent via qi or heavenly essences have a shorter time there, but rarely are sent with enough power to let them move on immediately. The gates power usually leaves them as they were, forcing them to linger for at least a millennium, often longer if they were particularly cruel, malicious, or powerful. |
| Notables | Makahadlok, Ghost Manifest, She Who Fears Death; Sir Galar, the Much Grieved; Umwicanyi, the Durosian Ripper |
| Special Classes | Ghost Knight, Ghost Soldier, Ghost Mage, Ghost Guard |
| Sample Stats | PRO 8 ATH 8 Float STR 8 [If substantial] AWA 8 Insight WIL 8 ROG 9 Unease Presence 9 Souldrain 11 Voice 11 Visage 14 Breath 17 Apparate 14 in territory 3 out of territory Sigil 9 [If non-communicative] Photo Distort 14 Dream Walk 8 Territory Control (WIL) Msawhat Blast 14 |
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