Friday, April 12, 2024

#Lore24 Spirits of the light and darkness #Creature24 Ghosts and Spirits

 Its hard fighting something that's only half there.  Sometimes it just need to complete something to pass on, other times it's here to feed. 

--Zacharian Ryder, Exorcist, Priestess of the Lady of Ravens (We,us)

Not all of the departed souls in UslaCairne get swept up or absorbed, or devoured by the material inhabitants of the realm.  Whether it is for love, jealousy, vengeance, or any other of a host of reasons, many of the spirits of mortals cling to the material realm in one form or another.  Ghost and Spirits are a common occurrence in the ruins surrounding the Black Sands and those whose homes have been ground to dust in the sands can be found drifting or hunting on the winds.  

Ghosts and spirits exist half in the realm and half somewhere else.  Scholar have posited that they may be connected to the Shadows that rise from the Deep Dark, while others dismiss this because of the luminescent qualities of most ghost or spirit manifestations. When angered or in defense Ghosts or Spirits can cause objects to move,  fires to ignite, or intensify, or they can physically attack by moving through a creature.  Armor provides no defense against this attack.  Ghosts and Spirits drain health, and constitution from there victims when this happens causing the person to thin and become more hollow.  Anyone who dies as a result of a Ghost or Spirit attack will rise as a new spirit in d4 turns.

Armor 0(19) only struck by magic immune to all elements

HD 4d8-10d8

Int 7-18

Move 12(30)

ToHit 16(+4)-10(+10)

Atx 1x improvised object d6+  Life Drain 2d8 Health d4 Con.


Random reasons the ghost is here.

  1. Unfinished Business: The ghost remains tethered to the mortal realm because it has unfinished tasks or goals it needs to accomplish before it can move on to the afterlife.
  2. Vengeance: The ghost seeks revenge against those who wronged it in life, whether it be an individual, a group, or an entire community.
  3. Protection: The ghost lingers to protect a person, place, or object that was dear to it in life, acting as a guardian spirit against threats both supernatural and mundane.
  4. Lost Love: The ghost cannot move on due to the intense love it still feels for someone in the living world, unable to let go of the past and find peace.
  5. Trauma: The ghost remains bound to the location of a traumatic event from its past, unable to escape the emotional turmoil that keeps it tethered to the site of its demise.
  6. Oath or Promise: The ghost is bound by an oath or promise made in life, unable to depart until it fulfills its commitment or until the terms of the oath are met.
  7. Curse: The ghost is cursed to haunt a particular place or person, either as a result of its own actions in life or the actions of someone else.
  8. Regret: The ghost is consumed by regret over past mistakes or decisions, unable to move on until it finds a way to reconcile its guilt or make amends.
  9. Unrequited Desires: The ghost lingers due to unfulfilled desires or ambitions it had in life, unable to find peace until it achieves what it longed for.
  10. Mystery: The ghost's presence is shrouded in mystery, with its reasons for lingering unknown even to itself, requiring investigation by adventurers to uncover the truth behind its haunting.


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