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Ghost

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Ghost

Ghosts, Those Who Look Behind
HeightVariable, ethereal
WeightNone
LifespanNo upper limit, generally 5-500 years
Major featuresEthereal, accompanied by various phenomena
AbilitiesHarmful touch, possession, blinking
Population15,000
Most common inWherever violent deaths have taken place
ReputationA natural occurrence: accepted, feared, or hunted depending on the place
Racial godsNone
Racial bonus+10 Materialization


A ghost is the soul of a dead person who chooses not to reincarnate (see Afterlife). It is a miserable condition, and as such those who choose it usually feel the overwhelming urge to conclude unfinished business, get revenge on someone, or fulfill a duty or task they considered very important. When they have no more reason to stay, they will most often accept to reincarnate and continue their cosmic cycle. Ghosts are not undead: unlike the undead, ghosts are a natural occurrence. In particular, ghosts should not be mistaken for other ethereal undead such as the Desolate Ones. These creatures are much more powerful than simple ghosts and have Gnosis powers given by some deity.

Ghosts still possess powers such as being able to hurt the living using their substance, called Soulmist, in a manner reminding of Projection. They can also possess the living for a short time. However, they are restricted in their advancement. They can only progress in three racial skills without help (Materialization, Possession and Soulmist Projection). In order to advance in other skills, they need to practice them while possessing another - the process is much more effective if the target is a Spiritist. Finally, they cannot use personal magic except when they are possessing someone, and when they try to touch the living, they can in turn be touched and become vulnerable to being hit.

Contents

History

Madness is a matter of interpretation.

Ghosts have always existed. Restless souls who wander the lands, seeking completion or revenge, ghosts have interacted with the living ever since the world was blessed with the spark of life. Different periods and cultures differed wildly in their approaches to ghosts; some tried to understand them, and to coexist with them in harmony, at other times they were seen as monsters to be banished, or malevolent creatures to be appeased with gifts. Today's world is a mixture of these attitudes, but in general ghosts are rather well-known by the population.

Seeing a ghost in Mizahar is not uncommon. Even seeing one at the local market, interacting and conversing with townsfolk, is not unheard of in the more liberal cities. Many people in Mizahar know that they exist and why they exist; they are a part of nature as much as a rock or waterfall. Some places will not tolerate them wandering in the open, and will call upon Spiritism to banish them; in other locations, ghosts enjoy as many rights as any other citizen, provided they respect the local laws. This is true of the more civilized ghosts who can reason and think like they did in life; those who prey on the living and are consumed by hatred and evil are systematically chased by ghost hunters who drive them away from towns and villages, or can even trap them or cast them into the Void.

Biology

Physical Appearance

There is still work to be done here.

A ghost tends to resemble its former self when it was alive. Whether it chooses to look like it did just before death, or some other version, depends on the individual ghost and what occupies its mind. Ghosts who wish to avenge their deaths often showcase their wounds in gruesome ways; those who died more peacefully will likely choose a more elegant façade to represent them.

Ghosts are translucent and not fully opaque. Their edges are somewhat blurred and it is possible to see their material, Soulmist, swirling around them like thin white smoke. The more agitated the ghost, the more chaotic the Soulmist will look. Ghosts can float, though some choose to look like they are walking instead.

The physical appearance of a ghost is accompanied by a series of other signals. Temperature might drop when they enter a room, or there might be peculiar noises or smells depending on the ghost's nature. These phenomena are much more commonly experienced indoors; the ghost usually lacks the power to manifest them in the open.

Common traits

Ghosts are ethereal, meaning that they cannot be touched with normal physical means. Tools specifically created to affect spiritual entities will be able to affect them, as will most types of magic. Particularly focused weaponmasters are so skilled that they can harm ethereal creatures. In addition, ghosts are vulnerable when they decide to interact with the physical world. Whenever they desire to affect the world, the world can affect them.

A wounded ghost sheds a part of its Soulmist and experiences great pain. Since Soulmist regenerates very slowly, an injured ghost will usually flee rather than risk losing more of it. Losing Soulmist also deprives the ghost of its powers, making it helpless.

Ghosts are somewhat limited as to the skills they can practice. They can progress in their three racial skills at will (Materialization, the art of looking real and touching the world; Possession, the art of taking over a mortal; and Soulmist Projection, the art of telekinesis with their Soulmist). Any other skills can only be practiced during possession, and will not yield a lot of experience unless the possessed person is a Spiritist - a medium. Also, ghosts cannot use personal magic disciplines in their natural form (their Djed is dead and unusable). They need to possess someone first. Other skills requiring a physical body will also be very difficult to use.

Ghosts generally move about as fast as in their original form, though they can also "blink" for a short duration. Blinking means that the ghost travels from one point to another instantly and without physically moving. It simply reappears at the new location, which must be quite near to the old. Those who meet hostile ghosts often see them approach in blinking bursts. Experienced ghost hunters will not be frightened by this tactic, though.

A ghost's touch is cold and uncomfortable, and can hurt the living like frostbite. When damage is particularly extended, it may prove deadly. The ghost can also extend its Soulmist to pick up small objects and throw them around, a bit like the magic discipline of Projection, though not nearly as accurately. Also, making heavy use of these powers is taxing on the ghost's lifeless Djed, making it necessary to rest.

A ghost can possess a person by entering their body. It is to be noted that the person need to be either willing, or in a weak mental state, or they may try to resist possession. A ghost can only possess a person for a short time before it needs to recover, but this is the only situation when they can make full use of all their skills, including personal magic. Possession leaves the host exhausted.

Psychology

Death calls to death.

A ghost's psychology is usually a mess. They are souls who would rather exist as pitiful shades than let go of their memories and identity. For some, this is simple instinct; maybe they were wronged and are still stuck in their final moment, or maybe they do not even realize they are dead. For others, staying is a pondered, lucid decision. Maybe they put their sacred mission above their personal happiness, or maybe they are willing to face sacrifices in order to seek an avenue for coming back to life. This latter type of ghosts is more intelligent than the former, and can usually be reasoned with.

It takes willpower to last long as a ghost. They can let go at any time; they just have to wish it, and they will be released from this state. Someone who can resist centuries without a single moment of weakness is strong-willed indeed. Ghosts are souls who overstayed their welcome, creatures of pain and loneliness. They can reach any height of heroism, or any depth of infamy.

Society

The closest ghosts come to having a society is a so-called "mass haunting", wherein a group of ghosts who died together or under similar circumstances tend to stick together. In this case, they will usually maintain whatever social structure they were accustomed to in life.