Ghosts

Ghosts are ethereal undead creatures, souls separated from their physical bodies, spirits still tethered to world of the living. The intelligence and power of ghosts varies greatly on an individual basis. The most harmless of ghosts are called spirits while the most sinister are called wraiths. Ghosts usually arise from Ib who were not given proper burials or died under particularly tragic circumstances. Ghosts can be banished from this world and put to rest by proper disposal of their body, by avenging their death, or otherwise putting their soul at ease so they can peacefully move on from this world to the next. The Leader of the Ghosts is Dread Wraith

## Variants

Unburied

An Unburied Ghost arises from a body was not properly buried or cremated. They tend to have an affinity with air magic. Some of the more sinister Unburieds will dig up graves of others, creating even more Unburied Ghosts. Retrieving and burying their body usually puts them to rest.

Forgotten

A Forgotten Ghost arises from a person who died under unknown circumstances with no one aware of their passing or with nobody to mourn them. Some are known to cause memory loss to those in their vicinity. Discovering their identity and telling the ghost their name is usually enough to put them to rest.

Lost

A Lost Ghost arises from a person who died lost, typically either at sea or in the woods. Lost Ghosts wander around aimlessly and some try to get others lost as well. Recovering the body and leading the ghost to either its home or destination usually puts them to rest.

Defeated

A Defeated Ghost arises from a person who lost at something, especially a battle.They are known to be more lucid and intelligent than most ghosts and they haunt and attack those that they associate with their old enemies. Making them accept the outcome or helping them find some form of peace is usually enough to put them to rest.

Divided

A Divided Ghost arises from a person who died of dismemberment or whose remains were not kept intact. They are known for having the power to split apart into several autonomous entities. Sinister ones steal body parts off of the living and try to wear them, starting with plucking small things like hairs but soon working up to fingers and then limbs and will eventually build itself an amorphous mass of flesh. Uniting the original remains and burying or cremating them together usually puts them to rest.

Drowned

A Drowned Ghost arises from somebody who drowned to death, typically in a river, lake, or sea. They are known to greatly increase the rainfall in their area, which has led to some nefarious acts done by farmers to try to create them. Sinister Drowned try to pull others into the waters to drown them, sometimes they are even powerful enough to entire sink ships to force their crews to join them in their watery grave. Retrieving their remains and burying them on land is usually enough to put them to rest.

Widower

A Widower Ghost arises from a dead spouse that was either too in love or too disgruntled to leave their widow behind. They haunt their widow, sometimes driving off other lovers, more sinister ones trying to kill the widow to unite them once more in the grave. A Widower Ghost is usually only destroyed when the widow dies, but there are other ways to appease it and curb its effects.

Burned

A Burned Ghost arises from a person who died in a fire. They Are known for having an affinity for fire magic and increasing the temperature of their local area. Sinister ones commit acts of arson. Submerging their remains in water or rebuilding their burnt homes is usually enough to put them to rest.

Frozen

A Frozen Ghost arises from a person who froze to death. They have an affinity for frost magic and lower the temperature of the surrounding area. Sinister ones will steal the heat from Ib. Cremating their remains is usually enough to put them to rest.

Starved

A Starved Ghost arises from a person who starved to death. They are known to cause poor plant growth and famines in their surrounding areas. Sinister ones will hunt down and cannibalize Ib. Burning an offering of a small banquet is usually enough to put them to rest.

Dried

A Dried arises from a person who died of dehydration. They are known for decreasing the rainfall and humidity in their local area. Sinister ones will suck out every last fluid from Ib, leaving only a dry husk. Submerging their remains in fresh water is usually enough to put them to rest.

Stuffed

A Stuffed Ghost arises from a person who died of overeating. They are known to cause good crop growth and explosions of wildlife populations in their local area. Sinister ones unleash plagues of rats and insects. Feeding their remains to wild beasts is usually enough to put them to rest.

Struck

A Struck Ghost arises from a person who died from being struck by lightning. They have an affinity for lightning magic and cause storms and static fields in their local areas. Sinister ones hunt and shock victims to death.Cremating them and then burying their remains deep beneath the earth is usually enough to put them to rest.

Buried

A Buried Ghost arises from a person who was buried alive. They have an affinity for earth magic and cause poor soil quality and pits of quicksand to form in their local area. Sinister ones are known to cause rock falls, land slides, and avalanches to bury the living alongside themselves. Unburying their remains is usually enough to put them to rest.

Fallen

A Fallen Ghost arises from a person who fell to their death. They are known to have an affinity for gravity magic and cause gravitational anomalies in their area. Sinister ones trip the living and try to push them off of cliffs. Burying their remains on top of a hill or mountain is usually enough to put them to rest.

Murdered

A Murdered Ghost arises from the victim of a murder. They are known to cause increase in aggression and random acts of violence in their area. Sinister ones hunt and slaughter Ib in brutal and bloody ways. Exposing the identity of their killer and putting them to justice is usually enough to put them to rest.

Poisoned

A Poisoned Ghost arises from a person who died of drinking poison, either accidentally or intentionally. They have an affinity for poison magic and are known to pollute water supplies as well as hinder natural healing in their local area. Burning offerings of medicinal herbs around their remains is usually enough to put them to rest.

Executed

An Executed Ghost arises a person who has been executed, often for crimes that they did not commit or strongly believe were justified. They have an affinity with Twilight Magic and are known to interfere with the justice system in their local area. Gathering their remains and repeating their method of exectution on them is usually enough to put them to rest.

Diseased

A Diseased Ghost arises from a person who succumbed to some illness. They are known to decrease the public health and spread plagues in their local area. Burning offerings of medicinal herbs around their remains is usually enough to put them to rest.

Devoured

A Devoured Ghost arises from a person who was eaten by wild beasts. They are known to cause predator species to be more aggressive in the local area. Sinister ones will lead animals to hunt Ib to join them in the belly of the beast. Tracking down the beast or one of its descendants and cutting open its stomach is usually enough to put them to rest.

Infested

An Infested Ghost arises from a person whose body become infested with worms or maggots. They are known to cause insect and pest populations to rise in their area. Sinister ones will directly lead swarms to hunt the living. Cremating their bodies is usually enough to put them to rest.

Entangled

An Entangled Ghost arises from a person whose body was left to be overgrown with plants. They are known for having an affinity for plant magic and causing explosions of vegetation growth. Sinister ones control plants to trap and feed on the living. Burning down all the plant life in the area they died in is usually enough to put them to rest.

Bored

A Bored Ghost arises from a person who died of boredom. They cause boredom and laziness in their local area. Doing many varied and interesting things with their remains is usually enough to put them to rest.

Impoverished

An Impoverished Ghost arises from a person who died in abject poverty. They cause economic recession and poor productivity in their local area. Sinister ones hunt the rich and turn gold to iron. Burying their remains with a small offering of gold is usually enough to put them to rest.

Depressed

A Depressed Ghost arises from a person who died while depressed, especially from suicide. They cause general bad moods and depression. Sinister ones will compel the living to commit suicide and join them in death. Casting their remains into Aum's core is usually enough to put them to rest.

Laughing

A Laughing Ghost arises from a person who died of laughter. They cause good humor and joy in their local area. Sinister ones are known to tell jokes so good they kill. Burying their remains in a dull and empty tomb is usually enough to put them to rest.

Scared

A Scared Ghost arises from a person who was frightened to death. They cause increase of anxiety, panic attacks, and heart failure in their area. Despite their one skittish nature, sinister ones will feed on the fears of the living and try to scare them to death. Destroying the object or a representation of their greatest fear in front of them is usually enough to put them to rest.

Strained

A Strained Ghost arises from a person who worked themselves to death. They cause stress, exhaustion, and poor productivity in their local area. Burying their remains deep beneath the earth is usually enough to put them to rest at last.

Choked

A Choked Ghost arises from a person who suffocated to death, either from being strangled or by accident. They have an affinity for miasma magic cause poor air quality through pollution and dust storms in their local area. Sinister ones strangle and steal the breath from the living. Cremating them and spreading their ashes to the wind is usually enough to put them to rest.

Slept

A Slept Ghost arises from a person who died in their sleep. They are known to cause exhaustion and laziness in their local area. Sinister ones sing lullabies that force the living to join them in their eternal slumber. Scattering their ashes into the ocean is usually enough to put them to true rest.

Insomned

An Insomned Ghost arises from a person who died of sleep deprivation. They are known to cause insomnia and madness in their local area. Sinister ones will intentionally keep people up at night with maddening whispers. Burying their remains in a comfy, dark, quiet, crypt is usually enough to put them to rest at last.

Tormented

A Tormented Ghost arises from a person who was tortured to death. They tend to be especially sinister and inflict great pain upon the living. Exposing their tormentor and bringing them to justice is usually enough to put them to rest.

Bound

A Bound Ghost arises from a person who died in bondage, especially while in Soul Shackles. They tend to be especially sinister and seek to capture and bind the living. Destroying the bindings that held them in life, cremating them, and scattering their ashes to the wind is usually enough to put them to rest.

Aged

An Aged Ghost arises from a person who died of old age with important life goals left unfulfilled, often from those who lack heirs. They have an affinity with Twilight Magic and cause Ib around them to age more rapidly. Bringing a group of small children to pray and play at their burial site is usually enough to put them to rest.

Furabi

浮羅火 Floating Ghostly Flames of unknown dead capable of amassing together into a singular entity. Furabi who have become hostile Wraiths are commonly known as Onibi (鬼火)