Ghuls and Geists.

## Geists

**Geists** are individuals who have died and no longer retain a corporeal form, they are somewhat like paradaemons in this manner, though otherwise differentiate massively. Generally speaking they have to be physically tethered to the plane they’re in to be exorcized. Overall **Geists** are faster and more elusive than **Ghuls.** They are frequently noted to only reside within a very small confined area, such as a keep or burial site.

## Wraith

Frequently seen in crypts and rarely in the wild, these creatures are absolutely chilling to be around, both figuratively and literally. Able to leave massive claw marks and cleave clean through non-magically protected plates, these creatures are a force to be reckoned with.

One of the most notable aspects of Wraiths is their complete and utter silence when attacking an individual and their incorporeal nature, allowing them to walk through walls. Generally speaking however they do not leave the area they are emotionally tethered to, forcing them to stay within a building unless the location is destroyed.

They are especially horrible to fight in ruins due to the above reasons, though they tend to not move any faster than someone simply running.

## Poltergeist

Generally a residential ghost, these creatures are a reason to exorcize land using silver dust before building on it. Once tethered to a location these creatures will harass the individuals within a building, though this is generally mostly harmless. A poltergeist will claw, bite, and throw objects at an individual and is rendered utterly invisible unless making a show to scare the individuals within a house.

They *can* be forced into a visible though incorporeal state using silver dust, though this is known to irritate them to the point where they will go beyond simple harassment to flat out attempting to kill the individual within the residence making it heavily inadvisable for a non-trained individual to do this.

They are approximately as strong as a human, bite as hard as a human, and throw things as hard as a human.

They *can* also talk, though this is generally incoherent or disruptive as they cannot usually form relations with an individual.

## Rattiker

[Staff only]

These creatures are by far the most lethal out of all of the Geists, being able to rip a man in half with relative ease, the locations these creatures frequently reside in are often abandoned incredibly quickly.

Specialists are usually hired to deal with them as they are generally too costly for Kingdom’s to devote their time to, especially seeing as they don’t leave the location they’re tethered to.

They have a nasty habit of toying with their prey, actively trying to induce as much suffering as possible. Occult speculation indicates that these Geists are the result of a location overflowing with rittic energy. Places such as sacrificial altars or dungeons are most liable to be disrupted by the appearance of a Rattiker.

These creatures unlike wraiths are incredibly vocal, howling and screaming within a building at times, to even luring people in by mimicking voices of people they know.

The first appearance of a Rattiker was noted after a mage’s house was torn to shreds, along with the mage himself. Careless use of rittic manifested a creature of terrifying strength, the building quickly being cordoned off to prevent trespassers or ‘concerned citizens’ from trying to kill it.

Records on how such a creature was dispatched have been lost to time, along with the ancient orders that used to kill them.