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Ghosts are the incorporeal remnant of a once-living creature. They often haunt locations important to the creature in life.[1] Ghosts commonly appear on Eberron when the plane of Dolurrh is coterminous with the Material Plane.[4]

Description[]

Ghosts are the spirits of the living who return because they have unfinished business.[1]

These spirits typically resemble their form in life. However, some ghosts have an altered appearance due to the nature of their demise.[2][3] Others are known to be capable of changing their appearance to suit their current disposition.[2][3]

Personality[]

A ghost's behavior is typically similar to the personality they possessed in life.[3] But in some cases, their personalities are altered by the process of death.[2]

The "unfinished business" that drives ghosts varies widely. Some might seek to fulfill an oath, others to relay a message to a loved one, while some might simply desire to have their death avenged.[1] They also tend to become enraged whenever items their bodies were buried with are stolen and stop at nothing to recover them.[3]

Evil-aligned ghosts are said to hate goodness and all forms of life,[3] being driven by a sense of wickedness and spite.[1] As well as a desire to end the lives of other creatures,[3] in particular those responsible for or connected to its death.[1]

Sometimes ghosts are unaware that they died and thus continually act out the daily routine they had in life.[1] Sometimes ghosts only have fragmented memories of their life.[2]

Abilities[]

As incorporeal beings, ghosts have the ability to move through creatures and objects, and are resistant or immune to many types of damage. They have the ability to frighten those who see the ghost, a process that sometimes ages those who see the ghost. The most powerful ability of a ghost is its power to possess another living creature.[1]

As a form of undead, ghosts have no need for the air, food, drink, or sleep that they once required in life.[1] They move about by flying. Having incorporeal bodies, they can pass through solid objects.[1] Some are known to use this phasing ability to surprise enemies.[2] When moving they made no noise.[5]

Ghosts can phase between the the Ethereal Plane and the Prime Material plane.[1] They can also see 60 feet (18 meters) into one plane whilst standing in the other.[1] Even when manifested on the Prime Material, a ghost is still partially within the Ethereal plane and can be interacted with normally by ethereal creatures.[3]

Ghosts are resistant to all spells based around acid, fire, lightning, and thunder. They are also immune to spells based around cold, necrotic energy, or poison.[1] Many also had some form of weakness tied to their former life — the ghost of a tortured person can be harmed by the implements that had been used to torture them.[1]

Some ghosts are so strongly tied to the Prime Material that they reform a few days after being destroyed by any of the aforementioned means.[2][3]

LastWarGhosts

Ghostly soldiers attack the living.

Thus, the only surefire way to permanently rid an area of a ghost was by resolving the spirit's unfinished business.[1][2]

These undead spirits exude a supernatural sense of fear in all non-undead creatures within 60 feet (18 meters) of them. This sense of fear causes creatures to flee and sometimes the fear is so great that their bodies age by ten to forty years.[1][3][6] This aging effect could be reversed with greater restoration, but only if done within twenty-four hours.[1]

Ghosts are capable of possessing the body of any humanoid that they can see within 5 feet (1.5 meters) of them. Doing so makes the creature incapacitated and fully under the control of the spirit.[1] Besides killing the possessed, a ghost can be expelled from their body by means of the spells turn undead or dispel evil and good. Once free, it is impossible for a creature to be possessed by a ghost for the following twenty-four hours.[1]

Varieties[]

  • Ghost brute: the ghost of an animal, plant, or magical beast that was stuck to the Prime Material plane.[7] Ghost brutes arise among nonsentient beings who die by violence or disease in Valin Field.[8]
  • Ghost dragon: the ghost of a dragon.

Society[]

Ghosts are not a natural creature, but these undead are rarely intentionally created. Instead, they arise when Dolurrh, the Realm of the Dead, is coterminous with the Material Plane and spirits can cross over[4] or when someone attempts to raise the dead during such a time.[4][9] They also have a chance to appear in Dolurrh manifest zones when magic is used to raise or resurrect the dead.[10] They appear in manifest zones to Dolurrh in places such as the Talenta Plains,[11] in ruins of the Last War such as Shadukar[12] or Valin Field,[8] and in older ruins of Sarlona long-abandoned since the Sundering.[13] The ruins of Ohr Kaluun contain many ghosts.[14] The ancient ruins of Xen'drik such as Pra'xirek,[15] and the Oasis of Blood in Menechtarun contain the ghosts of giants.[16]

The Qabalrin elves were destroyed by the Heart of Siberys and their ghosts were bound by dragons to the same massive Siberys dragonshard that leveled their civilization so long ago.[17]

Views on Ghosts[]

Warforged are not known to become undead, including ghosts, by any known means. Both House Cannith and Thrane argued before the Treaty of Thronehold that this is evidence that the warforged lack a soul as living beings do.[18]

The necromancers among the Grim Lords of Farlnen bind ghosts to inanimate objects, which the Bloodsails use as a means of cheating death and as a way to both bolster their fleet of ships' speed by binding ghosts to the sails to match the speed of any elemental galleon.[19]

Followers of the Church of the Silver Flame take exorcising ghosts and demons as a holy mission.[20] The Edgewalkers of Riedra also pursue ghosts among other forms of fiends, undead, aberrations, and extraplanar threats.[21]

Notable Locations[]

While ghosts can be found across Eberron, the following locations are especially known for ghosts:

Languages[]

Like many types of undead, ghosts know all languages that they knew in life.[1]

Notable Ghosts[]

  • Drifter, leader of the Fleas, a gang of children in Stormreach.[28]
  • Eskelia, the ghost of a frost giant in Xen'drik.[29]
  • Jeeryth Ritaal, the ghost of the elf architect and wizard of the Madwood Citadel in Aerenal.[30]
  • Memory of the Prophecy, a ghostly dragon of a murdered Chamber dragon.[31]
  • Old Dalaen, the ghost of an elf who advises his descendants in Aerenal within the Dalaen Forge.[32]

Symbolism[]

The most elite agents of House Phiarlan are called ghosts.[33][34]

Rumors & Legends[]

Aundair[]

The Fairhavener children of Aundair tell stories of Thrane ghosts who will attack them if they walk in the shadow of the abandoned cathedral of the Silver Flame in Fairhaven.[35]

Breland[]

Jack-in-Irons is a local ghost story among the residents of the Upper Cogs of Sharn.[36] Jack-in-Irons, once Jack d'Cannith, was said to be bound by the aberrant dragonmark forces that seized Dorasharn, and forced to craft weaponry for them in the deep lava forges until the city itself was shattered and crumbled atop him. Now he is said to be bound to the city by those same mystical chains, preying on dragonmark heirs, arrogant smiths who aspire to his skill, or even warforged of the Blackbones. Craftsmen of the Cogs may carry a single chain link to ward off his anger.[37]

Within the Caves of the Six Kings in Breland is rumored to contain an ancient byeshk armory, now haunted by Dhakaani goblinoid ghosts.[38]

Lhazaar Principalities[]

Lady Illmarrow, the legendary ancient lich among the lords of Farlnen, is said to maintain a court of vampires and ghosts in a palace of ice.[39]

Tempest Isle, the Isle of Mystery in the Lhazaar Principalities, has many rumors around it. One such rumor is that a pirate wizard was betrayed by his captain and crewmates after the pirates hid their treasure on the mountain of Tempest Isle. The wizard came back as a ghost, slew his betrayers, and now they wage an eternal war on one another. Or so that version of the story goes.[40] Dreadhold Prison is rumored to be haunted by the ghost of a vengeful prisoner who forgot his own name, and now wanders the Deep Ward searching for it.[41]

Mournland[]

Among the scavengers of the Mournland, the city of Metrol is said to be haunted by ghostbeasts, vaguely humanoid hairless beings with translucent skin and an inner pale light.[42] Lightning rail passengers caught in the Day of Mourning, primarily civilians, are said to linger as ghosts in the remnants of the ruined rail coach before cackling madly and running off into the darkness.[24]

Thrane[]

Many Thranes believe that the city of Shadukar has been haunted by the ghosts of burned Thrane citizens since the Karrnathi siege of 961 YK.[43][44]

Appendix[]

External Links[]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014). Monster Manual (5th Edition). (Wizards of the Coast), p. 147. ISBN 978-0786965614.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Mike Mearls, Stephen Schubert, and James Wyatt (2008). Monster Manual (4th edition). (Wizards of the Coast), pp. 116–117. ISBN 0-7869-4852-3.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Monster Manual (3.5 edition). (Wizards of the Coast), pp. 116–118. ISBN 0-7869-2893-X.
  4. 4.0 4.1 4.2 Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 95. ISBN 0-7869-3274-0.
  5. Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), p. 144. ISBN 0-7869-3433-6.
  6. Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), p. 146. ISBN 0-7869-3433-6.
  7. Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), pp. 101–103. ISBN 0-7869-3433-6.
  8. 8.0 8.1 James Wyatt, Wolfgang Baur, Ari Marmell (2007). The Forge of War. (Wizards of the Coast), pp. 98–100. ISBN 0-7869-4153-7.
  9. James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 262. ISBN 0-7869-5099-4.
  10. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 229–230. ISBN 0786966890.
  11. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 125. ISBN 0786966890.
  12. 12.0 12.1 Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 128. ISBN 0786966890.
  13. Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 76. ISBN 978-0-7869-4037-0.
  14. Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, & Amber Scott (2007). Dragons of Eberron. (Wizards of the Coast), p. 116. ISBN 0-7869-4154-5.
  15. David Noonan, Rich Burlew, & Frank Brunner (2005). Explorer's Handbook. (Wizards of the Coast), p. 129. ISBN 0-7869-3691-6.
  16. Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, & Amber Scott (2007). Dragons of Eberron. (Wizards of the Coast), p. 144. ISBN 0-7869-4154-5.
  17. Template:Cite dungeon/122/Ring of Storms
  18. Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 16. ISBN 0-7869-3658-4.
  19. Keith Baker (April 2012). “The Bloodsail Principality” (PDF). In Miranda Horner ed. Dragon #410 (Wizards of the Coast), pp. 2–3.
  20. Jennifer Clarke Wilkes, Ari Marmell, & C.A. Suleiman (2006). Faiths of Eberron. (Wizards of the Coast), p. 62. ISBN 0-7869-3934-6.
  21. Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 69. ISBN 978-0-7869-4037-0.
  22. David Noonan, Rich Burlew, & Frank Brunner (2005). Explorer's Handbook. (Wizards of the Coast), p. 110. ISBN 0-7869-3691-6.
  23. James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 179. ISBN 0-7869-5099-4.
  24. 24.0 24.1 James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), p. 116. ISBN 0-7869-3912-5.
  25. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 219. ISBN 0786966890.
  26. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), p. 133. ISBN 0-7869-3912-5.
  27. James Wyatt, Wolfgang Baur, Ari Marmell (2007). The Forge of War. (Wizards of the Coast), p. 99. ISBN 0-7869-4153-7.
  28. Keith Baker, Nicolas Logue, James Desborough, C.A. Suleiman (2008). City of Stormreach. (Wizards of the Coast), p. 71. ISBN 0-7869-4803-5.
  29. Keith Baker, Jason Bulmahn, & Amber Scott (2006). Secrets of Xen'drik. (Wizards of the Coast), pp. 110–111. ISBN 0-7869-3916-8.
  30. David Noonan, Rich Burlew, & Frank Brunner (2005). Explorer's Handbook. (Wizards of the Coast), pp. 125–126. ISBN 0-7869-3691-6.
  31. Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, & Amber Scott (2007). Dragons of Eberron. (Wizards of the Coast), p. 64. ISBN 0-7869-4154-5.
  32. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 134. ISBN 0786966890.
  33. Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Dragonmarked. (Wizards of the Coast), p. 68. ISBN 0-7869-3933-8.
  34. Keith Baker (2005/02/21). House Phiarlan, Part Three. Dragonshards. Wizards of the Coast. Archived from the original on 2016/11/01. Retrieved on 2021/07/07.
  35. Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 30. ISBN 0-7869-3690-8.
  36. Keith Baker (October 2004). “Steel Shadows”. Dungeon #115 (Paizo Publishing) (115)., pp. 36, 37, 39.
  37. Keith Baker (October 2004). “Steel Shadows”. Dungeon #115 (Paizo Publishing) (115)., p. 40.
  38. Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 69. ISBN 0-7869-3690-8.
  39. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 297. ISBN 0786966890.
  40. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), p. 99. ISBN 0-7869-3912-5.
  41. Keith Baker and Jason Bulmahn (June 2006). “Dreadhold: Eberron's Inescapable Island Prison”. Dragon #344 (Paizo Publishing), p. 78.
  42. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 190. ISBN 0-7869-3274-0.
  43. Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 150. ISBN 0-7869-3690-8.
  44. James Wyatt, Wolfgang Baur, Ari Marmell (2007). The Forge of War. (Wizards of the Coast), p. 31. ISBN 0-7869-4153-7.