Surviving The Long Night: A Primer on Spirits and the Restless Dead.

Started by Poolson, August 02, 2023, 10:52:31 PM

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Poolson

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Surviving The Long Night: A Primer on Spirits and The Restless Dead.

By: Mare Strider
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Air, earth, fire, water. These things, the material world is bound by, the birthright of all who are born to it, and by these same spokes, they are driven, those that exist beyond the eternal boundary, attempting to cross. So it is, that a spirit from beyond the pale has to tempt the living into letting them into this world, and so it is, that the only thing that can keep the dead in this world, are the forceful grasp of the living, or the worldly burdens we insist on burdening ourselves with.

The power of emotion, described here-on as pathos, is a powerful impulse of the spirit. It is what allows impossible feats to become possible, and for us to rise to ever-greater heights. So it behooves us to better know ourselves, for in our throes of wroth, or grief, fear or desire, we - whether consciously or subconsciously - build and conjure the world that reflects us, whether we are alive, or dead.

Contained within this book are symptoms of a haunting, summarized information that may prove useful in an unexpected encounter, and indicators to know when to send for an exorcist. Although these bizarre sightings may prove to be initially harmless, they are, often times without warning, swift to turn violent. Every moment spent not addressing the problem allows it to grow worse.

Forewarning: The paranormal is not something that can be measured like a science. It is more common than not for spirits to share the same traits, yet the perimeters that cause their haunt, or the boundaries that confine one spirit, may not be applicable to another. Preliminary symptoms gleamed from this book may not always grant you an accurate answer. Trust your gut instinct, for even if you do not see anything wrong, your subconscious can detect a subtle difference in its environment.

To quote my old master; "What we know, is a drop. What exists, is an ocean.".

Above all else, seek the opinion of a professional.

If this is a situation that keeps you alarmed, consider adopting an older cat. Cats have nine lives, and shed them throughout their time living, each time bringing them closer to the eternal boundary, and by doing so, are capable of seeing what may have come from the pale beyond - causing them to hiss, or puff up, at the sight.

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Chapter One: The Corporeal Dead.

The Corporeal Dead are dead who still possess flesh, bone or some encasing that they are dependent on, for remaining in the material world. More often than not, these dead can be addressed by armsmen, who destroy the body and lay it to rest. Do not take this fact lightly, however, for the dead are formidable. What is an enemy that cannot be bled, that has no need for its limbs? Destruction, on its most core level, is required to truly defeat it, else it will never stop its assault.

Page 1, Zombies & Skeletons
Zombies & Skeletons.

Threat level: Ranges. Norm of moderate.

Physical Attributes: Rotting skin or lack thereof, no mental comprehensions, basic motor skills, and, in some cases, retained muscle memory.

Symptoms Of Presence: Their presence is obvious, mostly through smell or auditory clues of popping joints, clattering ivory, loud prolonged yawning and open mouthed growling.

Details: Zombies and skeletons are the catch-all for featureless dead. What possesses them to take motion is, if not by necromancy, are things such as a disturbed grave (be it by grave robbing or desecration of holy ground), a stolen keepsake, a passing of an umbral star, or a neglected, cursed bite.

Should their haunt be brought about by theft, one can simply return things where it is found. Otherwise, they must be destroyed with violence. Preferably with a long weapon, for open bite wounds can fester and cause limb loss, or, in some cases, zombification after death.
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Page 2, Tyrantfog Dead.
Name: Tyrantfog.

Threat level: Ranges. Norm of moderate to Severe.

Physical Attributes: Rotting skin, no mental comprehension, basic motor skills, and terrible stench.

Symptoms Of Presence: Foul smell that seeps through stone or floorboards. Dead vermin or small house pets.

Details: An aberration of typical zombies, the Tyrantfog is a creation of malicious purpose. Their bodily gasses become putrid, capable of choking their victims while they close in to feed. Should they prove successful in their hunts, the meat of the living they've consumed turns fetid, and the gasses that seep from them cease to be choking, and begin to be vile enough to kill you upon inhalation, like the red spore mushroom.

The best way to destroy them is by a ranged weapon. They are burdened by the weight of the gasses trapped in their chest, and slow to move because of it. It is possible, not guaranteed, for a Tyrantfog to explode with bone shrapnel, if punctured.
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Page 3, Ghuul.
Name: Ghuul.

Threat level: Moderate by themselves, high in numbers.

Physical attributes: Rotting skin, basic mental comprehension, acrobatic motor skills, fast speed.

Symptoms of presence: Bones stripped entirely of meat, graves dug by hand, coffins overturned.

Details: The ghuul are a progression of the zombie, in many regards, both in its ability to climb, crawl through narrow spaces and its ability to speak its mother tongue in basic sentences. Their creation is a curse of decadence, either inflicted upon the dead by other Ghuuls, or cursed by the Powers That Be, with some tales circling about the selfish who savored their feasting, even as others around them starved, and forced them to know no rest, to destroy all that they hold dear and ache for more.

Ghuuls that range far from their point of resurrection are attracted by the scent of meat, and the rotting of the dead is plenty times more obvious than a man that does not bathe, thus, they often congregate in tombs, or graveyards.

Beware their grasp, for a ghuul's touch is potentially paralyzing.
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Page 4, Wight.
Name: Wight.

Threat level: High. Severe, if tampered with by a necromancer.

Physical Attributes: Preserved corpse, fangs where canines previously were, lack of grooming, frenzied demeanor, lack of anything other than basic speech, high function of motor skills.

Symptoms Of Presence: Vermin and corpses alike, all drained of blood. Their skin will be parchment thin and bone dry. In many regards, they will resemble an apple core.

Details: When a Vampire is not accepted by its sire upon the bestowal of vampirism's curse, or has suffered extreme starvation, the vampire succumbs to the nature of their curse, to thirst for blood. Some speculate, that there is a divine nature to the thirst of blood, as if in the hopes that the blood of the pure will purge the sin of the curse that courses in their veins.

When a Vampire becomes a Wight, it is rare, if not outright impossible, for it to return to its original self. It is nothing more than a beast of incredible strength, that must be destroyed by violence.

They are the common playthings of necromancers, who either graft claws on their fingers, bolt steel to their bones for an armored acrobatic assassin, or inflates their torsos with explosive gas to be used as disposable linebreakers. Have a care, when chancing upon a wight, their surprises are deadly, and their capability is demonstrably powerful.
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Page 5, Vampire.
Name: Vampire.

Threat level: Severe. Extreme, if ancient.

Physical Attributes: Pale skin, fangs where canines previously were, aversion to the sun, virtually indistinguishable from the living, command over mortals by spoken decree, hypnotism, the ability to shapeshift into a bat, or a cloud of mist.

Symptoms Of Presence: Extremely subtle. Cult behavior that surrounds sanguine symbolism or sacrifice of blood. Occasional exhumed murder victim, with no blood within them. Virtually undetectable, otherwise.

Details: Since mortalkind has lived under the yoke of the Sibilant Empire, there were Vampires on the outskirts of their society, and, when encountered by the Empire, dominated into granting the vampire positions of privilege.

Some scholars question if the Vampire is a natural presence to stymie the natural greatness of mortalkind, and to keep them among the beasts in the natural order. Others suggest that they are an unholy curse, created only by great and terrible powers. What is consistent, is that they are the apex predator of mortalkind, that has adapted as civilization grew, and has been thwarted only by great vigilance, and terrible contests of arms. They are monsters, wearing the face of men, hoping to lull the sheep to the slaughter, and cannot be embraced as kin, no matter how much they plead their humanity.

A Vampire cannot be slain by traditional steel. They can be paralyzed by a stake made from coffin wood, stabbed through the heart, but to kill them, they must be cut down on top of the soil of their homeland, or staked with a pole of silver melted down from an object of religious significance. Should you suspect a Vampire, take great care in alarming the appropriate parties, lest they set upon you to keep their secret.
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Page 6, Mohrg.
Name: Morhg.

Threat level: High.

Physical Attributes: Bones, bound in tears of their meat, organs and eyeballs still functioning.

Symptoms Of Presence: The wilting of plantlife, the decay of everything that surrounds them. Those who might have potentially been a victim in life, suffer terrible nightmares, and scream themselves awake, alerting the Mohrg to their whereabouts, and resume their killing.

Details: Mohrgs are the spawn of most monstrous men, who have died without atoning for their crime, either by forgiveness, or by the righteousness of the headsman's block. The sin of their nature presses them ever onward, seeking their next victim. The prolonged saturation of the evil they radiate causes a gradual decay in their surroundings, just as it might lend itself to the gradual decay of social order.

Mohrgs, like ghuuls, possess a touch that paralyzes its victim, and its cackling laughter can send others into fits of fright. A contest of arms is oftentimes enough to lay a Mohrg to rest, but, to be thorough, so as to not spawn a Wraith (read chapter two for more!) from its destruction, the corpse must be brought before an executioner's gallows or block, to deliver it the deathblow.
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Page 7, Bodak.
Name: Bodak.

Threat level: Severe. Apocalyptic, depending on the root cause of its rebirth.

Physical Attributes: Darkened skin, no mouth, wispy frame, great intellect, aversion to sunlight, blood red eyes that glow like beacons of hatred in pure darkness, and a gaze that bears their terrible nature onto their victim.

Symptoms Of Presence: A sour, copper taste in the air. Fire's orange glow turns red, and vibrant colors begin to dim, general infectious feeling of dread.

Details: Bodaks are born from a great and terrible darkness, from which it draws its original namesake in Ancient Common, Boh'dak'h, Darkness Born. It is a manifestation of evil, in its most purest form. Imagine the revulsion of bearing witness to mortalkind's darkest, most unspeakable, terrible sins, all laid before you, that stretches the horizon, and percolate the evil from the mortals causing it, and you have the very nature of what makes a bodak.

They exist only to destroy, and a monument to an egregious sin that took place. Should you suspect a Bodak's haunt, do not engage it, for the very sight of it can inspire dread in mortal hearts, and slay you where you stand. All who fall to its gaze, rise again as Bodaks themselves, creating an amplification of the destruction they will bring. Seek a professional's help, immediately, as more powerful Bodaks can dispel the magics of a Death Ward potion, and bring about your demise.
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Page 8, Nasnas.
Name: Nasnas.

Threat level: Extreme.

Physical Attributes: One leg, one arm, one half of its rib cage, one side of its lip, nostril, eye and nose. Extreme physical speed. Its touch is enough to stop the heart, and disrupt the weaving of spells in its presence.

Symptoms Of Presence: Inexplicably flesh-stripped skeletons that have yet to bleach, discovered near society.

Details: A creation of the Shiqq spirit (more in chapter two!), that shapes mortal flesh, the Nasnas is considered likened to the Bodak, for its ability to take life by its presence alone, and its tendency for doing so, yet unlike the Bodak, the Nasnas is capable of a sort of subtlety that the Bodak does not care to possess, prolonging its lifespan. Sometimes hiding in the fringes of society, and masquerading as an unfortunate cripple to a brief glance, the Nasnas claims its victims for their flesh, and cannibalizes them.

A Nasnas is best burned by bait that is marinated in holy water, or lead into a trapped building and dissolved by holy water being poured on them. This shall be extremely dangerous, and is, unless all options are exhausted, an encounter ideals for professionals only.
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Page 9, Kinslain.
Name: Kinslain.

Threat level: Moderate. High, if in a group.

Physical Attributes: Small skeletal frame, truesight, unrelenting hatred, extreme fixation towards Ashfolk Halflings, full retention of martial arts training, slow speed.

Symptoms Of Presence: None. The Kinslain are found primarily across boneyards and ancient battlefields.

Details: Unlike typical animated skeletons, Kinslain are born of a long and terrible tragedy, the likes of which has begun to fade from common memory. Attempts to find a local who has an accurate retelling of the Brothers' Strife, or the following Civil War, has proved inconclusive. They roam as squads, typically, and have emotional impulses one would normally require higher rationale that they do not seem to possess, or at the very least lack the capacity to express it. There is a burning hatred towards their former kin, and a blind, all-consuming desire to destroy them first, in the midst of any encounter.

Running appears to be the best strategy from the Kinslain, at least in the short term. Their slow speed allows one to outpace them. It is not a final solution, as, once their anger is stirred, nothing will stop them from achieving their (misplaced, in this author's opinion) vengeance, crossing miles, overcoming difficult terrain and navigating low visibility situations. In a sortie of joined arms, dividing them, peeling the distracted off the main host and leading them into small exchanges, whilst the rest of the squad lumbers after the initial source of their ire, seems to be the least dangerous method of engaging them.

There is no known peaceful resolution to encountering one.

Beware the mummified serpents that are oftentimes buried with them, for their venom and deep-digging jaws. A unique type of serpent by all accounts, who's likeness is very much alive and supple enough to recoil at the strike of their vitals, the reason they frequent the resting grounds of the Kinslain are still yet unknown.
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 Page 10, Death Knights.
Name: Death Knights.

Threat Level: Ranging between High and Extreme.

Physical Attributes: Warped, leathery flesh, half-melted armor reshaped by otherworldly hands, a former weapon of choice, now melted into a serrated shape, presumably for the maximum infliction of pain. Those that lay eyes on them are quick to feel doubt, and fear, settle into their hearts.

Symptoms Of Presence: Desecrated ground, the decay of everything around them.

Details: Death Knights, or sometimes called Doom Knights, are the end result of a mortal who has has fallen from the destiny of serving their deity as a Champion, bound in the tenants of their code. Having chosen a foul power, or corrupted by their presence (see: Bodak, and their origins, for examples.), Death Knights are harbingers of doom. Piety has turned to malice, zeal perverted to twisted agendas, tenants of chivalry reflecting deadly sins abhorred commonly by faiths throughout the outer rings to The Great Disc.

The comings and goings of Death Knights are difficult to interpret. They may show up, without warning, and lay siege to a village, or settle into ancient tombs at the behest of their masters, to protect until the stars are in alignment. They are champions of the melee, and not so easily beset by cast spells. They are difficult to lay to rest. The only effective way to strike them down, as observed by others before the author, is a champion of the same faith, to rise in combat, bearing the favored weapon of their God, and smiting them with it.
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Page 11, Mummies.
Name: Mummy.

Threat Level: Difficult to gauge.

Physical Attributes: Dried skin, bandages to mummify the body, absence of vital organs. Sometimes intelligent, capable of full speech, sometimes with full retention of memory from the past.

Symptoms Of Presence: Inexplicable, severe rotting in otherwise healthy patients, and inexplicable dust, in places not exposed to ash storms. Oftentimes prone to appear, on a schedule with a prophecy.

Details: Mummies are the honored dead, who do not seem to rise at random, but, instead rise for a reason, either to repel intruders from their master's tomb, or carry out orders that were bestowed upon them with the mummy's curse. It would appear that the lower wrung of their caste, such as the master's servants, are mindless, shambling dead with advanced motor skills and an ability to comprehend very specific instructions, whilst those on the higher wrungs are effectively sentient.

A mummy's presence is frightful, as its very existence is repulsing to a mortal on the instinctual level - something that is almost alive, and should not be. Some scholars suggest it is possible, that mummies can drain the lifeforce from the living, and restore their skin, masquerading as the living among them.

While some mummies can be laid to rest by combat, it is said that the urns, which contain their embalmed organs, can lead to their immediate destruction, if destroyed.
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 Page 12, Ash Revanant.

Name: Ash Revanant.

Threat Level: Moderate, to High.

Physical Attributes: Charred bodies, burning ember-pocks where ash seeps out. Basic motor skills, seemingly no higher mental function, emotional imprinting capability to both discern other Ash Revanants from other undead, and to lead others as a herd.

Symptoms Of Presence: Bright light, even at night. Endless hissing on the wind, like a hissing cockroach's screeching. Excess ash in considerable sums, ambiently blowing in where ever they roam.

Details: Ash Revanants are a strange contradiction to how many understand the restless dead. They are animated by the same power that heals the living in diluted amounts, and do not dissolve beneath the touch of positive energy, in the way all other undead do.

It is theorized that it is the storm itself, that which blots out the sun, creates them, rather than the ash that is carried by the wind. Like a perversion of the typical necromantic process: what typically assigns attributes of living to the dead, the process that creates an Ash Revanant grants attributes of death to something that is otherwise alive.

Ash Revanants are enemies that, if ignored, grow in strength, and durability, until it becomes difficult to contain them. Taking a hefty weapon, such as a Great Axe, to one that has survived a battle for a prolonged period, proves nigh-impenetrable.

It is assumed, by the strength of the storm that spawns them, that stronger Ash Revanants are made, capable of hardening pieces of themselves and shooting them at their targets like quills, or ambiently surrounding themselves with a miniature ash storm, which flays all that come in proximity to them.

The only method of exorcising them, reliably, is the use of negative energy.
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Page 13, Skull Spider.
Name: Skull Spider.

Threat Level: Low, by itself. High if left to its devices.

Physical Attributes: A skull for the base of its body, and random tibula and fibias for limbs, thumbs for fangs.

Symptoms Of Presence: Inexplicable abscence of random bones from a skeleton, while leaving the rest of the body in tact.

Details: Not to be confused with the Bone Spider, who is alive and can unfortunately be found Ephia's Well - named after the spotting on its bulb- a Skull Spider is a summoned creation, using odd parts of the skeleton, with its skull for the base.

They gather bones from hither and yon, unable to lift the entire skeleton due to its frail strength, gradually building great and terrifying constructs to unleash at the behest of its master.

Tangle traps can slow, but not immobilize them. The best way to locate, and engage one, is a spell of Alarm on top of a likely target, and engage it. A single bludgeoning strike to the base should be enough to destroy it.

A creation not to be underestimated, despite its physical frailty.
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Page, 14 Lichdom.
Name: Lichdom.

Threat Level: Extreme, to apocalyptic.

Physical Attributes: Skeletal avatar, almost doubtlessly covered in finery to represent their status, a spellbook or trinket of some kind close by.

Symptoms Of Presence: You will know. There will be no mistaking this.

Details: The things of legends, Liches are the mastery of life over death, and exist unto eternity, well after their lifespans cease. Such mastery over the arcane commands great power, and woe to whoever dares to challenge them.

It is said that a Lich's immortality revolves around their phylactery. If that is so, it is without a doubt that they would protect their most cherished object jealously.

Abandon all notions of heroism and turn back, you who are unfortunate enough to find a Lich's lair, this is a fight to the death and the odds are against you.
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Chapter Two: The Incorporeal Dead, and Intruding Spirits.

The Incorporeal Dead are spirits trapped in this world, either by the shackling of practitioners of the dark arts, or by the earthly burdens that tether them here. Unlike the Corporeal Dead, violence is rarely a permanent solution to the situation. It can be temporarily driven back to the shadows by the puncture of a magic spear, but, until its affairs see appropriate closure, it shall simply manifest, again, and again, seeking satisfaction that it is incapable of fulfilling for itself.

Coming from the same side of the eternal boundary, but with other lures that lead them here, intruders from beyond the pale pierce into this realm of existence, lingering in the threshold's shadows, tempting, or coercing, the living to let them in.

Reading all of this, one must surely be asking by now: why does their presence have subtle changes in reality? I am able to explain, in layman's terms.

Think of the material world, and the eternal boundary, as two curtains, that are side-by-side. They are both made of cloth, but different materials, and by that extension, have different qualities. When something passes through one side to reach the other, they briefly entangle, linen now covers silk, and linen's rough texture protects the silk from being so easily cut. Properties, as well as appearances, are joined, by something that is not its own.

Thus, the inexplicable begins to manifest itself in the material world.



Page 1, Aliip.

Name: Allip.

Threat Level: Moderate to High.

Physical Attributes: Frayed shape, no more than the torso, arms and part of its head. It appears as if what remains of it has been physically stripped from them in an altercation. Conscious, yet completely illogical by its troubles.

Symptoms Of Presence: Lunacy by some residents (defined by erratic behavior, self-endangering activities). Pained sobbing by an inhabitant unknown to all other dwellers, terrified, muttering that is loud enough to resonate in the building.

Details: An Allip is a spirit who has been the victim of sustained and terrible cruelty. The fear of their pain resuming keeps them ever-alert, wandering about, seeking an exit where there is none. Like the phenomena of the gloom (consult Feodore Dustwink for further observation), their presence radiates the selfsame fear that clings to them, and, under prolonged exposure, can drive someone to lunacy.

An Allip is best not confronted physically. The fear of confrontation is like adding kindling to an already burning fire, and will only further amplify the problem. While it can be temporarily dispersed by the strike of a magic weapon, it cannot be driven across the eternal boundary by force.

The most reliable method of exorcising a spirit that resists most forms of entrapment, albeit unorthodox, appears to be a psuedo-form of roleplay. It has to be convinced of a progression to their story, and a conclusion, for example: An Orentid Allip bears witness to you, undercover, sneaking in to relieve them, and leading them to an exit, or a Jailor being investigated and found guilty of extrajudicial punishment, and must free his prisoners, before being punished himself. This may take some time, to get it right, and time is not on your side, in the presence of an Allip.
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Page 2, Phantom.
Name: Phantom.

Threat Level: Low, to high.

Physical Attributes: A translucent, but completely in tact and coherent individual, that is beyond the touch of the physical world.

Symptoms Of Presence: Visions of a past, tediously repeating night after night. Mortals in proximity to this sleeping, and never waking up.

Details: The names of this ghost is often tossed around as a catch-all for all apparitions, but, to a trained professional, the haunting of a Phantom is a specific phenomena.

To briefly explain how the Phantom haunts: The dream world is considered to be a link between the consciousness of the living, and the pale beyond, allowing seers to beseech the wisdom of entities not constrained by the linear passage of time to tell them the future, allowing the mourning to see the deceased, and where they can be preyed upon by spirits that sustain themselves off of the emotional turmoil (read on the Nightmare, for more).

With this information I previously described, a Phantom's haunt manifests in one of two ways. It is either their dream of the events bleeding into the material world, or the sleeping's dream being absorbed into the incident beyond the pale. In both instances, the dream is occurring, over and over, reaching the same conclusion. An irritation to the living who bare witness to it, and potentially deadly to those who are caught in it, as their physical body still needs sustenance and exercise.

If you find yourself in the former, observe the events, then attempt to disrupt them as they carry on, without telling them they're in a dream, as a dreamer never knows they're in a dream, and to learn that they are forces one to "wake up", effectively resetting the chain of events for the Phantom, and doing little for the living victim that might be in their dream, as it does not end the dream for them.

If you find yourself in the latter, waste no time, for time passes quickly when you slumber. Seek to immediately discern the pattern of events, then disrupt them, until the Phantom can draw a concluding alternative ending to the events, and rest.
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Page 3, Wraith.
Name: Wraith.

Threat Level: Ranges, based on the nature of the grudge.

Physical Attributes: Shadow that settles irregularly against its background and flutters like a fire, basic intellect fogged by rage.

Symptoms Of Presence: Sporadic violence, in which there is no perpetrator but leaves victims with scorches of negative energy across their body.

Details: Anger and hatred are the most powerful impulses of pathos. We can observe it in family-long feuds and rival neighbors, but not in war. War is impersonal, enemy soldiers are just men in uniforms, and when they die, they rest easily, more often than not. It takes something personal, to spark true wroth, and once it has taken place in the heart of its victim, it is nearly impossible to be extinguished.

Wraiths are a difficult apparition to banish without force, as it uncommon for anything to come out of them that isn't a warcry, and by this silence, are we unable to discern the source of their haunt, only that it bothers them enough to attack at a specific period, or during a specific provocation.

Should you learn what ails it, you can either fabricate a satisfactory lie that may convince the Wraith that its ire has no further basis to rage on in reality, or reveal the truth, if you think it  is satisfactory. Newspapers, or historical books, exhumed graves of those who might had crossed them, some show of postmortem justice, these things can give it pause, and from there, you can hope to appeal to a consciousness not gripped by ravaging hatred. Without anger to tether it to this world, it loses its ground in reality, and fades away.

If you cannot perform the former, forceful banishment may be required. The most common way is to investigate the grounds in which they haunt, and see what provokes its attack. Do so with great caution, with the power of a magician or priest to protect you, as a Wraith's assault is a ravenous one and its end is not always discernible. Afterwords, once you know what provokes them, call for an exorcist. The tools and knowledges revolving around forceful banishment are a precise and learned thing, not best gleamed by a book.

Be warned: Wraiths harvest the souls of those they kill, and what remains, creates Spectres that roam the earth for an age.
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Page 4, Ash Wraith.
Name: Ash Wraith.

Threat Level: Medium. High during an Ash Storm.

Physical Attributes: The burning of positive energy, wrapping a humanoid shadow.

Symptoms Of Presence: Bright light, even at night. Endless hissing on the wind, like a hissing cockroach's screeching. Excess ash in considerable sums, ambiently blowing in where ever they roam.

Details: Like the Ash Revenant, the Ash Wraith seems to follow the same pattern of defying most forms of studying the restless dead, exhibiting the same features as the Ash Revenant and created by the same phenomena. The only difference seems to be that their bodies were utterly destroyed by the ash, and, instead of becoming stronger the longer a battle wages on, they lack any physical connection to the real world, phasing through solid walls and physical bodies to reach their target.

The only avenue of laying them to rest is destroying them. Further study of the Ash Wraith is required.
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Page 5, Nightmare.
Name: Nightmare.

Threat Level: High.

Physical Attributes: Wispy, long-limbed, nearly invisible and deeply frightening facial features. Commonly mistaken for a Skulk.

Symptoms Of Presence: Restless nights, frightening dreams, a persistent chill in area. Prolonged haunting may lead to fatalities of all occupants.

Details: The Nightmare - who's namesake surrounds the dream, not a Night Mare, the mythical unicorn with a flaming horn - is an insidious apparition. Staying out of sight, its haunting can incorrectly be given credit by the woes of the world. It is a spirit who anchors themselves to this side of the world, and grows in power, by harvesting fear and dread from the living, until their body can take no more, forcing them to find a new shadow to hide in, and a new home to dwell.

If an exorcist is not presently available, but you have fellows of good strength in arms to contest the spirit with you, it may be possible to defeat it with iron weaponry, due to its unique nature of its strength being the only tether that keeps it here. Be warned, however, that a Nightmare grows stronger, the more it feeds, and may prove to be more than your match. An exorcist can force a banishment without striking out against what is essentially fear personified.

A Nightmare cares a great deal for subtlety, but, can be tempted from the shadows by open expression of genuine despair. This part is crucial, as false tears lack the empathic sustenance it covets.

If you suspect a Nightmare haunting, do not stay in that house.
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Page 6, Shade.
Name: Shade.

Threat Level: Moderate.

Physical Attributes: A vague silhouette in the dark.

Symptoms Of Presence: Abrupt screaming, sporadic violence, light dims, no matter how much it is kindled.

Details: Shades are similar to Allips, in that the same thing that provokes them is fear. Something severe must have happened, to stoke extreme anxiety around other living beings, and it hides away in its lair, giving power to the same pathos that keeps it here. It favors its subtlety like the Nightmare, but, prolonged exposure mounts an increasingly high irritation to them, that will eventually force them to lash out.

Shades have no other grounds of provocation, making them difficult to coax out into a trap, but, they can be temporarily dismissed by the strike of silver or the dash of salt. More often than not, a Shade's haunt is gradually dissipated by continual, timely visits. Set a schedule of who enters that area, clean, cook, partake in leisurely activity, then leave. Continue this, for longer and longer periods, and restart only if the Spirit strikes out. When it finds comfort in your presence, its fear dissipates, and it fades into the next.
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Page 7, Banshee.
Name: Banshee.

Threat Level: Extreme.

Physical Attributes: Branch-like, wilting posture, transparent appearance.

Symptoms Of Presence: Deafening silence. There is no howling of wind, no bird or bug song, no scattering of sound in each step. Further confirmation can be found by dead wildlife surrounding the area.

Details: Just as fear and anger are powerful impulses of pathos, love can be undying, granting one the patience to await an eternity. Thus it creates Sonus Banshees, who watch over a region from on high, and scream not to slay, but to warn those who frequent their realm of imminent danger. They are a goodly omen, from which the Sonus name originates; "good fortune".

This love, however, can be poisoned. Visions of their beloved's demise can cause them grief, and force them to wail in pain, or their betrayal after an eternity of faithfulness, can birth hatred, that forces them to thirst for destruction of all once held dear. The banshee is a force of nature, and reckoned with only by the destruction of what causes them their pain (typically, in this instance, the animator who summoned them from the grave, or the destroyed image of whom spurns them), or, while temporarily silenced from an exchange, burying their loved one or now-deceased descendant upon their grounds. Upon manifesting again, they will be compelled to behold them, and, with them in their custody, they will return to the grave.

A Banshee is best battled from afar. Protecting your ears will not protect you from its scream, for it is so loud that it will liquidate your innards and cause the pressure within your head to explode. It is best to use conjured fodder that cannot be put to death, such as animated weaponry, as Banshees are capable of dispelling magic. Giving them a clear target to dispel you of your protections is a death sentence.
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Page 8, Spectre.
Name: Spectre.

Threat Level: Moderate.

Physical Attributes: Vague humanoid shape, deathly shroud that conceals all identifying features.

Symptoms Of Presence: A wandering stranger, that leaves no mark.

Details: Spectres are the end result of tampering with the soul. What remains of what has been stolen is a consciousness, lacking identity or memories. It is a bitter, resentful entity, quick to anger, and swift to depart, or make its home from beyond the glaring eye of the outside world. Because of this lack of identity, it cannot manifest itself in the visage of its former identity, thus, a spectre always takes a singular universal appearance, vague as it is.

Spectres are laid to rest by rite or contest of arms. The former method of the divine's embrace is preferable to destruction, as what awaits them is oblivion, if destroyed by violence.
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Page 9, Poltergeist
Name: Poltergeist

Threat Level: Ranges, based on the room it haunts.

Physical Attributes: Shapeless, acting solely through the belongings present.

Symptoms of Presence: Doors shutting by themselves, cabinets clattering, things being thrown across the room without anyone in it to do so.

Details: A Poltergeist is a spirit that is bound by its inability to let go. What it inhabits, is theirs, and those who hope to take it, must be repulsed by all means, even by deadly force. In many ways, it is likened to an octopus, clinging to everything that it belongs to, and with a flex of its will, may manipulate what is theirs, like the flexing a limb. This could be a glass jar, or a stone table. They lack the perception to see the damage they cause of their coveted treasure, only that it is theirs, like an extension of the body, and can be brought to bare against any who would chance upon their lair.

A Poltergeist's strength is deceptively powerful. It can lift tonnes without effort, and launching is just as simple. Whether its aim is true or not, is dependent on the spirit in specific.

Poltergeists are a spirit that requires specific techniques to exorcise, but, to stop a haunt in the short term, the smell of burning sage's white smoke is enough to lull them into a still state. To hasten the process along, while this sage is burning, make an effort to empty the room of all things, and clear the floor for a ritual circle. Line doorways and passages with salt, so that it cannot recall its possessions back to it, and cause harm to the rest of the area. If this an outdoor area, make a dike with stones, and line it with salt.
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Page 10, Qareen.
Name: Qareen.

Threat Level: Moderate.

Physical Attributes: A reflection of its victim, its face backwards.

Symptoms Of Presence: A shadow slightly out of sync with who casts it. The victim's reflection has edges of someone, as if hiding behind them. Intrusive thoughts you had previously had not considered.

Details: The Qareen - or Constant Companion - is a petty spirit from beyond the pale. It covets the attention of those it haunts, constantly trying to draw their attention, lead them to the path of sin, and lash out to the outside world, that tries to divert the attention of the victim from the qareen. It can be exorcised without an exorcist, through great personal effort. Leading an exemplary life, ignoring its attempts, expressions of empathy and admitting fault of its wrong-doings can cause it to lose its grasp on the victim, and fade away. It shall be a long, and irritable encounter the whole while, however.
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Page 11, Shiqq.
Name: Shiqq.

Threat Level: High

Physical Attributes: One leg, one arm, one half of its face, one tail draped across its hip.

Symptoms Of Presence: Inexplicable, accelerated aging and rotting of those in its presence for prolonged periods, premature death from old age.

Details: The Shiqq spirit is another entity from beyond the pale, who seeks to shape the spawn of the earth as clay, into a vision it sees as superior. Its creations come in many shapes, but are all to a deadly effect - notably the Nasnas, as previously written, who, despite being half-complete, are sentient, lightning-fast and deadly to the touch.

A Shiqq is a spirit that is difficult to make manifest and exorcise, as it functions almost like a puppeteer, acting through the world with its creations, but, it is said a potter with exceptional craftsmanship once created a vessel that seduced the Shiqq so much that it wanted to inhabit the vessel, and was cast back to eternal boundary by its sundering.
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Page 12, Jann.
Name: Jann.

Threat Level: Low.

Physical Attributes: An intangible thing, that takes shape only by the elements currently presented.

Symptoms Of Presence: Sightings of sudden storms, or talking albino creatures that appear at random in the desert.

Details: Since the Celestial Realignment, Jann are the closest thing to what the new world has to angels. They measure the bearing of individuals, in moments of need, and should they prove worthy, may offer them shelter in the form of storms, or lead them to oasis's where water and food can be found.

No exorcism required.
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Page 13, Hatiff.
Name: Hatiff.

Threat Level: High.

Physical Attributes: Crocodile-like fish appearances, seen only through the reflection of water, or during a mirage.

Symptoms Of Presence: The random voice of those the victim holds close.

Details: The Hatiff is a presence from beyond the pale that hungers for the souls of the living, yet is hamstrung by its lack of physical profile. In an effort to feed, the Hatiff uses theatricality and deception to lead the unwary astray, and into imminent danger, only to reap the rewards upon their demise.

An exorcist is required for the specific techniques of isolating and containing the Hatiff, but, in the meanwhile, so long as you pay no heed to these calls, it cannot physically harm you.
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----

Chapter Three: The Intruders.

The Celestial Realignment is a recent phenomena, as recent as ten years, and its happening drastically changed the Cosmic Equation in ways many are still unsure.

Previously considered outliers, the Djinn's new positions in the balance of power has made them dangerous, and has put them at the heart of the conflict of power in The Great Disc. Outsiders, previously beyond the realm of the divine, have seeped through the barrier now in flux.

Information on this subject is presently sparse. In the meantime, this is what information can be published with certainty.

There is four Courts of the Djinn, that are perversions of the material world's binding spokes, or attributes of said spoke: Blood, Shadow, Flesh and Light. Their method of operations are unknown, only that they are at odds with each other.

Just the same, there is two outsider powers that give them cause for concern.

The first, are The Scribeless, who are entities that are attempting to reach the present by worming through the future and past divide.

The second, are the Pelagic, who are things that hide beyond the stars, awaiting for them to align, and all prerequisites to be fulfilled. Their traces can still be found alongside Luca Ferra, and The Slumbering Idiot God.

For a more nuanced professional opinion on this subject, seek presently-Apothar Cosine Mevura, and Atticus Naros.

Peace be upon you.
----

Poolson

---

The Second Installment of the book: Surviving The Long Night: A Primer on Spirits and the Restless Dead.

By: Mare Strider.

---

The second addition will be including more uncommon spirits that are unlikely to manifest, but have been known to manifest throughout the passage of history.


---
The Corporeal Dead: Addendum.

 Page 1, The Hecatoncheires.


The Hecatoncheires.

Threat level: Apocalyptic.

Physical Attributes: One hundred upper bodies of the dearly departed, all joined together to form a monolithic structure. Advanced motor function, heightened sentience, complete recollection of martial art muscle memory.

Symptoms Of Presence: Absence of corpses following a grudge-borne war, mass graves recently overturned and all empty.

Details: As dreaded as the mythical Dragon, or the frightful Lich, the Hecatoncheires is the manifestation of an unholy, great rot, and pathos of rage on a great scale. Invincible, inexorable and as destructive as an endlessly raging war, only the resolution of old feuds by the living, can cause the Hecatoncheires to disassemble, and return to rest.

Abandon all hope, whomever chances upon such a thing.
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 Page 2, Sinewsinger.
Sinewsinger.

Threat level: Extreme.

Physical Attributes: Sinew and bone, scattered like a rash across scenery, its presence a bulb, hidden among the gore that makes up its likeness. Taut sinew and embedded bones, that can be jostled by the host to make musical sound.

Symptoms Of Presence: Inexplicable melodic sounds, bird-song at an unusual pattern from the norm, foul smell rising from an enclosed area.

Details: A Sinewsinger functions much like a spider, its carcass and gore serving as a web and pincers both. Deathly still and immobile, the Sinewsinger makes sounds of a peculiar, inviting nature, luring its victims into its territory, before all lashes of sinew and bone close up to attack, all at once.

Fire from a distance is the ideal way to purge a location confirmed to be a Sinewsinger's haunt. Failing that, spiked armor or scrolls of Whispering Wind and Acid Sheathe, to shred through the appendages that close in on you, whilst you begin your search for its head.
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 Page 3, Spitter.
Spitter.

Threat level: Medium to High.

Physical Attributes: The restless, corporeal dead, with rotting skin, a swollen neck and chest cavity, its jawline either absent or swollen around the glands that produce spit.

Symptoms Of Presence: Melted meat, chemical burn trails, stench of acid.

Details: Spitters are thought of to be blasphemers, who have abandoned or betrayed their covenants prior to death, and have been cursed to walk the earth, to show its true nature, and add poetic description to the blasphemous words they speak.

Necromancers often attempt to replicate the Spitter with fleshcrafting, using them as ranged opponents to line their horde with, though a subtle way to tell them apart, is that a lookalike Spitter will not be repulsed by a show of true faith, and a genuine Spitter will.

When dispatching Spitters, use weapons intended for slashing, so the bile can bleed out of the carcass. If you pierce it, the Spitter will explode, coating everything around it in acid.
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 Page 4, Cranial Crawlers.
Cranial Crawler.

Threat level: High.

Physical Attributes: A brain protruding out of a shriveled, deboned head keeping only its jaw, and mobile by six bone fingers.

Its victims will look as though they were alive in its early stages, before gradual decay, and eventually, abandoned in search of a new host, the previous now absent of all bio-mass.

Symptoms Of Presence: Shriveled, starved corpses in a region that has not known widespread famine.

Details: Cranium Crawlers are almost identical to Intellect Devourers in purpose, yet their creation is by the domination of a victim before their demise, and both their head and hands harvested. Seeking new hosts, The Cranium Crawler is an opportunity predator, who ambushes in the heat of battle, or from the shadows.

Using the deboned head as a sleeve, and its remaining jaw as a latch, it couples with the victim's head, bleeding into their brains negative energy, until the host is dead, and the Cranium Crawler assumes control, either to bring new material to its master like the Skull Spider, or to fulfill a greater design.

A Cranium Crawler is dependent upon flesh and blood, and slowly feeds off of its host for an age, preventing decomposition while drawing from muscle mass, fat, blood and marrow. They can also be baited into taking an already-dead carcass, and feeding from it.

If you intend to bait it, inject the corpse with spider venom. Otherwise, Cranium Crawlers can follow their hosts back to their masters if they are quiet, or be hunted with minor safety, should the inclined individuals hunt as a group.
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The Incorporeal Dead: An Addendum.

Page 1, Cinderghast.
Cinderghast.

Threat level: Medium. Extreme, in flammable environments.

Physical Attributes: Partial skeletal personification, wreathed in soulfire, pained whailing.

Symptoms Of Presence: Abnormal heat spots, inexplicable crying, either at night, or in a place of darkness.

Details: Cinderghasts are risen again into unlife by the pathos of pain, like the Allip. Unlike the Allip, this pain is what defines them, rather than the psychological pain that comes as a result of its sting, and the fear of the lash upon its absence. It carries with them a sting that they cannot seem to rid themselves of. It rages on, coursing through their body, raking through their minds, denying them relief, their pain serving as a fuel that gives more life to the source of their torment, and onwards the cycle turns.

The ideal way to lay a Cinderghast to rest, is to destroy the instruments that may either have been used to torture them, or slay them slowly, at which point, the flames may subside and either may change into an Allip, or be laid to rest.

If you mean to drive them back into the shadows as a short term solution, insulate yourself, for soulfire catches fire to all that living, and all that is of emotional value to the Cinderghast. Touch alone can set you ablaze.
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 Page 2, Revenant.
Revenant.

Threat level: High.

Physical Attributes: Vague manifestations of previous self, corpse-like and sullen, vivid recollection of the source of its grudge and its capabilities in life.

Symptoms Of Presence: Obvious manifestations, continuous bad fortune for the party that issued the slight.

Details: Raised into undeath by an undying grudge, the Revenant comes in many forms, sometimes in a corporeal host, like the Kinslain. Revenants are those who are moved even beyond the impersonal death of war or strife, who rise again to strike at those who have yet to earn the forgiveness of the slighted party.

For the best possible result of laying a Revenant to rest, its exorcism will not be by ritual or relic, but by seeking to mend the relations between the restless dead, and themselves. Without the pathos of a grudge to bind them to this world, they will fade, and move beyond the eternal boundary.
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 Page 3, Will o' Wisp.
Will o' Wisp.

Threat level: High.

Physical Attributes: Pale, orbular light.

Symptoms Of Presence: Inexplicable glimmer of lights deep in the wilderness. Initially friendly demeanor, especially towards the naive and young, in attempts to lead them deeper into the wilderness to kill them.

Details: Will o' Wisps are a strange entity, formerly appearing like a Lantern Archon prior to the Celestial Realignment. Scholars suggest it is an undying spirit born of jealousy for the living, and corrupted by the vicious quality of being deceptive.

Beings of trickery and of malicious intent, the Will o' Wisp finds sustenance in cruelty and pain inflicted upon living, thinking creatures, especially the pure and trusting.

They are spellcasters, maddened with the secrets of the arcane, no longer confined by the limitations of mortality, and dangerous adversaries, if not immediately rebuked.

A Will o' Wisp can be exorcised either by direct confrontation, or by the mockery of its true nature, for it hides well its shyness and pathetic qualities behind the cruelty it brandishes as its shield and weapon.
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 Page 4, Kami.
Kami.

Threat level: Non-existent, unless its wrath is invoked.

Physical Attributes: Varying. Sometimes as subtle as a continuous breeze through trees, sometimes as blatant as a manifestation. Varying level of sentience, sometimes conscious, sometimes subconscious.

Symptoms Of Presence: Subtle, abnormal changes to an otherwise static or stagnant locale.

Details: Kami go by many names in other cultures previously found in the City of Rings, and still in the Great Disc. To the people of Frostport, they know them as the spirits of beasts that fill their northern reaches. To the Druids of distant lands, forces of nature, some as great as the seasons themselves. All of them are correct.

They are aspects of this world, or manifestations born of joined pathos, brought about by mutual hopes and dreams. They are not traditionally worshiped, and they are not asked for their boons, instead, they are acknowledged and respected for what they represent.

Kami do not require exorcising, as much as one must respect the aspect they represent.
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 Page 5, Vallarjhar.
Vallarjhar.

Threat level: High, to Extreme, based on their prowess as warriors.

Physical Attributes: Complete manifestation of the ego, wreathed in mist, adorned with their treasured keepsakes. Maintained intellect, demeanor and skill.

Symptoms Of Presence: A brilliant radiance shining bright from banners, local landmarks, or sacred relics. An encroaching mist, that coats the floor of the battlefield.

Details: The Vallarjhar are spirits wreathed in the pathos of valor and pride, risen into the material world as either a means to protect the eternal ego, or as a symptom of irritation to a dormant pride that has seeped into the earth, from the graves of the proudly fallen.

Their central point can be typically found (and given unnatural glimmer) in landmarks, symbols of pride, or tombstones committed to venerable friends, and family. The upsetting of it, can diminish the very identities that define them, and mutate them into Spectres.

Typically, Vallarjhar are laid to rest through combat, though the honoring of their traditions, achievements and history can be enough to return them to death.
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 Page 6, Myling.
Myling.

Threat level: Medium.

Physical Attributes: Small, vague features. Eyes in a spot of darkness, fast movement.

Symptoms Of Presence: Infantile babbling and singing at night, careless, sudden and unprovoked destruction.

Details: Mylings are the tragic offspring abandoned or slain by their parent shortly after birth, and stay long after by the pathos of love, even if it is not reciprocated. Prone to fits of boredom, or a lack of regard for safety or danger, the Myling will often destroy to entertain itself, or to seize the attention of its absent parent.

To lay a Myling to rest, you must seek the burial site of the dearly departed, and unearth them. The easiest route is to force the parent to accept the child as their own, to name them, and bury them in untainted soil, typically in a graveyard, or upon grounds vibrant with nature.

Should the parent be unwilling, or unable to, the Myling can come to know a new parent by a display of sincere love and affection, and a show of bravery in the face of its haunt, for if it feels fear from its parent, it can reject them all together, or become a Wraith.
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 Page 7, Obake.
Obake.

Threat level: Medium, to High.

Physical Attributes: Changes. As a shapeshifter, Obake can either represent any mundane object, or an amalgamation of objects in its presence.

Symptoms Of Presence: Blood, signs of a struggle, drag marks but neither a body or a perpetrator.

Details: Obake are close cousins of the Spectre, who have lost their identity and are attempting to remember, assuming the identities of the familiar, either as objects, or as phantasmal animals. As nothing fits, resentment builds, until it bursts, and a hunting begins, lashing out and accosting the living to bleed out its anger. When it is spent, it fades from the material world, alongside its victim, who it has now interlinked. It will eventually manifest again, and resume its guessing and shapeshifting, until an identity fits snugly into the core of its being.

An Obake is typically laid to rest by addressing them by their correct name. Some detective work is required, to identify who may have died or gone missing during the period in which the haunting began.

Be precise in your guess, as repeated incorrect names can aggravate it, and provoke it to lash out.

If you are uncertain that an Obake haunt is present, a way to detect them is to cover the room in a thick layer of dust or ash, then leave for a time. If things have changed, such as objects being there that were not previously, or have been moved, without any sign of a living trespasser, then an Obake is afoot.
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 Page 8, Egbere.
Egbere.

Threat level: High. Extreme, depending on the grievances.

Physical Attributes: Short, stubby, skin as dark as night, beastial features wrapped in a mat.

Symptoms Of Presence: Inexplicable increase of violence towards sentient life in the wilds. Crying, that is consistent with the yelping of hyenas.

Details: Egbere are guardian spirits of significance to the druids, who are roused to anger at the show of disregard towards the reverence of nature. Polluters, skin and sport hunters, and the encroachment of civilization can be swift to earn their anger.

Egbere are a relentless hunter, that assumes features of many different beasts. Soothed for long periods by the treatment of fouled waters or the sowing of felled trees, the Egbere is, at times, targeted and dominated by necromancers for its prolonged destructive power.
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 Page 9, Inugami.
Inugami.

Threat level: Medium to High.

Physical Attributes: A living human being, with a complete abandon of personality and feral demeanor.

Symptoms Of Presence: Lunacy in a previously stable, ordinary individual, or gradual decay into inarticulate rage.

Details: It is said the loyalty and love of a companion are strong bonds, and the best gift a mortal can appreciate. Sometimes, these bonds are so great that they persist after death, watching over their beloved friend with eternal vigilance. When threatened, this love can fester into anger, and can be projected onto another living being, to carry it out its will.

Without moderation, or control, these encounters can turn lethal, leaving the possessed victim to suffer the social or physical consequences.

To discern an Inugami haunt, one must undertake the role of detective and search the community for those who may have previously had a pet and are in a dire situation, who might have slighted them, or otherwise. Peace must be brokered between all parties, and aches mended, if the faithful companion is to cease its possession, find peace and return to death.

In the event that there is no victim of strife with a deceased pet, then you must search for recent graves. It is a practice of necromancers, to starve a dog, then behead them, burying the dead beast at the most common turning juncture, and forcing it to project its wrath onto those who tread upon its body, inflicting the community with a curse of lunacy.
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 Page 10, Zar

Zar

Threat level: Extreme, if not caught early.

Physical Attributes: When manifesting, it will be in the image of the departed, pale and sickly.

Symptoms Of Presence: A member of the community who has randomly decided to take to take activities that are certain to inflict illness, such as the consumption of dung, the opening of wounds and exposing them to infectious sources, so on, so forth.

Details: A spirit that has made its way through the passages of history, Zar (who go by other names in other cultures, such as the Mononoke) are apparitions given life and twisted by the pathos of spite, their grudge undying, their slight personal and severe. Seeking to prey upon the weak-willed, dominate them, and make the host contagious, before abandoning them for the host to suffer the illnesses unraveling them.

A Zar's haunt is an obvious one, partaking in blatantly self-harming activities. With great caution, capture the host alive, and administer medicines to preserve them long enough for an exorcism to be performed.
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 Page 11, Dybbuk.
Dybbuk.

Threat level: Varying, depending on the individual.

Physical Attributes: Disembodied, wrung and twisted manifestation of the individual.

Symptoms Of Presence: A complete abandonment of demeanor and nature, in favor of the haunter.

Details: Dybbuk originate from conflicting sources. It is theorized by some, that the emotional void created by the tormented and their tormentor, allows the tormentor to find sustenance from the grief of their victims, and imprint upon them their will.

Others suggest that Dybbuk are evil individuals, who's obsession and sheer power of will allows them to retain their presence upon the material world, and by domination, can command a victim to obey.

Dybbuk, by paranoid nature, are difficult to capture, who's commitment to fulfilling their agenda demands caution and self preservation.

To perform an exorcism, and lay them to rest, it will require a greater understanding of the habits and capabilities of the haunter, an ability to subdue the host, and bind them for exorcism.
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