Life Span:
Immortal until able to pass on
Stat Modifiers:
2 HP, 2 MP

Physical Features

Nearly transparent with subtle flickering shades of pale blue, green, purple, or red
^ Same as above
^ Same as above
Able to stretch up to 15 feet to look more intimidating
Ghosts are transparent with a glowing outline or they can be completely invisible if necessary. When visible, Ghosts display appearances from their prior life, such as wounds or markings. Ghosts are only "born" from Lumeacias, Kerasokas, Shapeshifters, Dwarves, or Humans.


Sustainability is a concept foreign to Ghosts as they never breathe or get hungry. When in spectral form, they are soundless and can float up to two feet off the ground, which suffice to say, makes them favorable for scouting or spying. Though this next ability requires extensive practice, Ghosts can phase through barriers - like as walls and doors - that might be blocking a path.
Ghosts generally have two forms – spectral and solid. Newly revived Ghosts are not able to assume a form that is tangible; they must learn how. Even after this transformation feat is acquired, Ghosts must focus to retain form and while wielding a weapon is possible, to hold it requires immense effort. As such, Ghosts attempt to conclude battles promptly. Ghosts may be killed (again) in their solid state or when sealed by magic. This secondary "death" severs them from Khy'eras where they are not seen or heard from.
Magical Aptitude:
Unlike the bountiful undead, Ghosts can preserve magical abilities if the body knew the flow of energy before its death. Kerasoka or non-magic users turned Ghosts cannot suddenly obtain magic. In rare cases, Ghosts who have magic shape the energy with ease since there are no physical or bodily obstructions.


For a brief period while Verdant Row was established, the well-known service stop for travelers was settled by an exclusive visible type of undead - spirits. As these wispy beings are not malicious and disregard all emotional affairs of the living, adventurers are generally accepting to their presence. Late one evening when the town was covered in a thick, silver mist and a full moon was brightly suspended in the sky, an unusual event occurred in a Verdant Row tavern altering the way the recently deceased passed into the afterlife. History books describe that Bhelest could bar a spirit's passage and take that being into his keeping, but this was different.

The tavern's soup of the day - a complimentary add-on to purchased meals - had been poisoned by a vengeful traveler who took advantage of the way of spirits. Few apparitions stood by watching under the assumption that the man was a cook trying to assist. The traveler's goal was to dispatch a group of tavern patrons whom he owed an ample gambling debt. However, in his delight that his plan might unfold, he decided to do away with the tavern's entire audience and loot money from the bodies. And, that unlucky evening, the tavern was packed.

Within a mere two hours where people were merrily drinking and eating before, the floor was littered with roughly seventy clients who were no longer breathing. When the false cook was positive that the poisoned were not waking, the man left the tavern kitchen cackling with sick glee and looted gold, jewelry, artifacts, and precious possessions from even those he had no connection to. A wooden cart was hitched to a pair of stolen horses and the traveler loaded it with every hijacked object. Once that was complete, the man left Verdant Row, a trail of dust in his wake.

Unable to comprehend what had transpired, the souls of the dead rose from their cold, fleshy vessels and levitating a few inches from the ground, realized they were no longer living. In contrast to Verdant Row spirits, they were able to acknowledge and gather thoughts, overall feeling sad and angry. The men trying to collect the gambling debt knew what had developed and followed the fleeing, murderous thief. During their haunt, they achieved with much effort (though the skills were fleeting) the tactility to pick up weapons and the talent to materialize as if they were living. With this and their ability to communicate, the men found their killer and ensured that his lust for vengeance would never spread elsewhere. As the mission that kept them tied to Khy'eras was completed, the gamblers vanished, passing over into the domain of the lifeless.

Going back to the remaining Verdant Row souls, few chose to linger on in Khy'eras perhaps afraid to fully die, while the rest carried out tasks that bound them to the realm. After the mass homicide, throughout the land those who died unwillingly and by unexpected means were able to cling to Khy'eras and continue to thrive in a void of space between the living and dead. There they could interact with denizens of Khy'eras. Frequently surfacing, the beings were henceforth referred to as "Ghosts".

Playing As

  • If a character dies and is of the appropriate race (listed above under "Physical Features" > "Other"), the writer may opt to return as a Ghost so long as they have a reason for wanting to return to Khy'eras. To be considered for this resurrection, please contact staff.
  • For a Ghost to be sealed away, they would need to be conquered by magic such as Luminosity or Necromancy, perhaps using an exorcism spell. Mage characters should not go around attempting to get rid of all Ghosts using this method, but it could be played out through story.
  • There are several achievements which require the character to eat or drink something. These achievements may be completed still. Ghosts can pretend to eat or drink.
  • Ghosts cannot be half-breeds.