Andrew Larsen
Ghost Camps
These are Praxian camps, out in the Praxian steppes and Wastes. Most commonly they represent a single family and its small herd, but larger camps have been reported. Some are very hospitable; Tecumseh Walks-Away spent a night of passion with a Praxian woman in a yurt and woke up the next morning on the ground; a very fertile impala cow grazed nearby, perhaps as a reward for the pleasure. But some are much more malevolent. Stories tell of camps where evil and even chaotic things were practiced, such as cannibalism, mutilation of herd beasts, and other abominations. The residents of Ghost Camps are fully tangible, and can be fought and killed like normal men, but some apparently normal men and women prove to be less than human creatures from the Great Darkness.
Ghost Ruins
There are a number of ruined cities in Prax, most notably Monkey Ruins, Hender’s Ruins, Winter Ruins, Sog, and Old, as well as the various ruins of Sleeping City Hills. Various Praxian legends claim that all of these have occasionally appeared to travelers as intact cities occupied by various inhabitants. In some cases, travelers have entered Ghost Ruins and found great treasures; in other cases they have encountered powerful beings such as the White Princess. The hunter Unegen Lost-His-Way entered Hender’s Ruins during the Sacred Time, spent a several days there feasting with others, and departed, only to discover that his young sons had grown to adulthood during his absence.
Battlefields and Graves
In some cases, travelers during the Sacred Time have reported being attacked by skeletal warriors riding on skeletal mounts. These seem to be remains of great khans and warriors who died on the steppes. A common story is a traveler who sees the body of a warrior perched atop a dead mount. Thinking it merely the funeral remains of a brave, the traveler approaches, only to see the corpses rise up and pursue them. Skeletal Riders do not appear to be chaotic, merely malevolent remnants of an earlier historical time. Skeletal Riders seem to be trapped at a particular place, probably an old battle site or place of cremation. The Eternal Battle is a massive example of a Ghost Place battlefield.
Ghostly Oases
Several stories tell of a mysterious oasis where no oasis is now known. They have been reported in several locations, including east of Dwarf Knoll, north of Monkey Ruins, and several points in the Wastes. The description of these oases are quite similar, a stand of date palms around a small lake filled with cranes, with stone buildings nearby, but shamans argue whether this is one place that somehow moves around or the remains of several oases that were destroyed in the Great Darkness. Several travelers have also reported a serpent suddenly erupting into life during the Sacred Times and washing away men and beasts.
Common Attributes of Ghost Places
Time in a Ghost Place flows differently than normal time, more or less at the GM’s discretion. Any given Ghost Place has a 35% chance of running faster than normal time, 35% chance of running slower, and a 30% chance of running normally. How much difference there is in the flow of time is up to the GM.Ghost Places are most commonly found during the Sacred Time, but have been occasionally seen at other times, such as the anniversary of a great battle or on particular holy days. On rare occasions, Ghost Places appear during Daka Fal ceremonies, and there are a few examples of them being intentionally summoned, although this is rare and dangerous. Some Ghost Places are accompanied by warning signs such as unseasonably cold weather, storm clouds pushing in quickly, dust storms, and the like. Because Ghost Places are most common during the Sacred Time, Praxians tend to avoid travel during this two week period, to avoid the possibility of falling into such a hazard by accident.
By their nature Ghost Places are unpredictable. Even during the Sacred Time, they do not reliably appear. Some are present for only a few hours, while others last for days at a time. In most cases, those who enter a Ghost Ruin or a Ghost Oasis may only exit it when it is connected to the mundane world. Thus if one enters the Winter Palace when it appears at Winter Ruins, one must leave it before it disappears or else be trapped there until its next appearance. Given that time runs differently in the Ghost Place, those inside it may or may not realize that they are leaving long after they entered. It is also possible that those inside may exit into some point in the Godtime, perhaps falling into a Heroquest or simply meeting gods and spirits unexpectedly. In contrast, Ghost Camps and Battlefields usually just fade away, leaving these inside back in the mundane world.
Locations where Ghost Places tend to occur are also, by their basic nature, good places to contact ancestors and to begin Heroquests. Skill rolls necessary for these things gain modest bonuses when performed at such locations, even if no Ghost Place is currently manifesting.
Skeletal Riders
Ghost Battlefields are frequently occupied by Skeletal Riders. Riders are basically zombies, but with more skill and intelligence. Like zombies, they have enhanced STR and CON, but do not suffer from the sharply limited DEX. They cannot cast spells. They are normally hostile, but if the party includes shamans or members of the Rider’s tribe, they may communicate instead. The example given here is a Llama Rider, but Skeletal Riders may be of any tribe.
STR | 16 | Move | 8 | |
CON | 17 | Hit Points | 17 | |
SIZ | 12 | Magic Points | 1 | |
INT | 9 (fixed) | Armor | 2 or 3 pt armor | |
POW | 1 | |||
DEX | 11 | |||
CHA | 2 |
Weapons
Weapon | SR | Att | Damage | Parry | AP/HP |
Long Spear | 6 | 55% | 1d8+1d4* | 30% | Hp 12 |
Lance | 5 | 55% | 1d8+5d6* | -- | Hp 12 |
Medium Shield | -- | -- | -- | 45% | Ap 12 |
* Stone-tipped Praxian spears inflict slightly less damage than ones with bronze heads.
Remember that Llama Riders roll 1d10+10 for Hit Location.
Skeletal Llama Mount
STR | 52 | Move | 10 | |
CON | 24 | Hit Points | 31 | |
SIZ | 40 | Magic Points | 1 | |
INT | 4 | Armor | 4 pt. hide | |
POW | 1 | |||
DEX | 10 | |||
CHA | 2 |
Weapons
Weapon | SR | Att | Damage |
Kick | 6 | 50% | 1d8+5d6 |
Rear and Plunge | 10 | 50% | 2d8+5d6 |