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December 17, 2005, 1:00 am

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Crawling Ghosts


The Crawling Ghosts (from Parsic “yabuj”, “it crawls”) are the loathsome, disturbing ghosts of those who die lonely and rejected, shut-ins and the forgotten.

Crawling Ghosts (Yabuj, Brown Ghost, Lonely Beetle)

The Crawling Ghosts (from Parsic “yabuj”, “it crawls”) are the loathsome, disturbing ghosts of those who die lonely and rejected, shut-ins and the forgotten. Scuttling in the places where the lone dead once inhabited, the animal soul takes on the form of a huge brown insect, a cockroach or hornless beetle, as long as a man’s body and as wide as a platter, endlessly lonely and full of sadness. They are chained to the places where, in their former lives, they once frequented- Crawling Ghosts often scuttle about a single room or tiny cell. Crawling Ghosts seek out living ones to ease their loneliness, but seem unaware of how much horror and fear their presence causes. They are little appeased when, invariably, those they approach flee in terror.

Crawling Ghosts take only one form- that of a huge brown cockroach or hornless beetle. Their snapping jaws drip a foul brown fluid, and their feet trail a similar stick substance. They smell horribly, as if they were a manifest presence of rot; this stench is often the first sign of their presence, along with trails of vaporous residue along the walls, ceiling, and floor of a room. Their eyes are small, black, and gleaming, and their antennae wave furiously when they are agitated.

Crawling Ghosts sense very little- they can barely feel through their stiff shells, save pain and the aches of their existence. They see very poorly- beyond about 40 feet, they see very little other than a grey fog. They have no sense of smell, though it seems that they have a more acute sense of taste than Hungry Ghosts, for they relish garbage and rotten things and are repelled by fresh food. Crawling Ghosts can speak, but unless they speak very slowly and quietly, it is nearly impossible to understand them through the insectile stone-scraping squeal of their voices. Crawling Ghosts rarely sense what they have become- many attempt, at first, to go about their old routines or lives, even attempting to stand and dress despite inexplicable difficulties such as strange aches and whirling limbs where there never were any before. This makes them even lonelier, for in attempting to go about normal human existence, they cause even more horror, and become ever lonelier.

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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted Spark
December 17, 2005, 14:44
I like the concept a lot - every ghost needs a reason, and these horrible little things can fit into a lot of mythologies with ease. A good description, with plenty of opening for an appearance in a quest. I even felt kind of bad for these things, and I'm glad I did, meaning that I'm glad they weren't the usual 2000 foot demon death dragons.
Voted manfred
December 19, 2005, 7:18
What he said.

Logical and applicable. It is disgusting, but just the correct amount for telling a stories to spook children about what becomes of bad people nobody likes.
Voted Ancient Gamer
December 19, 2005, 7:20
Voted Dozus
November 7, 2012, 15:00
Sad and kafkaesque. I like the idea of ghosts taking more physical forms.
Voted Moonlake
June 29, 2013, 23:00
Only voted
Voted valadaar
March 3, 2014, 9:48
How wonderfully odd for a ghost. So strange.

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Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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