- Location
- my house
While I don't disagree that there should be some moral means of creating ghosts, I feel they should by and large be exceptions, not the rule.If there's already one example from necromancy like Gentle Call of Lethe, then presumably there will be other similar rituals or effects in the world, albeit maybe not ones that are as simple or reliable. 2e had the Persephone thing, where if you eat food from the Underworld it ties your soul there after death, which I still kind of like as a point of curiosity. As for societies living in shadowlands having higher numbers, I really don't see any compelling reason why the ghosts coming out of such a culture would need to be any more or less fucked up than ghosts that came about through other means. Not all ghostly or Underworld essence is "Neverborn Essence", and it's more interesting to me to treat that as more of a case by case thing. What is a given society's relationship with death and the dead like to begin with? Engineering an entire culture like this is not what I'd call "easy production" of ghosts.
Talking about this in terms of "production" feels a bit wrongheaded to begin with, to me. We're talking about a fundamentally arcane and mystical event, not like... Just a purely mechanical feature of the world a player is gaming to get a ghost army like this is Minecraft or something. There is an Abyssal charm for training a bunch of people until they drop dead and their ghosts keep going, which is characteristically not very nice under most circumstances, but that kind of thing feels less special if you're treating all methods of making sure someone leaves behind a ghost as being primarily a method of military recruitment or something.
Like, yes, you can have something like this where an order of Paladins swear powerful oaths which bind them even after death. But that should also involve cultivating an obsessive intimacy towards their duty which is no less obsessive then the hatred of a murdered ghost's hatred for their child. It should make these paladins, even while alive, act with the same single-minded obsessiveness of a ghost or else fail to resurrect.
And that takes a lot of work.
Like, the point of this suggestions is two-fold.
1. It makes being an evil necromancer the default difficulty necromancy is designed around (just like how infernal charms are designed assuming you will use them like a Yozi).
2. It gives players who want to engage in necromancy mechanics on how to create ghosts. If every ghost has a statement in its write up which says "X ghost arises when Y happens" then players who want to engage with this can talk about how they cause those events, and players who don't can just say "yeah I do the ghost creation ritual or whatever".