Mummy

mummy

The mummy is a dusty old walker originally hailing from the hot lands of the far south. Opposite of the ghoul and other abandoned dead, the mummy is unable to make the journey to the underworld because it is bound to our world by elaborate funerary rites, either intentionally or by accident.

Sometimes less is more when saying goodbye, particularly when removing and pickling parts. These rites must be undone if the dead is to find peace.

Wraith

wraith

The wraith has spent so much of its life twisting every thought and every discussion back to itself that it failed to notice its own death. Its form has become as warped and wracked as the shriveled black heart inside, obsessing about losing their skill, power, or beauty.

Not only do they do this creepy backwards walking crawling thing, but their very touch, and I dare say five minutes conversation, will drain one of vigor and will to live.

Draug

draug

The Draug is what you get when the biggest jerk in town finally eats grave-dirt. These people were so vile in life that it corrupted the body so much it refuses to die and turns into a big, bloated, blue-skinned monster.

They are vengeful wights seeking to do harm and guard wealth they hoarded in life. Unfortunately, being nasty has given their corpses some pretty sweet powers, such as ability to walk through walls, light fetch fire, the evil eye, and shape shifting.

Ghoul

ghoul

The ghoul is the walking corpse of a person abandoned in the wild who likes to consume both the living and the dead. These leathery, eyeless husks seek revenge on those who abandoned them through snacking. They cannot end their eternal buffet until they receive proper burial rituals.

Vampire

vampire

 

The vampire is an extremely bitey Walker who uses seduction and mesmerism to drink the blood of those whom it knew in life. Quite the flirt, these creatures can draw in victims through longing, guilt and the allure of eternal death, though they’re constantly leaving grave dirt on the floor and have dank carrion breath.

Barrow Wight

barrow wight

The barrow wight can be found in old tombs or lonely moors trying to warm themselves with fetch fire. While they are one of the hungry dead, instead of flesh and blood, these wights seek the warmth of human touch.

Do not take pity, for they are deadly and the merest touch will chill you to the bone, much like the winter nights when someone—you know who you are—tries to slide their icy rump under the covers and stick it right on you.

Unquiet Precaution: Salt

Though effective for warding off ghosts and djinn, Aberforth found salt not nearly as useful against vampires.

Salt is incorruptible and as such has remarkable power to ward off unclean spirits. Legends tell it was such an important substance that giantesses would mill salt before gold.

It is used to protect infants from abduction by changelings, humans from possession, corpses from demons, and just about anything from fell magic.

Just as it absorbs moisture, salt also draws evil from many monsters, causing great pain and weakness. It can also draw bad luck from a thing or place. Inversely, it can be used in malevolent magic to blight fields and livestock.

The most effective salt is blessed by clergy, collected from sacred springs, or scraped from witches’ salt-kettles. The would-be hunter is advised to carry and use salt liberally.

Salt is particularly useful against ghosts, witchcraft, djinn, and corrupting wyrms.

Unquiet Precaution: Spirit Trap

Berenice tried her hand at making spirit traps with the Elders, but was quickly sent away.

Spirit traps bind and distract monsters through the methods of fascination and confusion. They use brightly colored thread or cord to attract the attention of wights who are then compelled to follow the course of the string to its termination. Intricate patterns may be woven into the trap, causing the wight to become lost within, functioning as a labyrinth.

Many spirit traps merely delay a monster rather than fully contain it. Some are entwined with a hollowed-out bone, which is stuffed with moss or wax once the monster has entered, permanently trapping it. Once the trap is sealed, it should be buried in a location likely never to be unearthed. Relatives of dead hunters have stumbled across a sealed trap or vessel and unwittingly unleashed the fell beast within.

Spirit traps work best on monster types prone to distraction.

Unquiet Precaution: Corpse Door

The ghost was befuddled when it could not reenter the house the same way it was carried out.

When a person dies within a household, the living may construct a special portal or doorway to carry the body out of the home. The portal is then permanently locked or the wall is sealed to prevent revenants from returning to the house to bother those within.

Many walkers and ghosts are limited in their movement, unable to deviate from the path which they took
to their grave. The corpse door uses the tactics of misdirection and confusion to stop the revenant. If the family member returns, they are left searching in vain for the passage inside.

Corpse doors are effective against ghosts and walkers from the recently departed. Houses long-haunted can seal the primary entrance and build a new door for the living, which may prevent further visitations, though care must be taken to not lock the spectre within.

Unquiet Precaution: Garlic

Much to Norbert's dismay, his garlic necklace fended off more than just the unliving.

Garlic, often referred to as “stink weed”, or other derogatory names, has long suffered the numerous taboos leveled against it. Despite general disfavor, it is a vital tool in the hunter’s arsenal. Garlic represents strength symbolically—and aromatically.

Garlic means “spear-leek”, which is appropriate given it’s importance on the battle eld. Eating it lends physical strength and courage. In addition, it protects against the malaise, fear, or terror emanating from certain wights.

The potent smell of garlic cloves wards off snakes, wyrms, and hungry dead, such as vampires. The aroma can also conceal the wearer from many types of wargs, like werewolves and bugbears.

If the old legends are true, garlic even provided protection for travelers against certain chthonic deities.