Chapter Text
[The following is an extract from the Notebook of Edwin Payne, with a few additional notes by Charles Rowland]
Ghost Classifications
A ghost is the spirit of a being who has partially returned from the Afterlife or who never left after their death. Charles and myself are ghosts. Living people will often refer to us as ‘Visitors’, although many Enlightened ghosts disagree with the term. The Agencies separate us into three distinct categories:
Type One: The most common variant and the least dangerous to the living. Type Ones do not appear to have a sense of self and are typically trapped in Loops. Even Charles and I cannot rouse a response from them, and they are best resolved by Agents and sent back to the Afterlife to rejoin the rest of their spirit. Also known as Loop or Stone-Tape ghosts. [Note: Enlightened Ghosts can get trapped in Loops. Not fun. - Charles]
- Glimmer - amusing Type Ones that manifest as small specks of other-light. They cannot ghost-touch and can even be walked through by the living. Also called ‘Ghost Orbs’ or simply ‘Orbs’.
- Wisps - slightly brighter variations of Glimmers. They appear as a small, ghostly flame. Some “scholars” believe that all ghosts, given time, will fade into Wisps and then Glimmers before disappearing entirely.
- Shade - the most common type of ghost. They may appear wispy or solid but lack any ill-intention or intelligence. They are almost always locked in Loops and present little to no Effects save for a chill and some malaise. However, they can inflict ghost-touch and should be treated with caution. Also referred to as ‘Tom O’ Shadows’ in London slang, especially if they lurk in doorways. There are several accepted Shade subtypes.
- Stone-Knocker - the most dull and uninteresting ghost of all, this spirit has perhaps the most faint connection with the mortal realm. They tap. That is all.
Type Two: These ghosts have a stronger attachment to the mortal realm than Type Ones. As a result, they are often the most dangerous, even to other ghosts. They appear to possess some residual trace of intelligence and are fully aware of their surroundings and the living.
- Spectre - the most common Type Two ghost, Spectres are very similar to Enlightened Ghosts in that they can appear somewhat solid and have some awareness of self. However, they do not have full sentience and appear slightly translucent in the right light or for one with particularly good Sight. They are also almost always highly aggressive. Agents will often mistake Enlightened Ghosts for Spectres, so it is best to avoid areas with a prominent Spectre presence.
- Changer - a dangerous spirit who can change shape at will. They can take any form, from people to animals to inanimate objects such as furniture or liquids.
- Wraith - a variation of Spectre that shows the deceased in their current, decayed state. They exude a powerful ghost-lock and are commonly aggressive. Uniquely, Wraiths can only have bodily remains as Sources.
- Gallows Wraith - a subtype of Wraith that specifically shows their method of execution as well as their current decayed state. They are exclusively aggressive.
- Raw-bones - another subtype of Wraith that often appears as a bloody, skinless corpse with goggling eyes and grinding teeth.
- Poltergeist - very, very dangerous Type Two ghosts who they are unique for their capability to manipulate their environment. They form no apparition, appear to be blind and find their victims through emotions or sound and are incapable of inflicting ghost-touch. Some Enlightened Ghosts, such as Charles and I, are sometimes called ‘Visible Poltergeists’ as we possess the same ability to influence our material surroundings.
- Screaming Spirit - a ghost which emits a horrific psychic shriek that can paralyse Listeners. Some Agencies choose to classify these spirits as their own type, while others consider them a subclass of Phantasm or Changer due to their unpredictable apparitions. I am inclined to believe the former, as some Enlightened Ghosts display this ability as well. [BLOODY LOUD - Charles]
- Shining Boy - beautiful Type Two spirits who manifest as young boys (or, more rarely, girls) enveloped in blazing other-light. They are never aggressive but have been known to lure people to their deaths.
Enlightened Ghost:
Charles and I fall into this category. We appear completely solid and are often mistaken for living people or Specters. Unlike other ghosts, our spirits can be seen clearly by any with Talent, regardless of how small. Because of this ever-presence, we do not ‘manifest’ at specific times as other spirits do, although we weaken substantially in daylight. We can also control our Effects with concentration.
Ghostly Terms
Apparition: the form of a ghost taken during a manifestation. This typically mimics the deceased, although other forms have been known to occur. As a rule, most ghosts cannot change their apparitions save for special circumstances.
Aura: the ring of light or ‘glow’ of a ghost. Different to other-light in that it may not effect the visual surroundings and is almost always ever-present. Like other-light, different ghosts may have different colours or intensities in their auras.
Death-glow: the residual energy of a death that is visible to those with the Sight and some ghosts. More violent deaths lead to bright and longer-lasting glows. I can see death-glows, but Charles has more trouble. We believe it may be linked to my time spent in Hell or my dabbling in magical means.
Ectoplasm: the physical ‘flesh’ of a ghost. Ectoplasm is an other-worldly substance comprised of pure energy and can be extremely harmful to the living in concentrated amounts. Those without Sight cannot perceive it, save for perhaps out the corner of their eyes.
Effects: the term Enlightened Ghosts give to our impacts on the mortal realm. These are indications of our manifestation and, in the case of more aggressive and less restrained ghosts, can be harmful to the living. They can range from small, harmless changes in temperature (often referred to as ‘creeping chill’) to the fatal ‘ghost-touch’.
- Chill: an Effect which indicates the presence of a manifestation. The temperature may drop in a room, house or specific area, with colder temperatures indicating the distance of a ghost.
- Creeping fear: an irrational and unidentifiable sense of mounting dread. In some ghosts, with enough exposure, it can encourage the afflicted to lose their sense of self. Charles is particularly strong in this Effect.
- Maisma: unpleasant sensations of the scent and taste. Sometimes it can include other feelings, such as insects on the skin. Agents will often chew gum or chocolate to relieve the symptoms. This Effect is the most varied in intensity as well as appearance. I, for example, am said to present the taste of ash on the tongue, while Charles exudes no Maisma at all.
- Malaise an extreme feeling of lethargy or draining of energy that corresponds with a spirit’s manifestation or presence. It can deepen into the more dangerous ghost-lock if the afflicted is not strong of will.
- Ghost-lock: a particularly dangerous Effect. Those affected find themselves overcome with despair and their willpower is essentially sapped from them, leaving them unable to move or think properly. Many Type Twos display this kind of ability, although well-trained Agents can break free of it. I am particularly gifted in this area.
- Ghost-touch: the most deadly Effect. The touch of a ghost is typically dangerous and often fatal. Effects include a spreading cold and numbness throughout the affected limb which steadily spreads to the body. Internal organs begin to fail and the body swells and turns a shade of blue. Enlightened ghosts, such as Charles and myself, can hold back the effects of our ectoplasmic touch with enough force of will; other ghosts either cannot or do not try.
Ghost-fog: a thin mist that is occasionally produced during a manifestation. While most ghost-fog is green-white, powerful ghosts can elicit different colours. It is composed of very fine, harmless ectoplasm.
Manifestation: the generalised term for a ghostly appearance, be it through noticeable Effects or the spirit itself.
Mirrors: doorways through which ghosts can traverse between locations. After realising that ghosts could appear through them, households began limiting the amount and size of mirrors.
Other-Light: similar to a ghost’s aura, other-Light explicitly refers to the supernatural light given off by ghosts. This can any colour, but some ghosts do not give off other-Light at all. Enlightened Ghosts can control this, just like any Effect.
Source: the object or bodily remains through which a ghost is tied to the mortal world. It is often something that held significant importance to the deceased during their lifetime, and can, rarely, be a general place as well.
Agency Terms
Agency/Agents: children who are trained to locate and destroy ghosts. They can sense them far better than adults and carry a large arsenal of weaponry on them at all times. Agencies are the companies who hire them, the largest and oldest being the Fittes and Rotwell’s Agencies. DO NOT ENGAGE UNDER ANY CIRCUMSTANCES.
Curfew: a period that begins shortly before nightfall and after sunrise in which the British government strongly recomends that its citizens stay indoors. Some members of the populace, such as Agents and the very rich with mobile defences, are exempt from this. Between midnight and three am are the safest times for a ghost to venture out.
DEPRAC: the Department of Psychical Research and Control. DEPRAC is the governing body devoted to everything related to the Problem, from regulating Agencies, drawing up legislation, investigating significant hauntings or informing the wider public on the most effective methods of ghost control. AVOID.
Ghost-jar: a jar or container made of silver-glass that is used to trap and contain the Sources of ghosts. More expensive ones may have small knobs that allow for some psychic traces, such as voices, to seep through.
Ghost-lamp one of the government’s defences against ghosts. They are specially designed street lights that send out strong beams of electrical light in the hopes of discouraging ghosts. Although effective against weaker ghosts, they can disrupt the apparition of stronger ones. A well-practised ghost can successfully ignore them. They are most common throughout London and other large cities and towns.
Magnesium Flare/Greek Fire: the most destructive defence of all, most Agents will only use this as a last resort against a very powerful spirit. It is a canister containing a concoction of magnesium, salt and iron, which, when detonated, can do substantial damage to a ghost and anyone else in the near vicinity.
Problem, the: an epidemic of ghostly activity currently affecting the British Isles. While there have always been ghosts here, there are currently a large proportion of particularly aggressive and half-transitioned ones who are causing active harm to the living and making life rather difficult for Enlightened Ghosts.
Rapier: the prefered melee weapon for Agents dealing with ghosts. Many are tipped with silver, whilst the most expensive (and effective) are made entirely of it.
Sensitive: children or (very rarely) adults who can sense ghosts. They possess one or more psychic Talents which allow them to see, hear or feel the presence of a spirit. However, the term ‘Sensitive’ typically refers to those who do not hunt ghosts.
Talent: The ability to perceive ghosts. Most children, although not all, typically possess some psychic talent. This tends to fade towards adulthood, although it does still linger in some. Adults who work closely with other supernatural means, experience sudden horrors or have had unfortunate near-death experiences can occasionally regain some semblance of psychic talent. There are three main categories of Talent:
- Touch - the ability to detect psychic echoes from objects or places associated with death. This can be through physical or mental contact and shows in the form of images, sounds, smells or sensations. These psychics are the easiest to avoid, but can track us easily.
- Listening - the ability to hear the voices of the dead or detect unnatural sounds associated with a haunting. Sensitives with this ability can communicate fully with Enlightened Ghosts and can hear echoes of our pasts if particularly Talented.
- Sight - the ability to see ghosts or ‘death-glows’. AVOID. Must be weary of them, as one with particularly good Sight is able to see hidden auras and will not mistake us for the living.
Wards: strictly speaking, a ward is something that wards off theoretically “evil” creatures, although in reality it can ward off whatever it ails, regardless of moral standing. There are a few common wards against ghosts:
- Lavender: the cheapest and most common ward, lavender is hung outside doors and windows, burnt as sticks and carried by Agents in small viles of lavender water. Although ghosts cannot smell, exactly, we dislike the scent. It can be effective at repelling Type One spirits, but for more powerful entities such as Charles and I, it simply tickles our noses and makes us sneeze. [YOU sneeze, mate - Charles]
- Iron: one of the strongest common defences, iron can burn and even destroy the apparition of a ghost for some time. Agents’ rapiers and chains are typically made of iron, while homes often have iron plates on their doorways, iron gnomes, iron baby bracelets and cribs and small iron charms or wards strung about the house. [Ouch. - Charles]
- Silver: perhaps the strongest defence against ghosts, silver is a rarity but it burns far more than iron. Many people will wear silver adornments, while Agents will tip their rapiers with silver and use silver nets and silver-glass to contain Sources
- Salt: along with lavender, salt is very common amoung the general population. Many homes will sprinkle it around their doors and windowsills, while Agents tend to construct salt bombs or scatter the substance over Sources and potentially dangerous areas. While it cannot fully disperse Enlightened Ghosts, salt (and especially salt bombs) can cause some damage.
Profiles
Lockwood and Co.
The smallest ghost-hunting Agency in London, based at 35 Portland Row. It consists of three members; Lockwood, George and Lucy.
Anthony J Lockwood: the founder and leader of Lockwood and Co whose parents (who are currentlly out of the picture) own 35 Portland Row. He is very quick-witted and charming, but he has an ego and a tendency to throw himself into danger. He has extraordinary Sight.
George Cubbins: the deputy of Lockwood and Co and the team’s researcher. He has a vested interest in the Problem and a knack for uprooting information. Has a good range of Sight and Touch.
Lucy Carlyle: the final and only female member of Lockwood and Co. She’s sarcastic and slightly hot-headed, but has a good heart. She has a very highly developed Listening Talent, and can Touch as well.
The Dead Boy Detectives
A supernatural detective agency founded by a pair of teenage boy ghosts. It’s currently located on 122A Butcher Street and has four members; Edwin, Charles, Crystal and the Night Nurse.
Edwin Payne: the ghost of a sixteen-year-old Edwardian school boy. He was ritually sacrificed and taken to Hell, where he spent seventy years before escaping the year Charles died. The Brain of the agency and Charles’ best friend.
Charles Rowland: the ghost of a sixteen year old boy who died in 1989. He carries an infinate backpack, a magical cricket bat and a drive to protect people. The Brawn of the agency and Edwin’s best friend and crush.
Crystal Palace Surname-Von Hoverkraft: a sixteen-year-old American Sensitive. She’s a Medium and therefore has exceptional Sight, Touch and Listening. Having spent most of her life in the States, she isn’t as familiar with the Problem as the others.
The Night Nurse: a supernatural, interdimensional entity who was roped in to keeping an eye on Edwin and Charles. Only the ghost boys really know what her deal is, but she seems particularly interested in helping child ghosts.
Jenny: a butcher who moved over to London from Port Townsend in the United States. Due to an incident involving a demonic possession and subsequent near-death experience, she has regained her childhood Sight and Listening. She is good with knives and takes no BS.
Niko Sasaski: a Japanese anime-lover who befriended the Dead Boy Detectives and Crystal during their stint in Port Townsend. She didn’t make it back.
Quill Kipps: Lockwood and Co’s biggest rival and a top supervisor at the Fittes Agency. He’s arrogant, stubborn and has a “chip the size of Big Ben on his shoulder.”