The BEHAVIOR of GHOSTS
in the UNDERWORLD ENVIRONMENT
Gorgonmilk answers(?) the questions
- What sort of society/non-society of lost spirits exists in the Underworld and (by extension) most dungeons?
- Does it make sense to the living? / Is it comprehensible?
- What do ghosts do down there? What weird games do they play? (I imagine many of them consider dungeoneers to be particularly good game pieces)
- Are ghosts different based on the type of creature they were when alive? For instance, when a giant dies is its ghost rather small and grotesque but still fond of throwing rocks?
Specifically the idea of dead adventurers -- guys who came to the dungeon, fought like hell and died grisly deaths long before the PCs got there -- appeals to my Referee-brain. Ghosts that can trade information/provide advice or directions/hassle or block their progress will make for interesting chains of events.
The subject also ties in with the mezzoglune topic here.