A Collection of Souls, Ghosts, and Demonic Entities;
Damnerung
Other Aliases: Death God‘s Eye, Phantasmagoria, Phantom Harbinger, The Possessed One, Legion
Place of Birth: Damnerung has been around for longer than mankind waged war. Forged at the capitol of Pangaea millions of years ago, before its divide in to the seven continents. Damnerung was first crafted by ancient Draconic people, and has appeared throughout rifts in history wielded by mighty warriors who could not control its power.
Race: Phantasm
Appearance: Damnerung’s appearance is that of a floating rusted sword, made of ancient runic obsidian that outmatches any modern steel or diamond in stability. The sword houses thousands of lost spirits who have been devoured over the span of millions of years. Damnerung remains dormant of its otherworldly powers until attaching itself to the will of great warriors who have seen many deaths. A center of power is formed in the eye of a host body, where Damnerung’s own will manifests.
Although Damnerung is truly immortal, it is possible to defeat the soul eater by obliterating the body it harbors, or simply piercing its possessed right eye.

The Legend of Damnerung
Sometimes the butterfly effect can skip a few generations… sometimes geographical eras. This story starts millions of years ago, with the tale of a draconic hero, Dratheos Avozs, who once did great battle with a deity of the olden world. With his trusted weapon, Damnerung, he was able to pierce a death god’s eye before it gazed upon pangaea. Devastated and injured, the great god turned away from Earth and its inhabitants, leaving only his eye puss to descend upon the realm, spitefully cursing it for eternity. The Death God’s eye would become the first phantasm, seeking out the wicked and blasphemous to deny them escape from their worldly realm. From then on did the world know of ghosts.
Centuries later, Dratheos’ descendants became aware of his error, as they were prosecuted by their primitive kin for bringing this calamity unto dragon kind. As if destined to battle the death god again, the Avozs lineage passed down the ancient weapon, Damnerung, to their most capable warrior, Dranth, and sent him on a quest to track down and slay the remnants of a Death God. The adventure spanned many years, through several lovers and children, before Dranth found what he believed to be the great Phantom. Ancient were the ruins, originally built as a tomb, a passageway to the afterlife. Now the mausoleum was an alter of sacrifice to the sinister ghost. After all those years the Phantom plagued Pangaea, seeking the Avos and their legendary weapon. The two did fated battle, and again the kin of Avozs only appeared to have won, for that was the illusion the Death God’s eye had foresaw. As Damnerung pierced the ghostly vision, it seemed to have vanished, and the veil over that ancient tomb was uplifted. All was well, and Dranth returned home to his family.
Only a few decades after Dranth‘s quest, Pangaea would see the entire Avozs bloodline wiped off the face of the Earth, each and all of them by the blade of Damnerung. Little did Dranth know that when he stabbed the apparition, he did not banish it. Instead, the Phantasm possessed the sword, and kept itself dormant until a time when Damnerung’s wielder was not powerful enough to resist its grasp. Appealing to the lust for power in Dranth’s youngest son, Salarin found his body moving without permission. Given to him was a power he could not control, and by his forced hand, the Avozs family fell one by one. Their very souls becoming trapped in the blade, to forever battle the sinister God’s will.
All that is left as proof of this fable, is the sword, Damnerung. For over a hundred millennium, the sword had appeared in and out of historic texts. Along with the dragon kin, Damnerung had seemed to have vanished when Pangaea divided, it‘s powers becoming dormant for several million years. It seemed as though the souls of all the Avozs were forever bound to this world.
Long later , in the time of man, a pirate vessel had finally discovered Damnerung on a rogue expedition. In its current state the sword had withered so badly that only the hilt remained. Being such an old artefact, the pirate captain thought it a statue, and claimed it as a personal trophy. Little did he know what the large statue really was. Pale became of the captain’s skin, as if scurvy was taking him slowly, and each passing day he fell more sick in the eyes of his crew. The weak were never allowed to fare pirate ships of this calibre, mutiny was certain when the captain began to speak jibberish and hide away in his quarters. The last entry in captain Locke Jax’s log was written in runes older than mankind itself. Damnerung had found a new vessel, and the final step was imminent.
The would-be betrayer to Locke stood before him in his final hours, mutiny in his breath, and gold in his eyes. The crewmate sent his cutlass deep in to Locke’s lower abdomen, piercing the spleen and causing enough blood loss to finally end the captain’s mortal life… as well as his crew. Damnerung’s will took over whilst its vessel’s faltered. Once awake, the great ghost acted upon its only true instinct - to feed on the souls of those around it. An entire crew of seasoned pirates stood no chance, they added themselves to the collection that once again plagued this world.
Over so many years, Damnerung has formed a sort of singular conscience out of the hundreds of souls it has consumed. The collection of souls only grows more vast, the longer Damnerung is kept sustained. Even upon the death of a host body, Damnerung always finds another hand, and the cycle continues. Avast, none have bested the pirate captain as of yet.
Main Weapon
Locke Jax, The Pirate Captain’s Cadaver
A pirate of great renown who once travelled across the known ocean, never to be found again. Locke is now the subject of Damnerung’s hunt, his soul has become bound. Pale is the captain’s skin, turning blue or green in some areas with increased exposure to sunlight. Many wounds can be seen scattered about his body, some so deep, masses of blood should pour out - had he any left. Much of Locke’s innards have rotted away and been replaced, leaving him a nearly empty shell. The cadaver weighs in at only sixty or so pounds, a combination of the skin and skeleton remain.
The process of corrupting and possessing a cadaver takes time. The blood of the once living decays, and with the help of many hungry spectres becomes a circulation of ectoplasm. Most of the organs become obsolete, such as the liver, spleen, intestines, and the genitalia. The rest are transformed. The heart is useful in processing and developing more ectoplasm, but is no longer necessary to sustain life. The lungs aren’t necessary for sustenance either, however they can be used to project ectoplasm over great distances for combat and soul feasting. The right eye replaces the brain in importance of protection. If the cadaver’s right eye is pierced, the demon overlord’s grasp over his undead legion would falter.
Dual Swords, Epee & Cutlass
Locke kept several weapons on his arsenal at all times, weighing in on Damnerung’s own weaponry. The pirate captain was a renown fencer, skilled with a type of sword known as the epee. This sword is roughly three feet in length, bladed on two sides, and narrows to the tip where the sword is meant for stabbing attacks.
Locke also kept a strange steel cutlass on his hip, it reaches the same length as his epee, but is curved and bladed on one side for slashing attacks. At the tip of this cutlass, a sort of hook has been implemented aiming back towards the hilt.
Dual Flintlock Pistols
As well as these two swords, dual flintlock pistols are holstered to each of Locke’s arsenal, they are both primitive black powder guns that shoot metal pellets at a medium distance. Only one round can be shot at any given time, however the weapon has been built so that rocks and other small objects can be used when ammunition runs sparse.

Passive powers
1. Entity of Ectoplasm: Modified Physique
2. Soul Seeking: Ability to see spirits and lifeforce
3. Paranoia: Similar to Soul-Seeking
4. Feel no Pain
5. Absolve: Constant ectoplasm creation
6. Demonic possession: Supernatural strength, dexterity, and acrobatics
Activated abilities
1. Phantasmagoria: Forms vision-based illusions
2. Exorcism: Summoning of ghouls, poltergeists, banshees, and daemons
3. Glossolalia: Speaing in tongues, curses
4. Purgatory: Growing area-of-effect magicka & spirit sapping spell
6. Omen of Death: Summons a deadly spirit
7. Ectobile: Erosive sticky solution
8. S.S.Siren: Summons a ghost ship
Powers
Entity of Ectoplasm
Damnerung has transcended its archetype to become physical no longer. Once a blade possessed only by one ghost is now a legion of consumed spirits co-existing as one entity. Two things bind the legion to this world, and when destroyed the apparitions will be banished. First is the sword hilt, Damnerung, where the legion earned its primary title - second is the eye possessed by death. Defeating Damnerung requires that his cadaver’s right eye be pierced, alas the demon lord has been defeated many times but never truly killed. None have found how to destroy the rune bound hilt, few have tried, and died by the demon’s will before succeeding.
Ectoplasm counts both as the blood and magic of Damnerung, connecting it to many important vessels, such as the champion’s eye and body parts. In order to combat Damnerung, one must understand its construct. Ectoplasm appears as a sort of morphing weightless liquid, often with a glowing hue based on any nearby light source. Being ethereal allows the ectoplasm to phase through most physical objects, such as dirt or stone, Though it cannot quickly pass through magical or holy barriers. The ectoplasm feeds on souls, magic, and lifeforce, including that of the undead. Damnerung’s ectoplasm can erode magical barriers given enough time and exposure. Since ectoplasm has an unrefined mass, it is possible to compact thousands of spirits worth within the shape of a simple sword. The ghosts of Damnerung are not inherently evil, however many demons have clung to the legion, making it both weak and dangerous when fighting holy magic. Priests may be able to render many of Damnerung’s powers useless, such as the summoned demons, Paranoia, and Absolve, however the death god’s eye is a neutral power, which cannot be banished so simply.
Soul Seeker
What is left of the Death god, his ectoplasmic eye puss has infested and preserved the right eye of Locke. The deathly iris is constantly hungry, and seeks strong and worthy spirits to feast upon. Though not limiting itself to just souls, the eye is capable of seeing magical auras, as well as lingering ghosts of which it can amass unto itself. The Death God’s eye requires possession of a real eye to keep active. If the host body’s right eye is pierced, the Death God will become blind and useless.
Paranoia
Paranoia is a demon possessing Locke’s left eye. His name properly attributes his skill set. Paranoia is in constant fear, and will always focus on a form of danger to its host body. Paranoia can vaguely see remnants of spiritual energy and magic, but cannot observe lingering ghosts like its counterpart can. Paranoia can coil its possessed eye far back in to Locke’s head, to literally keep an eye on his own back.
Feel no Pain
Damnerung is nothing more than a sword and a possessed cadaver. Since the body is dead already, pain has no effect on the demon overlord’s combat prowess, as long as the right eye and sword hilt are in tact. The fact that Damnerung feels nothing also means he is unable to react to attacks that may catch him physically off guard, such as a knife being stabbed in to his leg. It is fully possible for the body of Locke to continue fighting after being dismembered of an arm or leg.
Absolve
Absolve is the name of a demon in Damnerung’s will that is entrusted to the lungs of its cadaver. Once a part of the demon lord, it was given its own sentience after devouring enough souls and growing too large a force. Absolve seeks to free all living things from their shackles and duties, in turn making its own very existence contradict life. The cadaver appears as if it is breathing when Absolve is at work, inhaling bacteria in the air and exhaling an ectoplasm fog. If the lungs are punctured, Absolve loses its power completely until a new cadaver is found.
Demonic Possession
As it stands, Damnerung’s chosen cadaver is being shared by the many demons and ghosts collected by the overlord. These entities have the power to move and control the cadaver’s various body parts with extreme individual strength. Using demonic possession, Damnerung can contort his cadaver’s body in ways that would make a vegetable of other lifeforms. It also allows him unprecedented strength without the need of kinetic force. In times of desperation, the demons have the power to pull or drag the cadaver’s entire body from place to place, without the need of taking steps or jumps; making it appear as if an ethereal being is controlling Locke like a puppet. Lighter objects, such as Damnerung’s hilt, or perhaps a dismembered limb are capable of prolonged flight astray from the main demon threshold. The more demons extorted from Damnerung’s cadaver, the weaker it becomes as a weapon. At possessed capacity, Locke has the strength of roughly twenty men.
Abilities
Phantasmagoria
Time leaves an imprint on the world Damnerung witnesses, allowing it vision of the many ghosts and how they met their end. By its will, Damnerung can reflect its visions back on the world, allowing others to see the same horrors. Sometimes the visions are completely imagined. These reflections are all but an illusion that cannot harm nor effect what they interact with. This spell is often used to trick or frighten foes during the hunt.
Exorcism
Damnerung has the power to enact a self-exorcism, specifying what types of ghosts or heathens to extract from its blade or cadaver. There are several types of spirits for Damnerung to choose from, depending on the situation and how they might stalk his prey. With every exorcism Dammerung evokes, his complete strength lessens by a small fraction. Locke is depicted as strong as twenty men, with each exorcism reducing that variable by one. Damnerung is only capable of summoning five ghosts from its sword before having to tap in to the cadaver.
Exorcism: Ghoul
Damnerung will expel a sum of ectoplasm from his corpse carrier, which will then seek out a nearby resource to attach itself to. The ghoul most frequently takes on the form of mud, sand, or water, and attacks its prey using that element. The ghoul almost always has two arms, to swipe and claw at its prey, as well as a large maw to bite with. Ghouls rely entirely on their surroundings, and slowly reform when destroyed if their chosen element is in great nearby quantity. Unfortunately ghouls are always earthbound, and often slow if made of thick compounds.
Exorcism: Banshee
The banshee is a summoned ghost that possesses a simple breeze, and turns it foul. Upon fully materializing, the banshee will begin howling in to the wind, screeching after enough time free. The decibel level of a banshee’s cry at its height can cause bleeding of the human ears in close proximity. Strong winds and area of effect magic are capable of destroying banshees, whilst sword slashes and piercing arrows simply pass through them harmlessly.
Exorcism: Poltergeist
Among the most dangerous of summoned spirits, the poltergeist is a manifestation of destruction and terror. They do not take a humanoid shape, but instead assume control of a solid object, giving it flight and seeking blood in its path. History tells stories of cursed swords and armours that levitate and fight on their own; Poltergeists were the ones behind these stories, and are a direct descendant of Damnerung. They require direct visual guidance from the evil eye in order to travel far from the hilt. Glossolalia has the ability to change this under certain circumstances.
Exorcism: Daemon
Another of Damnerung’s most dangerous collected spirits, the daemons symbolize pure hatred. Their wrath can only be asserted in the presence of extreme temperatures, such as flames or ice formations. The daemon possesses this resource, and gives it a life and will. Damnerung’s influence forces these demons of ice and fire to seek out his enemies, and terrorize them however the overlord pleases.
Glossolalia
Glossolalia refers to a Babylonian linguistics researcher whose soul was captured by Damnerung many years ago. Among the myriad of spirits, Glossolalia is the only one capable of speaking modern tongues, as well as the gift of true curse words. When Glossolalia possesses a corpse, or any animal with an active set of vocal cords, he is able to speak on behalf of Damnerung, or curse the being he has possessed. Speaking in tongues will cause his host bodies lungs to start rotting, allowing ghouls and other demons to easily track the cursed one, and feast on their innards. If Glossolalia were to recite the name of someone, all of Damnerung’s demons will be able to hunt that individual down without need of guidance.
Purgatory
The title was coined by the very few who survived Damnerung’s legion. When the blade is stabbed in to a surface, it has the option to become a sort of beacon, or simply phase through. If Dammering dedicates itself to the prior, it will become stationary until the entropic spell is cancelled. Damnerung’s captured souls will begin to flood outward from the blade, coating the surface with a legion of morphing three-dimensional shadows. This dark pool takes time to channel, and grows in size the longer it is held. Hundreds of hands, faces, and other limbs will begin to materialize and reach out from the pool. As the tormented ghosts try to flee their overlord, they actually enact his bidding. Those who step in to purgatory will find themselves being dragged in and rooted in place. Prolonged exposure to the legion causes rotting of the flesh, and drainage of magical energies. If Damnerung is pulled out of the hell gate, the legion of souls will be dragged back in to its blade, and the spell will disperse.
Omen of Death
In order to invoke an omen of death, Damnerung must keep his prey in sight for at least ten seconds. After preparations are made, his corpse breathes out a strange ectoplasm mist, that then takes on the same physical features as Damnerung’s prey, albeit ethereal. The omen of death is capable of doing the most damage physically, although only to its double. The only one capable of damaging or defeating the omen of death, is in fact the one it mimics. Per life form, only one omen of death can ever be envisioned. It ignores all things, phasing through walls and weapons, relentlessly seeking to destroy and possess its twin.
Ectobile
Made from rotted guts and blood exposed to ectoplasm, the bile is stored in a cadaver’s body until disgorged. Unlike normal ectoplasm, the ectobile has a physical mass and is dangerously erosive and sticky. Like an acidic glue, ectobile attaches itself to whatever it makes first contact with, and can erode very strong materials such as steel and concrete. Though it is slow working, that can make it even more dangerous, causing a very painful and long death if it attaches to a person.
S.S. Siren, The Ghost Ship
Each and all of Damnerung’s possessed bodies have retained some of their soul, giving the overlord a strange power only usable with that cadaver. Locke Jax went down with his ship, and returned with it from Davey Jones locker. This ability is Damnerung’s current greatest summon, counting as ten exorcisms when used, thus weakening Locke, and requiring he be holding the hilt for the duration. This spell starts with a strange aura emanating a great radius around Locke, disallowing him from using any other abilities in the meantime. (Approximately 3-4 posts to summon.) The S.S. Siren is a completely ethereal ghost ship the size of a battle-ready galleon, roughly 35 meters long, with a beam reaching roughly 10 meters high. The ghost ship acts much like an arena for Locke, giving him great advantages if he traps an opponent within during its summon. In reality, the S.S. Siren is nothing more than an extremely large ectoplasm fog that moves slowly forward and takes on an eerie aesthetic shape. There are five ghostly crew mates inhabiting the S.S. Siren, each of whom may only attack those who enter its premises, and do so as if they were physically alive once more. The S.S. Siren has one final ability, which revolves around its twenty two cannons, and their ability to shoot balls of ectobile horizontally from the hull.
Weaknesses
Unholy Presence: Since Damnerung has gathered many demons and other unholy specimens among its ranks, it has become somewhat weak against holy magic. Priests are capable of using their powers to dismiss many of Damnerung’s summoned demons, or temporarily banish the greater ones.
Ethereal: Ectoplasm may feed off of magic and life force, but it cannot directly damage an opponent by physical means - that is without the use of possession, in which case it takes on the weaknesses of the elemental compounds used. Fire daemons can be extinguished, mud ghouls can be blocked, and banshees can be blown away.
Recurring Defeat: As powerful as Damnerung is, a simple yet powerful poke to the eye will defeat the overlord.
Disconnected: If the blade of Damnerung cannot reach an exorcised spirit within ten seconds of its dismantling, the spirit will be freed, thus weakening Damnerung’s cadaver for some time.