This is an expansion for THE GHOST HACK and requires that game to play. It contains rules to expand Ghost Hack from a simple OSR-themed ghost RPG into a more sophisticated campaign setting.
Six new character classes ('Phantom Trades') offer more esoteric options than the four basic classes in the original rule book. These Trades are rooted in the political arrangements under which ghosts exist and the metaphysical forces that define their roles. For example, the Fleshweavers use oneiromancy to change, destroy or reassign the Mortal Coils that bind ghosts to the Living World.
The setting is more detailed now, with rules for Fanes and Portals, the Dread, the Ashen Path through Hades and realms within it, the River Lethe and the mysterious Tartarus beyond it as well as the precious Soulfire that ghosts treasure.
Wights get an overhaul(based on the distinctions introduced in UPON A MIDNIGHT DREARY), with rules for their powers of Predation and different power levels.
Ghostly cults ('Heresiarchs') are explored, with three examples, as well as another organisation that functions like a cult. The Misericordium is a strange Victorian-style bureaucracy that employs ghosts recording their life histories in vast ledgers. The Clerks are transferring their Mortal Coils to these books, signing over the source of their Soul Energy to the mysterious Directors of the Misericordium. On the positive side, the Clerks are spared the responsibility of looking after their Mortal Coil and the threat of turning into a Wight.
Adversaries round the expansion out: Demons (conventional and Lovecraftian), Ghost Hunters, Psychics and other night creatures along with their powers and equipment.