Showing posts with label hunter's guide to monsters. Show all posts
Showing posts with label hunter's guide to monsters. Show all posts

Sunday 23 October 2016

The Hunter's Guide to Monsters - Chapter Eight

In the corner of your eye, you might see something unnatural, inhuman and monstrous. Then, when you turn your head, you see only familiar faces, regular people. Yet, can we truly trust our own eyes not to deceive us, when there are creatures which can look and sound just like anyone else? We answer this question tonight, as we investigate, the 'CHANGELING':
Changeling /'chaynjling/ n. 1. A child surreptitiously or unintentionally substituted for another. 2. Folklore. An ugly, stupid, or strange child left by fairies in place of a pretty, charming child. 3. Archaic. A renegade or turncoat; an imbecile.
8. Changeling
  by Hunter Jeremiah

There is a lot of misinformation and mixed mythology when it comes to the changeling. Some believe they flay people's skin, some believe they are witches and some even believe that they are aliens, and I can understand why. These elusive creatures have a particular and effective skill, to blend into the world unseen, and it makes it very hard to document them. However, over the many, many years of hunting all manner of mysterious monsters, the community of monster enthusiasts have managed to compile the best information about these shape-shifting, sneaking changelings.
Personally, I prefer to call them "skinwalker", but for the sake of this guide, I refer to them as changeling, despite most people that consider changelings to be children touched by the fae. They are also commonly known as doppelgängers, metamorphs, skin-walkers, mimics & even therianthropes.
In their natural form, changelings are short (less than one and a half metres tall at most), humanoid beings with mottled, grey skin, which is often slimy and wet. They have very little visible muscle mass, making their limbs look skeletal and spindly, with long, thin fingers. They have unusually large heads in proportion to their bodies, no hair anywhere on their body, including the face, and no noticeable outer ears or noses, but only small openings or orifices for ears and nostrils and have a very small, sphincteric mouth, as well as large, opaque black eyes with no discernible iris, pupil or eyelid (although, I know from personal experience that they do have eyelids, and can blink).
Their appearance looks very much akin to the cultural meme of the "grey alien", and it's not known whether it's an unfortunate coincidence, the original source of this view or something else entirely. However, what is known is that they have mastered the natural ability to shapeshift into any form they could want to. Their grey skin is mottled because it is designed to be permeable and adaptable. They have little body mass with thin, flexible bones so that they can morph without damage to their internal organs or structures, and their eyes are black as they have a complex structure which changes pigment to their chosen form.
Because your friends, your kin, your lover; are perfect as they are, no other; could be like them, 'til you uncover - those soulless, black eyes staring back at you.

The changeling's entire body has adapted to the sole purpose of being a perfect blank, to take any form, but their means of shapeshifting is a complex phenomenon difficult to master. Essentially, their skin is porous and permeable, so as to absorb any genetic material that it touches, then their bodies decode that material and change to recreate that form. This means they are quite fragile and vulnerable in their natural state, and they excrete, or "sweat", a mucus-like substance that becomes a kind of hydrophobic gelatinous film that covers their bodies so as to prevent undesired genetic transfer and protect them from disease. In the wild, they are known to live in large tribes of many families, often around large bodies of water, and they utilize their shapeshifting ability to take animal-like forms and each member of the tribe is given a form which is aligned to their duty. Their shape-shifting ability is far-reaching, but not boundless. They are limited to forms which are no less than two-thirds; and no more than one third greater than their size; and they cannot remove or grow bones, such that they are limited to four-limbed creatures (although they have the impressive ability to grow a tail of up to two feet, but such tails have limited bone structure) and attempts to achieve such sizes and shapes often result in malformed, misshapen or just simply over-/under-sized forms.

However, to our detriment, as we are of a similar size and shape, changelings can recreate the healthy human form perfectly. For this very reason, even wild changelings tend to prefer taking human form to any other. In fact, it's rather rare to see a changeling in its natural form, as their bones tend to be more fragile, their muscles are more flexible and and their porous, permeable skin is very prone to viral infection. The only time changelings prefer their natural form is in water, they are actually amphibious (possessing gill filaments within their ear slits), where they can spend several hours, sometimes up to a day, before surfacing. When they take the form of another creature, however, they take on the shape, colours, textures and characteristics of that form, meaning that their skin becomes tougher, their bones stronger and even their muscles becomes bulkier.
One important thing to remember is that changelings can take only take one form at a time, and only their image. Whilst changelings can steal the look of a person's voice, eyes and skin, they can't recreate our brains and memories and must use their own initiative. Also, changelings can only take on one form at a time, and must revert to their natural form before shapeshifting. If they attempt to shift into another form whilst shapeshifted (even partially), they will become "spliced", wherein their body becomes a painful patchwork of both forms, with intermittent mutations, such as webbed fingers; missing toes; missing eyes; coarse hair; crooked teeth; albinism; hare-lip; atavism; scoliosis & many others. When spliced, it can take at least two hours for a changeling to rid themselves of their spliced form. The more differentiated the spliced forms, the more painful and difficult it is to remove it.

Changelings are very intelligent creatures, despite their size their brains are as big as a human's. Also, whilst there are populations of wild changeling that live in the forest, most choose not to. Most changelings take the opportunity to take human form, join human civilization, and live amongst us every day, only returning to the tribe to find a partner or visit family, and that is only if they have living family or even a desire for a partner that is a changeling.
There is a complicated history behind the integration of changelings into human society, which is because of a war between changelings and trolls. Trolls have a history of violent takeovers of forests and jungles, and if they came upon a changeling settlement, they would rampage through killing everyone, then use their strength and magic to kill everyone except the newborn and very young children. Rather than leave them to die, trolls would capture these children, and when they found a human child with a special ability they wished to covet (often innate magic), they would steal the human child at night, use their magic to force the changeling child into that form, then leave the changeling to be raised by humans. This went on for several decades before changelings declared all-out war and took back several forests, where they continued to fight for many years, all hidden from our eyes in a bloody and brutal series of attacks, and also started to enter into human society in the hopes of finding their lost children.
In this modern day and age, the war has gone cold. The rogue troll may occasionally steal a changeling child, but the parents can appeal to their local Hunting authority to track down the kidnapper and save their kid.

Most changelings are good, if unusual and secretive, people; however, this still leaves us with a few rogue citizens. Firstly, there are descendants of those original scout changelings whose mission is to find all changeling children and "kidnap" them back, which is a mess of legal controversy, especially to victim children that have "gone native". Then, there are those stolen children themselves, which often discover their inhumanity (especially if the troll spell wears off), and that can lead to isolation and criminal activity and acting out. In the past, people considered wild children replaced by trolls as "pieces of wood" or "enchanted stumps"; but this is just an excuse for them to kill their children, but this "not human" mindset does lead to a lot of abusive homes, and runaway changeling teens. Even in stable home environments, the fear and confusion of discovering their nature and changing form can lead to acting out, because they don't understand what they are anymore.
But even when the spell doesn't wear off, it can lead to issues; There are also the children of those stolen changelings which never truly discover their changeling nature, and if they have children of their own, since those children do not have their form maintained by a troll's spell, they can become a serious issue when they discover their abilities and have no one to help understand them and use them responsibly. And surgery is a true horrorshow. In one instance when an unknowing changeling got into a workplace accident, they accidentally spliced after receiving a blood transfusion. Or another instance wherein a changeling received plastic surgery, only to die when they suddenly reverted to natural form and their implant burst.
And finally, of course, there's your average, everyday psychopath. Changelings are no more immune to the draw of crime, murder and punishment of any human, and when you're an outsider in society and have trouble relating to others, that lends to a different worldview and morality. No matter the reason, when someone encounters a changeling that misbehaves, it's time for a Hunter to step in.

Protection
If you are concerned that you may be dealing with a changeling, here are some important notes to remember which can keep you safe:
  • Wild Child − Changeling children may have a voracious appetite, messy hair, a bad temper, wet hands, pointed ears or even sharp teeth. Be wary of such children.
  • Ask, Don't Tell − If you can identify someone else as a changeling, don't confront them. They may not know themselves. If you're curious, approach with caution.
  • Hands Off − If you don't want your identity stolen, don't touch a changeling's skin, especially if it looks wet, they may be priming their skin to steal your form.
  • Not a Mind-reader − Changelings copy your body, not your mind. Smart changelings do their homework, but may still lack the subtler information. Pay close attention.
  • Battle Scars − The way they shapeshift, changelings can't mimic scars, amputation or other such blemishes. If a friend's freckles or scars change, be very careful.
  • No Swimming − Changelings are born in water, they are amphibian, so afloat they're in their element and have the advantage. Never enter water with a changeling.
  • When it's Grey, Enter the Fray − In their natural form, changelings are weak, bruise easily and are much lighter; if you want to cause hurt, do it when they're grey.
  • Iron it Out − When changeling skin touches iron or iron alloys, it reacts painfully even when shapeshifted. If you absolutely must know the truth, it's a reliable test.
Hunting
Changelings are regular people, like you or I. We are only allowed to Hunt for them if they commit a crime using their shapeshifting abilities, or one which is inhumanly motivated (such as murdering a troll or kidnapping); also, we may be called in if a changeling's actions threaten to break the Silence.
However, if a changeling assaults another person, kills someone, rapes someone or commits some other personally-motivated or hot-blooded crime, that's not our problem. Police deal with those issues, and the relevant Hunting authorities have Wards that consult with local police departments and keeps the Silence while interfering as little as possible. In extreme situations, such as the instance of changeling serial killers or race riots beyond police control, Hunters do take the lead in meeting out justice; but, changelings integrate into society with the understanding that they follow human laws. Hunters are not police; we're peacekeepers, not law enforcers, and we let the boys in blue do their job.
For this reason, we may also be responsible for determining if an innocent citizen is of changeling origin, and reporting it to the local Hunting authorities so that they can inform the changeling community in order to deal with it before there is a Broken Silence incident.
Otherwise, this is akin to a hunt for a human being, it requires cunning and detective work, but the methodology is determined by the nature of the crime. Also, we are not here to play executioner, that's for the authorities to decide, we just have to catch them. In the instance of a changeling evading police after committing a crime; committing a hate crime against a troll or other changeling or committing identity theft, we step in to Hunt them down.

Find
Often, changelings are fugitives, and whether this is a case of murder, hate crime, rape, theft or vandalism, you need to find their trail. Because they can shapeshift, you can't reply on their looks to find them, so you should rely on something more solid: their motives, their emotions, their mind, their goals & their nature. And always remember that your missing person might not actually be your "missing person".
In either case of a fugitive or an identity thief, you need to find the witnesses, their social ties; this begins by speaking with everyone that has seen anything suspicious around the missing person and finding the evidence of their latest whereabouts. If we're searching for them, they are probably in some way a part of human culture, so interrogate their social circle, friends, "family" and fellow workers. These help to get an understanding of your prey and the way they act. Since they may be shifting their form even in their personal life, you need to look for evidence of their nature.
If they have no such ties, they may be a wild changeling, or a fugitive changeling that has fled from another town (this could be for a crime, but often it's because their identity is at risk of being exposed). In this instance, you need to rely on witnesses which have seen anything unusual in the area; especially look for local cafes and restaurants if they noticed any patrons acting unusual, or ordering an unexpectedly large amount of food.
Remember that changelings, when shapeshifted, have a large appetite because maintaining a form takes more energy; they have a preference for water (as in rain, lakes, rivers, beaches or pools) & in order to keep their form a secret, they tend to have a safespace in which to return to their natural form. Some do share their nature with friends, lovers or adoptive family, but they often still have somewhere in which they can freely change their appearance without being noticed. They will visit this place rather often, and it will be somewhere they have easy access to. In Hunting circles, this is sometimes known as a Changing Room, and this is our starting location.
Remember, the Changing Room is not necessarily their home and in certain situations may not even be private, this is just the space in which changelings can freely shapeshift. It will have some kind of genetic information for them to use as the template for their form to shapeshift, which I tend to call their turncoat; it could be hair, skin, bodily fluids or in some rare cases, living people; these may be kidnap victims, but I have known changelings that use places such as crowded subway trains or even mosh pits to steal a form and disappear into the crowd, but since those require a quick change it holds a high risk of splicing, so it is somewhat rare. Changing Rooms also often have a food source nearby, to deal with the initial hunger pangs of change - and remember, changelings aren't wild animals, they can eat pizza, salad, sandwiches and fruit like everyone else. An alley beside a pizza joint is all they need, so long as they have access to a turncoat. When on the run, changelings often abandon their Changing Room, but it is a font of information about their abilities, image and mindset. Changing rooms often have traces of the changeling's gel which they excrete in their natural form (which is what lead to stories of them "rending their skin" to change form).
Whilst changelings may be forced to pick a changing room out of necessity or lack of options, this space tells a lot about who they are. I've found that larger their changing room is, the less "integrated" they feel in human society (as though a need to "claim" a space for themselves), and if it's outside, they may feel isolated. If it's incredibly small, such as a closet or bathroom stall, it can be a sign of shame, low self-esteem, or even introversion. If they shift in a public place, it could show a sense of narcissism or superiority, contempt for authority or humanity; or even just youth, especially in school-aged changelings. Their source of turncoat also tells a lot, although the most important is, if they are using local targets they may be more aggressive and secretive, but if their target lives much further away from them, it tends to be a sign that they are trying to integrate. This helps narrow down your suspects.
Every single person that you have encountered so far, unless they are overweight or have some physical deformity unlike your changeling, is a suspect (note: changelings may have scars or lost limbs which affects their shapeshifting. They can recreate digits and minor facial features they may be missing, but if your changeling has lost a hand or leg, it can make your search much easier). Changelings can shift gender, skin colour, height, muscle mass and voice. everyone is a suspect. I remember one case where a Hunter captured a young woman he suspected of being a changeling; only for that woman to be found alive, raped and beaten, and revealing that the "Hunter" was a changeling that had used the story as a ploy to find a turncoat victim. Every single person is a suspect.
However, you can whittle this down. To begin with, changelings can only use a shapeshifted form if they have a turncoat for it. Even if they've occupied that form before, they need to refresh their form in order to maintain it, they could be anybody but they can't be everybody, this is why they tend to have their own Changing Room. So, if someone goes "missing", look out for doubles, or people acting strangely or "new arrivals" into town, especially those that look "oddly familiar". When on the run, they are often forced to change on the fly, but this makes them easier to find. Anything out of place is another clue. If it turns out that your suspect has left town, you need to get travelling, and start again from the top in a new place. However, the more they travel the easier it is for them to be exposed, so changelings prefer to hide not run; stick to the area around the Changing Room location until you've exhausted all other options. Your goal now is to investigate every suspect, and test them for their changeling nature. Although, if you have a suspect cornered they may run off and shapeshift again, so it's advisable that you prepare what you need to capture a changeling before you confront them.

Capture
Catching a changeling isn't much more difficult than capturing a human, so long as you don't let them start shapeshifting on you. However, capturing a human isn't always that simple either. And they can still use their shapeshifting to their advantage. More than anything,
So, for the most effective method of capturing a changeling, You Will Need:
"Choker" - Handcuffs aren't good enough. Changelings in their natural forms have thin wrists, but their brains can't get much smaller. So, you need something to wrap around their throat. I prefer a rope with a hangman's knot with five coils, so it's hard to loosen, but won't be so hard that it can suffocate the target. I know of some Hunters that resort to an animal control pole, but I find that demeaning and dangerous, since they have rather thin coils. But there have even been some that utilize a single yoke (a neck restraint designed for oxen), but I prefer something lightweight so you can hold the rest of your equipment, and also a rope can be slung over your shoulder, keeping your other hands free.
"Poker" - A motivator of some description. When you're facing off against a changeling, you may need some way to keep them in line. I think it's always advisable to keep one of these handy, even if you don't think the changeling will resist. Changelings spend a great deal of their lives lying about who they are, don't let them fool you too. I prefer my sword, but I honestly think a gun is very useful, since most find the threat of a gun enough to co-operate. If in doubt, getting something made of iron - especially if it's unprocessed iron - is your best bet.
"Joker" - Changelings are clever, as much as you or me, and when they get into a fight, it is common practice for them to steal their opponent's form, so as to guarantee a fair fight. This cannot be allowed, as it is your job to overpower, control and capture the changeling. So, it's a good idea to have a card up your sleeve, as an extra helping hand in case things go South. Personally, I favour a taser, I can slip it into my inner jacket pocket, and draw it at a moment's notice to zap any changeling in close quarters. Tranquilizers can work too, but they tend to take a while to work, can be expensive and tranquilizer needles are dangerous. But this is just a tool that can trick your target. Smoke bombs, drop-nets and trained animals can all serve this purpose well. One Hunter told me she used a "chemical face peel" to cover her exposed skin, so that when the changeling tried to steal her form, it failed and reverted to its weaker, natural form, making it easier to bind.



Final Notes
Changelings are all around us. Not everywhere, but in wet climates their numbers can be as high as 12% of the local population (according to the Archives). It may be tempting to think that we are surrounded by creatures of the dark and monsters, that danger unnatural danger lurks in every corner. But remember, not only are they quite rare, but most changelings are good, kind, caring and hardworking people. And if you spend day and night worrying about monsters creeping up behind you, a human might just as easily sneak up and slit your threat.

Thursday 20 October 2016

The Hunter's Guide to Monsters - Chapter Seven

Tonight, we take a step away from suburbs, society and streetlights towards those forgotten trees, caves and hollows. Because whilst we have left the wilds behind, those untamed savages that remain behind are the topic of tonight's chapter, the 'APE-MAN':
Ape-man /ayp-man/ n. 1. A hypothetical primate representing a transitional form between true humans and the anthropoid apes, considered by some as constituting the genus Australopithecus. 2. A human assumed to have been reared by apes.
7. Ape-men
  by Hunter Jeremiah

The ape-man is worst kept secret in the world of monster hunting. They are a global epidemic, with different names all around the world: bigfoot, sasquatch, skunk-ape; barmanou, mande barung, orang pendek; abominable snowman, yeren, yeti & yowie.
Thankfully, the very things that make them difficult to hunt, also make it difficult for the untrained "bigfoot chaser" to find them; unfortunately, this does not satiate the curiosity of such people. The prevailing theory is that they are distant cousins of mankind which is why people find them so fascinating, but that's beside the point. All you need to know is that ape-men are incredibly large, incredibly strong, incredibly fast & savage.
These beasts grow to heights around two-metres and stand on two feet like a man. They are covered with coarse hair, except on their feet, palms and faces, and their hair is often brown, grey or black in tropical climates, even reportedly blonde in arid conditions, but in colder climates and mountainous regions, tends to be white. They have simian facial features, including a protruding snouts with sharp canines up to an inch long and squashed noses, but have been known to have human-like eyes and ears. There are even limited reports that they may even be able to speak our language, but this has never been confirmed, as captured ape-men are not very co-operative.
Because when you look into those soulful eyes, and see the spark of kindred ties, you'll soon be there to realize - just how easily those powerful arms can tear your head off.

Above all else, when it comes to ape-men, you must never forget that they are wild animals. There is this disturbing habit of people to describe them as "shy" or "timid" because they are so hard to find. This is definitely not the case, that's an attempt to put human emotions onto these creatures. Ape-men are not shy, they are territorial hunters; and are often move in small families or "tribes". The reason they "shy away" when humans approach is because ape-men think we look alike too, and they can't tell the difference between you and another ape-man; when they see you, they assume they've invaded a rival's territory, so retreat.
Ape-men are also nomadic creatures. They are big, strong and fast, so in order to feed themselves they require a lot of energy and nutrients. They're omnivorous creatures, but if they remained in one place too long, that would consume all the local plants and animals and they would starve, so they don't stay in one place for two long, the longest time they will stay in one habitat is eight days, but that's only if a member of their tribe has passed away, so that they can mourn and cannibalize the remains. Often, they will stay in one place for three days or less before moving on. These tribes are incredibly hard to find, as they kill and consume anyone and anything that enters their territory, and will often move along if they think there are too many predators around, namely humans or other ape-men.
This hide, kill, move along pattern means that habitats and ape-men families are constantly shifting and it's why they are so hard to find. However, the ones most likely to be found are the most dangerous, and those are male ape-men searching for a mate.

Ape-men mating season is determined by when the females are in heat, which is a dozen times a year for weeks at a time. So as to avoid inbreeding, at this time male ape-men leave their tribes and seek out a female. These ape-men are incredibly dangerous. Like I said, they have trouble telling the difference between us and them, so if they see a person when they're seeking out a female, they will assume it's a rival male and will often challenge it.
The way that rival males assert dominance is through eye contact. They stare one another down, and if neither looks away, they attack with teeth and fists. There have even been reports of ape-men confusing people for a potential mate and raping them, although this is unconfirmed, as ape-men do have mating displays and rituals.
This is why it's so dangerous for people to go looking for these ape-men. Their senses are much better than human senses, they can see, hear and smell you way before you can see them. The only way you'll actually see one face to face, is when they're at their most aggressive; so if it sees you, you won't survive to tell anyone about it.

Unfortunately, it is also those wandering males that create issues for the Hunting community, as they are the ones most likely to enter into civilized areas hunting for a mate. Thankfully, even in heat the male ape-man will avoid heavily populated areas such as cities or suburbs, but more rural areas, or towns with a low population density are at a high risk of ape-man attack when their tribes are in the surrounding area, especially when towns are close to wooded areas, mountains, bushlands, deserts, wetlands or even some beaches.
Also, I feel compelled to mention that some people have attributed magical abilities to the ape-man, such as the ability to turn invisible, hypnotize people on sight, slip between dimensions and time travel. I cannot honestly dismiss these possibilities, since if ape-men truly are related to humans, they would have the same supernatural potential. Personally, I have met a few ape-men in my years, and helped others to hunt them down, and I have never encountered an ape-man with any kind of power except raw, brute strength; although, if they are our distant ancestors, the ability to travel through time would explain where they all came from . . . but that's something to be wary of. Don't fall into the conspiracy theory trap. Because of the ape-man's spread into popular culture, there are several theories as of how to find and capture one. Ignore such nonsense, I am here to give you knowledge from my experience. These creatures are animals, and this is how you handle them . . .

Protection
If you find yourself in danger of being confronted by an ape-man, here are some important notes to remember which can keep you alive:
  • Home Sweet Home − Ape-men don't understand doors. If you go home, draw the curtains and lock the windows and doors, they won't know where you are.
  • Let there be Light − Ape-men are simple creatures, they're scared of fire and torchlight, as it blinds and exposes them. A torch can save your life.
  • Think and Drive − Large animals and loud noises intimidate ape-men, so a car is your safest place. A loud, running engine, car horn and headlights terrify them.
  • Hell if it Smells − Male ape-men in heat emit a strong, musky smell like rotten eggs; this smell is a warning that danger is near, regard it wisely.
  • Safety in Greater Numbers − Large numbers of people can make an ape-man nervous; it's no guarantee they won't attack, but being alone guarantees that they will.
  • Don't Stare − If an ape-man sees you staring, they see it as a threat and attack. A helmet, veils, or even dark sunglasses might stop them charging.
  • Sink or Swim − If you know how to swim, getting into deep water is your safest bet. Ape-men are heavy, waterlog quickly and often won't follow for fear of drowning.
  • Play the Waiting Game − Ape-men feel safe when hidden, need to hunt daily and they migrate often; if you can last the night, they will usually have moved on.
  • Carry a Big Stick − Ape-man are strong and brutal, if you are attacked, you'll only survive with a weapon of some kind. Bare hands are dead hands.
Hunting
It's important, for several reasons, to remember that ape-men are wild animals, they have no known supernatural abilities. This makes them unpredictable at times and you should be careful, but it also means that they are not motivated by a desire to kill. They eat, sleep, mate & poop, and only hunt when they need to. There's no reason to seek out these creatures and try to exterminate them; most of the time, if you leave them alone, they will leave you alone.
In fact, because they are so unremarkable, from a supernatural standpoint, some people even question why ape-men are considered creatures of the dark; and to answer that, you need to know that vampire-human politics are complicated. It's claimed that undomesticated werewolf tribes use ape-men as a discreet but challenging form of prey, and keeping them hidden hides werewolves; however, there's also a prevailing theory that by limiting human intervention and by extension the hunting of ape-men, ape-men population was allowed to grow, and because ape-men tribes often inhabit the same areas as wild werewolf tribes, by reducing human knowledge of ape-men and allowing their populations to increase, it forces werewolves to become urban and domesticated.
I mention this because, despite the huge population of ape-men hidden in the wild, some supernatural authorities (especially in colder climates) have strict laws that prohibit Hunters from killing ape-men. In those cases, or if you're unsure of the local laws and don't want to risk the penalty, the only option is "contain, sedate, release".

Find
It's closer to stalking wild game than investigating a murder, but the same basic methodology can help you in this case. Ape-men are hunted when they nest too closely to civilization, damage property or attack local animals. Or, if they kill a person near town. If a person out in the wild is killed by an ape-man, it's just a wild animal attack and a Hunter will only be called in if there's damning evidence that we need to conceal from local authorities. But if you're called to a populated area, finding your ape-man is not the difficult part, it's finding them without them finding you first.
In the instance that an unarmed civilian has been attacked, your victim will be dead and human. Ape-men only kill smaller animals for food, and when they kill people for food, they take all the meat, even the bones, with them.
If there is a body left behind, the corpse will often show severe blunt-force trauma, broken bones, internal bleeding, internal bruising and forceful dismemberment. But the key determining factors of an ape-man attack are superficial bites around the face and torso, and a rotten, musky smell in the area around the body; if you find these, you are facing a male ape-man during mating season.
However, if there's no body, your victim may very well just be a witness. In my experience, ape-man mythology and local lore tends to skew people's memories to fit their personal narrative, if your witness identifies the creature as a "bigfoot" or "sasquatch" ask them to describe what they think that means, so you can tell separate fact from fiction; just remember to focus on location, movement and smell; you must determine if this is a male ape-man in heat or not. And no matter the victim, your goal is to determine where the creature is now. If they left the town, you need to determine if they are a safe distance away, and if they are within town, you need to find them quickly to prevent more attacks.
The evidence you gain from the victim should help you determine your suspects. If you can guarantee that you're facing an ape-man, then you need to determine whether it's in heat or not; or, as some in the business colloquially call them, a Curious George or a King Kong. A Curious George is just an ape-man that got too close to town, damaged property or hurt wildlife; and in those cases, your goal is to move them along. Either stay in town for three days and keep people away, or head into the nest and scare them off with loud noise and bright lights. They are easy enough to find, often they come near towns to find drinking water. However, if you're facing a King Kong, you'll probably have to kill it.
Once you have investigated your victim, you know what you're facing, you can use the evidence and testimony you've gained to track down the location, which is to say their nest. For a Curious George, their nest will most likely be near the edge of town where city meets nature, a short distance into the wilderness. Ape-men like to get to safety as fast as possible, so in open spaces they prefer to run in rather straight lines to the closest cover or shelter. So, from their last known position, either where they were witnessed or the scene of the crime, if you can find any more evidence they have left behind, such as spilled blood, fur or their iconic footprint with the opposable big toe, you can usually follow a direct line between the two points, and follow it along to the tree-line, and you'll be half-way to finding them. This will often also lead you to a King Kong; unfortunately, these kinds of ape-men may be bold enough to look for shelter within a populated town, especially if they were last witnessed at night time, so if you find the ape-man's trail leading away from the tree-line and into town, you need to search for barns, cellars, even stables and henhouses if they're big enough, ape-men usually have a nest at least 6 square metres in size, anything smaller than that you can ignore. If you're in a more urban location, they've been known to break into closed shopping malls, car parks; private garages; particularly overgrown gardens and parks; sheds; dark and empty houses; warehouses & I've even encountered one that broke into a public toilet and hid inside. In more rural areas, you are looking for somewhere large and empty, but in more urban settings, just look for broken glass and witnesses, ape-men don't understand what glass is, and often walk right through it, oblivious. Within city limits, you're looking for a male ape-man that has made a temporary nest; it's usually evidenced by the rotten, musky smell and the presence of scat and hair. You are not to enter an ape-man nest unless you know it's safe, or you're about to attempt a capture. Ape-men are incredibly territorial, even of their temporary nests, and will kill anything that tresspasses within.

Capture
If you're capable of catching an ape-man without killing it, it's important not to cause undue harm to the animal. That keeps you safe because an ape-man in agony can lash out unpredictably, and of course, it's a living creature, it's your job to move it not torture it. For the least harmful method of capturing an ape-man, You Will Need:
"Glare" - This is you. Ape-men will not run wildly into a trap, they are smart enough to know what a trap looks like, but they will run wildly into a challenge to their alpha-male bravado. If you stare down an ape-man, they will charge. For safety, some people prefer to create a "stare-crow", a false scarecrow with photorealistic eyes that can stare for them and keep them safe. These can work, but they are not easy to make, and some ape-men don't fall for it, especially if it is still and lifeless, but I always prefer to use myself as the glare.
"Flare" - This is what will keep you safe, a source of bright light that can be turned on at a moment's notice, my preference is for a heavy duty spotlight torch, you can buy one from most camping stores. Staring at an ape-man will get you killed, because an ape-man will charge you down and attack any glare that stares them down, but if you shine a light directly in their eyes as they lunge. This blinds them and allows you to side-step the creature's motion, much like a bullfighter, so you can then capture them. Of course, this becomes easier with different glares, but you may want to consider other forms of light, I know some Hunters much prefer short-fuse firecrackers, and I even know one girl that prefers to use a flare gun, to great effect. Whichever
"Snare" - You will need something to bind the creature which you can throw to tangle the creature. Personally, I have a fondness for barbed wire, as it's lightweight enough to easily throw so that it uncoils and falls over the creature. The barbs stop the creature from struggling, as they quickly learn that trying to escape causes it pain, but they're not long enough to cause severe damage. However, a lot of Hunters prefer chain drop nets, and whilst I agree that chain nets are less likely to cause any pain, ape-men are clever enough to remove a net that's been thrown over them. So, whilst it can be effective, you need to have your wits about you and move quickly to secure a net.
This one is quick and simple, find it, blind it and bind it. There's not much more to it than that, because if you don't succeed, try again. It would take hours to tire out an ape-man, so don't even try, the snare should be chosen to use its strength against it, or to bind its arms

In almost every situation, these are all that you will need. But to make the entire process easier, there are some other materials that you may prefer to use. Some Hunters prefer to set their trap in the ape-man's nest, so they require a winch, hinges and pulleys to set up their trap. For this reason, it's advisable to keep their weapon of choice handy if they enter the ape-man's nest and it's not as empty as they hoped or their trap is not set up properly. I always carry it just in case, as ape-men will often detect you before you get close, because of your smell; but to prevent this, it's a good idea to keep perfume or some kind of air freshener or deodorant handy to help cover their smell, anything floral or organic is effective, especially if it smells like local plant-life. I also highly recommend extra rope or chains, in case your snared ape-man is difficult to wrangle.

Also, it's important to have a form of cargo transport, such as a truck, a caged trailer or a windowless van but preferably something offroad, because if your goal is not to kill your captured ape-man you need to get it in a transport and take it far away, a distance of at least five kilometres from this and any other populated area. If you have a long drive ahead of more than half a day, you may need to bring food. Ape-men need at least 7 kilos of food a day. I recommend dried nuts and fruit and beef jerky every second day if you're driving for over a day, since ape-men are messy eaters when you drive along, and if you give them fruit and whole animals, you'll have to clean rotten pieces of fruit, old bones and stinking meat out of your truck after you release them. It's messy work, but if you want them to be alive and healthy when you set them free, it takes effort. However, if you don't need to keep them alive and healthy, there are methods for that too.

Kill
Ape-men are just animals living by their nature, so if you can keep them alive, you should. However, they are a severe danger to locals, so if you or someone else is in direct danger from the ape-man you're hunting or if attempting their capture will put anyone in danger, you should kill them; it's best for all involved, including this hormone-fueled rage monster which has become ferocious through its own nature.
To kill an ape-man, the easiest method is a Headshot. Get a hunting rifle and aim for the brainpan, it kills them quickly and with the least pain. You can attempt the same with a blade or polearm, or your weapon of choice, but ape-man skulls tend to be quite thick, so ensure your blade is sharp and your aim is true, or you may cause the creature unnecessary pain and stress. Otherwise, you could attempt to have them Bleedout, through cutting their neck or a major limb, but this is not something I would recommend, as unless you are very precise, this will cause a lot of pain and torment through this slow death. However, I can't deny that the method is effective if you don't have easy access to a firearm. Being of flesh and blood, ape-men succumb to poison, internal injury, suffocation and immolation, but should only be last resorts as they are horrendous ways to die. Of course, if push comes to shove you have to do what you have to do, but the only other method of killing that I endorse is Drownage. It may seem cruel, and in many ways it is much worse than bleeding out or a shot to the head, but because of their weight and lack of swimming knowledge, ape-men quickly inhale water and die. I've done this before, accidentally, and while it was not entirely peaceful it was quick. Perhaps I add it here merely to justify my own sins, but I still believe that drowning ape-men do not suffer for long.

Once you've killed your ape-man, dispose of the body respectfully. If you know where their family tribe's nest is, put it within 100 metres of their nest so they can Cannibalize it and deal with it in their own way. I recommend against cremation, since it creates a tremendous and permeating smell which is almost impossible to disguise, but if you have a personal disposal site that is best for an ape-man. If neither of these options are available, seek the assistance of your local Hunting authority to clean up after you.

Final Notes
No matter how much it may seem like a "fun" thing to go Bigfoot Hunting or to go on an adventure of Sasquatch Sighting, I cannot say this enough: ape-men are wild animals. They say don't poke the bear and let sleeping dogs lie, well ape-men are creatures which prefers to stay hidden from us and live away from society.
Leave them be. No matter that they are so mysterious or that they appear to be some kind of "missing link" to humankind, they are not that interesting. They are wild animals that eat and poop. Just leave them alone.
Because unless you are a trained Hunter, the first time you discover an ape-man will be your last. And then someone like me might be forced to come out and kill the poor beast. So always remember, for everyone's sake, to leave ape-men alone.

Saturday 25 October 2014

The Hunter's Guide to Monsters - Chapter Six

Are you scared? You shouldn't be. Not because there's nothing to fear, there are monsters out there that can rip you limb from limb; dark forces who'll creep out from under your bed at night and devour you whole. However, you shouldn't fear these beasts, because they can smell fear and feed off of it. If you're scared, you might find yourself being hunted down by tonight's monster . . . the 'BOGEYMAN':
Bogeyman /'bogeeman/ n. 1. An imaginary evil character of supernatural powers, especially a mythical hobgoblin supposed to carry off naughty children.
6. Bogeymen
  by Hunter Jeremiah

One of the strangest, yet most common creatures I've seen in my line of work has to be the bogeyman. They can be found all over the world, calling it a bogle; bag man; bugaboo; bloody-bones; brownie; bogie; black dog; boggart; bugbear; or bête noire, but I know them simply as bogeymen. Contrary to what many people believe, bogeymen are not demons. We know this for two reasons: Firstly, bogeymen don't seek to conquer and reign, like demons do, if anything their main motivation is hunger, not control. Secondly, bogeymen don't need to steal a body in order to survive, as they're not from another realm, they come from here. Bogeymen have a dark, smoky, ethereal form which they can warp and shift at will. This shape-shifting ability is the bogeyman's ultimate weapon and defense and it's what makes them so hard to Hunt. They can use this to camouflage themselves, but it is imperfect as all bogeymen are black and even when they shape-shift, they retain their dark colour. it is for this reason that they prefer to hide in darkness and shadow.
When you stand before the shifting black; with fear for the creature snarling back; calm your mind, and prepare for attack - for fear is your greatest enemy when facing a bogeyman.

The best way to think of bogeymen is as a parasite. Just as bedbugs feed off of us for blood, bogeymen feed off of us as well. They consume our dust and detritus, as well as our fear. Bogeymen have a very mild form of telepathy, almost empathic, which they use to feed off of our emotions. It is this which has lead to legends of "The Monster Under the Bed". Bogeymen thrive under beds, as they can consume the dust, discarded books, socks & rubbish underneath; and as the occupants of the bed sleep, they will seep the fear out of us. As bogeymen grow, they may even use their shape-shifting abilities to terrify the person at night, so that they can feed off the fear when they finally go to sleep.
Thankfully, although this can be terrifying - especially for young children - these kinds of bogeymen tend to be harmless. They mean no harm, they're just hungry and feeding off this veritable fount of fear. However, there have been some cases whereby bogeymen have become too greedy, and rather than feed on just fear and the rubbish beneath the bed, I'm sad to say that some bogeymen have climbed out from under the bed and devoured the sleeping occupant.
This is a most unfortunate circumstance and a terrifying death which I don't wish upon anyone. It is very rare, but it does happen, and it's in these cases when boggarts and bogeymen acquire a taste for human flesh that Hunters have to step in and dispatch the monster.

The Bogeyman diet is quite varied and omnivorous; but not infinite. Although they will eat cotten; carpet fibre; meat; animal fat; hair; wood and many other materials, they will not consume metal; plastic; water or fresh vegetables. The rule of thumb seems to be that they consume flammable materials. It's not known why, some Hunters much cleverer than myself have theorized a kind of "endothermic digestion", but as I've already said, these are some of the strangest creatures I know, so I won't pretend to understand the way these monsters work.
Now, similar to demons, the size of a bogeyman is relative to its strength and abilities. The smallest boggart I've ever encountered was a little critter the size of a tennis ball in the shape of a spider; there are reports of them being smaller, but I've not seen them for myself (or I haven't recognized them, at least). The largest I've seen was a boggart the size of a horse; but I've told they can be even bigger than that.
The more they eat the more they grow and accumulate matter, somewhat similar to a black hole. But what's most unusual is that, the more they feed on our fear and emotions, the stronger their minds become. As though leeching off our thoughts, a bogeyman can become incredibly intelligent.
Also, just as they get smarter, and larger, their shape-shifting ability and mild telepathy becomes greater as well. The strongest bogeyman not only can manipulate their form into other states of matter, like smoke and liquid, but they can project light and flames and even teleport; I've heard no less than four cases whereby a bogeyman whose telepathy was strong enough was capable of entering a person's mind as they slept and giving them nightmares, so they could feed.
Because their strengths, powers, intelligences and sizes are so varied, some Hunters even name them differently, calling the smallest creatures "bogles" or "bogeys"; the mid-sized creatures "boggarts" or "black dogs" & calling the largest, most powerful creatures "bogeymen" or "bugbears". I don't agree with this personally, not only because it confuses the issue but because this naming system is just an attempt at conflating bogeymen with demons by implying a similar "three-tier" hierarchy to theirs, it's just ridiculous - bogeymen are not demons anymore than demons are ghosts; only a fool would confuse one for the other.
But it can't be denied, if one of these stronger bogeymen turns malevolent and decides to eat people, then it will take a skilled Hunter to put them in their place.

Protection
If you find yourself face to face with a bogeyman, don't panic, there are some simple steps to keep you safe:
  • A Taste for Fresh − If you leave sweaty socks, dirty clothes, toe-nail clippings & other matter stained with your smell on the floor, bogeymen may become accustomed to your taste. It may seem silly, but you can stay safe by cleaning up after yourself.
  • Don't Fight at Night − At nighttime, bogeymen can hide in the shadow, and feed off our innate fear of the dark. Wait until daylight, find a torch or run away.
  • Fire with Fire − Bogeymen not only fear the light of fire, but they are severely harmed by the heat of the flame. Even a lighter can scare off small bogeymen.
  • Trust your Nose − When bogeymen feed, it smells like burning, if you can smell burning, keep an eye out for monsters.
  • No Boggarts Allowed − Bogeymen are attracted to people, as we create mess and feel fear, so keep them outside by offering food outside of your house, don't let them feed inside, or they will make it their home.
  • Face Your Fear − Bogeymen will attempt to scare you by shape-shifting into what scares you. But it's not real. Face your fear and you'll see it's not real.
  • Don't Panic − Fear feeds them, if you keep your mind calm and focussed, you will be stronger and they will be weaker.
  • Watch the Shadows − Bogeymen hide in darkness, so try to reduce them and keep an eye on any shadows around you, In daylight, that's where they'll be.
  • Safety in Numbers − Bogeymen prefer solitude, they feel safer when they prey on people that are alone. Hang around in groups, and they can't harm you.
Hunting
Bogeymen aren't devious creatures, they just want to feed, so if they're not doing any harm, leave them be. However, if they've taken a liking to human flesh, or they're terrorizing innocent people unrelentingly, it's your duty as a Hunter to step in and deal with the creature. More often than not, a simple reprimand will pacify the monster, capture them, speak to them if possible then move them elsewhere. However, if you need to kill the monster, the method is described below.

Find
When bogeymen make a nuisance of themselves, they're pretty obvious. After all, if you're not being bothered by their presence, they're not worth hunting - leave them be. But they can be subtle, sometimes reports of unusual domestic disturbances; strange noises or even some cases of supposed "hauntings" are caused by bogeyman interference.
When investigating these cases, the first step is to see the victim. If they've been killed, the body will be missing entirely, but you can still check for any fillings or inorganic medical devices they make have had implanted. Sometimes, with weaker bogeymen, they can't burn teeth, check for half-burned teeth. However, when victims survive the attack, ask what it is that they've seen, so as to gauge the strength of the bogeyman.
Next, check the location of the attack, if the area smells like some kind of ash, or if there are even charred remnants around dark, shaded areas, this is most likely where the bogeyman comes to feed. You should also check for cracks, open windows and holes in walls. Bogeymen aren't ghosts, but they can travel through shadow check for those tight spaces they can sneak through, or hidden shadows.
Once you've determined that you're dealing with a You only really have two suspects, strong bogeymen or weak bogeymen. The stronger bogeymen are larger, more powerful and more dangerous; the weaker bogeymen are small, weaker and less dangerous. But if you treat them accordingly, you can still remain safe.

Capture
Bogeymen may be able to shape-shift and consume almost anything they come across, but they're still physical creatures bound by physical laws. When they are making a nuisance of themselves, you can simply capture them and move them somewhere safer. To accomplish this, You will Need:
"Lantern" - Not only are bogeymen stronger in darkness, but light tends to stifle their telepathic and supernatural abilities. To capture a bogeyman, do so in the light. You can use sunlight, but bogeymen hide during the day, so I prefer a mobile floodlight or a powerful handheld lantern to catch them.
"Leash" - Although they can shift and warp, a bogeyman can still be bound up with chains. Never use rope, they can just bite through it, but if you're well-practised you can bind a bogeyman just by casting your chain.
"Laughter" - You don't literally have to guffaw, but don't take bogeymen seriously. Remember, they fight in solitude and in the dark because they are scared of you. If you're not scared of them, you have the upperhand.

Other equipment you might need includes a vehicle. It's a good idea to relocate captured bogeymen to somewhere far away from their victims, and as I've mentioned before, if they can speak it's a good idea to reprimand them verbally. Fire is always useful, but if your goal is merely capture, then just be careful with it. They're not fond of Loud Noises, as they are solitary creatures, so loud noises tend to unsettle them. Also, although it might seem odd, Alcohol not only makes bogeymen feel full, but it can inebriate them, Lastly, I recommend you wear some form of flame resistant clothing, it's rare that they will "eat" to fight, but it's better to be safe than sorry.

Kill
When a Bogeyman kills a human being, or even attempts it, just like a mad dog your only choice is to put them down. Killing a Bogeyman is considerably simpler than other monsters:
Heat will burn a bogeyman, especially naked flame, you can easily burn a bogeyman to death. Light, when it is bright enough - especially sunlight - will ignite a bogeyman and - just like fire - burn them to death; and certain other lights have been known to burn weaker bogeymen as well, it is a useful tool. Although it can be difficult, making a Bogeymen drink Water can cause them to disintegrate; it's a cruel way to go, but if they are willing to eat children, then they should be willing to pay the price.

Final Notes
Do not even attempt to confront a bogeyman in the dark. You wouldn't fight a shark underwater, it is folly to fight a bogeyman in their natural habitat of the darkness. Also, don't be afraid to talk to your bogeyman. They can be quite intelligent, so if you are scared of your bogeyman, talking to them not only will familiarize you with them, but you might be able to convince them to leave. They're not demons after all, they're just hungry.

Thursday 23 October 2014

The Hunter's Guide to Monsters - Chapter Five

We all have a dark side, a vice which we can call our own; for we all have own sins to bear. But there exist those where the dark outweighs the light, there are creatures whose lifeblood is the night and seek only to conquer, corrupt, control & destroy. Allow me to introduce you to tonight's monster . . . the 'DEMON':
Demon /'deemən/ n. 1. An evil spirit; devil. 2. A person of great energy, enthusiasm, etc.: He's a demon for work.
5. Demons
  by Hunter Jeremiah

There's not really such a thing as evil. Everyone does what they do because it's good for them, and if others suffer, it's because they've found that the suffering of others does them good. Perhaps they need education, but they're not evil. However, I can't deny that there are those whose actions cause the greater amount of suffering, and there are certain ideologies which by their nature cause more harm than good. In the case of demons, their outlook on life is one that causes great suffering. It's just important to remember that they don't kill, hurt, deceive or maim us because they are evil - they do so because they believe that what they're doing is right.
There are many kinds of demon, and if you wish to know them in greater detail then there exist grimoires and reference materials which focus exclusively on this creature. I will mention quite a few, but the focus of this chapter will be on Demon Lords, and Lesser Demons.

Simply put, demons are creatures from another plane of existence. Some call this Hell, the Underworld, the Inferno, the Pit & a multitude of dark and mysterious names, most of them related to some kind of religion. I don't hold favour with that kind of blasphemy, so I merely call it the Demon Realm.
No man has ever been to this realm for the same reason no living human has been inside of a black hole, our physical form cannot survive the journey. In fact, the same is true of demons and our realm, leading me to my first point. Demonkind are too alien to survive in our world; the air itself tears them to pieces for they are beings of magic. For this reason, when a demon enters our world, they can do so by three common methods, which we believe to be their only options:
  1. Possessing and control a physical object.
When a demon steps through into this reality, they might step into an object. It can be any object, however if a demon possesses a rock or a boot, they will only have the abilities of that item, unless their magic gives them greater power to either corrupt that item into a malleable form or move objects around them at will. For this reason, lesser demons tend to possess man-made objects with moveable parts.
Once a demon possesses an object, it then becomes their physical body for them to move around in this world. Because of this, there is some confusion amongst uneducated persons who believe that demons are equivalent to ghosts, and that these objects are their "Haunts" and it's why some call demons evil spirits. However, this is not accurate. Demons do not have souls, and for that reason Hunters make a distinction between ghost-possessed objects: Haunted Items; and demon-possessed objects: Cursed Items, sometimes known as Demon-bound.
  2. Possessing and control a living creature.
A common trick is for demons to slip into our reality straight into the body of an animal. The kind of animal they can control is entirely dependent on the abilities of the demon, and in some cases it can be a sign of their power. Small demons don't have the strength to control large creatures, settling for insects, small pets, wild birds or feral vermin; whereas some of the stronger demons, due to their power, they literally cannot fit inside of smaller animals, and so will control wolves, bears, horses, large dogs & - if they are strong enough - humans.
Mankind is the most difficult creature for a demon to possess, as we can think for ourselves and there have been cases of humans self-exorcising demons through thought and willpower alone. But, when a demon is strong enough, man can fall victim to its will and allow them to walk amongst us, perfectly disguised.
However, because of the amount of power it requires to control a human, if an exceptionally powerful demon possesses a human body, then there is a high likelihood that their magic will physically corrupt their human host, revealing their true nature.
  3. Crafting a new, earthly body for themselves.
 This is the vessel of choice for Demon Lords. Because they have such power granted to them, before stepping through to our world Demon Lords will manipulate our reality to create a body themselves. Usually, this requires some form of deception, ritual or sacrifice in order to accomplish, but sadly it is not unknown for these exceptionally powerful demons to coerce persons in our own realm of existence, like pawns on a chessboard, to put the pieces in place so they can step through into our world and in so doing birth themselves, demon incarnate, into a perfectly constructed body.
In the cases of self-made demonkin, a Hunter's first defence is prevention. These demons can sculpt their bodies to their will, but they tend not to disguise themselves for they have no need. They merely wander the landscape, terrorizing unsuspecting innocents and destroying lives. It's a catastrophic event, and I hope never to see it in my lifetime, not ever again.


As I said before, there are many kinds of demon. Whether they curse items, possess people or create their own body, they tend to be at some position on a grand hierarchy. Demon families, politics and rivalries are too chaotic for me to possibly explain, however their hierarchy can be explained in a simple three-tier system.
Demon Lords
At the top of the hierarchy are the demon lords. These are incredibly intelligent and very powerful magic users. Some demon lords are more powerful than others, even to the point of being evil gods and they fight amongst themselves for more power, but a demon lord is the highest authority and answers to no other demon's will. These are terrifying monsters and some of them could devour entire cities in one motion, however there is one fact which saves our world from utter destruction. Demons and their magic have mass. The larger a demon is, the more space it occupies. Because of their size, it is difficult for a demon lord to pass through the veil between their world and ours. They may be able to, if they can construct their own body designed specifically to contain their power, however this requires patience, cunning & time. There are many methods demon lords have found to step through and bring their power with them, but if a Hunter strikes before they rise to power, they will be at our mercy.
Mid-tier Demons
This is an absolute mess. This section covers a wide range of demons, but what brings these all under one heading is that they have two things in common. They have the power to command demons lesser than themselves, and yet they still bow to the will of demon lords. This encompasses almost every other kind of demon there is - all of them in the middle - and there are a lot of them.
There are elemental demons; Afirit are fire demons that control minds, djinn are trickster air demons with great power, ghulan are shape-shifting earth demons & maridun are powerful water demons that create storms. There are incubi, which are hybrid half-demons, which attack women to birth demonized children for a succubus, their demon lord mother. There are devils, imps and gremlins, devious lesser demons given the gift of magic and a small, corrupted body, by their demon masters. There are host demons, which are many lesser demons that combine their power into a single entity in one host body.
Then there are many, many more demons which are classified by the object or animal they possess, or the magic they use, the region from whence they come or the colour of their physical bodies; but there are too many to list in this chapter.
Lesser Demons
These are the pawns. Lesser demons tend to be quite simple and dim-witted and they are lacking in power. However, this does not mean we should underestimate them. Just like a pawn on a chessboard, a lesser demon can still kill a king, if you put them in the right place. Also, although they are simple-minded, lesser demons are servants to mid-tier demons and demon lords, so they might still be quite clever creatures, even if this cleverness is not their own. Lesser demons are small, their magic is often limited or weak, but because they have so little power, they are the most discreet. Their power does not corrupt objects from our world, so they can perfectly disguise themselves amongst us.
But, do not be fooled. Although they may not be the smartest creatures, there's more than one kind of 'intelligence', there is a reason people consider demons to be devious. Lesser demons can lie and cheat, and they can trick people into doing their bidding, just like any human thief or criminal. And although weak, you can still find yourself at their mercy. Do not underestimate these weak critters, or they may just inherit this place.

Protection
In the instance that you come across a demon, there are some simple rules to keep in mind to avoid their devilry:
  • If it Talks, you Walk − If an animal can speak to you, there's a possibility that it may be possessed by a demon. If it talks, then turn and walk away.
  • No Deal − Demons make contracts; although bound to these promises, demons will exploit any loophole. Avoid this, by avoiding demon contracts in the first place.
  • Don't Open the Door − Demons are creatures of magic, so they follow the rules of magic. If you do not invite them inside, they cannot cross the boundary.
  • Running to Running Water - Running water tends to create a natural leyline, which disrupts magic. Cross running water, and they can't follow.
  • Hallowed Be Thy Name − Although powerful demons shield their name, you can use a weaker demon's name to control their magic like any other magic word.
  • Exorcise Your Mind − Although difficult, with good mental health you can stop weaker demons from possessing you, by staying calm, confident & remembering who you are.
  • Fear of God − For the lesser demons, threatening them with the will of a god, scripture or religious artefacts can frighten them off. Even if you're not religious, they are. They believe in demons and evil gods.
  • Demons are Deadly − Demons may use deals, tricks & magic; but never forget that they're killers. Stay vigilant and keep your distance.
  • Carry a Big Stick − Demons are physical beings. If you break their physical form, their essence will evaporate. So if all else fails, beat the bugger to death.
Hunting
All demons are devious creatures. They live their lives with a sense of hierarchy and power. It is their belief that you gain power by defeating others and taking their power and magic, and this raises you up the demon hierarchy. The reason they come to our world is because they see us as weak and easy to control, and they kill, harm and manipulate us to prove this control through fear and brutal force.
They cannot be dissuaded from this cause and they cannot be tamed or otherwise pacified, it's just the way they are. The only way to stop a demon is to kill it or return it to the Demon Realm. For this reason, we do not Capture demons, we merely trap them for the purposes of killing or banishing them.
As soon as a demon is discovered, it is our duty to Hunt it down and remove it from this plane of existence.

Find
Demons are difficult creatures to find, not because they are subtle, but because it can be difficult at times to tell which crimes have a demonic influence. When dealing with an elemental demon, or a possessed animal, you can usually follow the trail of destruction, but demons are not always so easy to detect. Hunters are advised to investigate gruesome murders; crop circles or unusual graffiti; theft of supernatural or unusual items; cults or violent gang activity; 'haunted' locations; aggressive sexual assault or rape; torture and mutilation of persons or animals; suspicious kidnappings; violent animal attacks; isolated house-fires & unusual suicides. However, it can be difficult to distinguish the real monsters from the madmen. The most heartbreaking investigation of my life was when I spoke to a brutalized rape victim, only to learn that her attacker wasn't a monster, just a sick human being. But, we must keep a vigilant eye over our towns and cities; it is our duty to keep the innocent safe.
In the case of kidnappings and unusual cases, you may have to resort to using research and cunning investigation skills to find information; but as is often the case, investigate your victim. If they are a survivor, especially of sexual assault, it is prudent to talk to their doctor about their wounds; but a description of their attacker provides vital information, you must ask the victim specific questions so that you can isolate the kind of demon which you are Hunting. If the demon attack was fatal, the body of the victim should provide an abundance of clues as to the method of attack, the strength of their attacker and ways you can protect yourself when you confront them. If you're very lucky, you might even learn the demon's name.
After seeing your victim, if you don't know it already, you should try to discover their motivation, and this is often evident from the crime scene location. In the interests of safety, you should always assume that your demon is involved in summoning rituals. If there's any evidence of collecting sacrifices; sigils or messages written in blood; grave-robbing; patterns or schedules to the certain crimes or evidence of a greater power at play, you must act immediately, so as to prevent the completion of any demon lord summoning. If and when you've eliminated demon summoning rituals, you should look for evidence around the crime scene to determine the purpose of their crimes. Keep in mind that more than anything, demons want Power. Check for any leylines, see if the demon is attempting to source natural magic to empower itself; check for stolen artefacts as well as stolen money, valuable objects or weapons. Occasionally, a demon may commit an attack on the spur of the moment, don't discount the capacity for a demon to kill for fun or commit a crime of opportunity.
So, knowing what kind of demon you're looking for, and knowing their motivation, that should narrow down the list of suspects. Based on the victim and crimes committed, you should be able to gauge the power level of your demon. Blunt force trauma, cuts & evidence of a weapon usually means you're dealing with a small, lesser demon, most likely inhabiting an object or small animal; be on the lookout where these animals or objects usually appear, as they may be hiding there, but this depends on the crimes they're committing, they might be masquerading as someone's pet, toy or property, make sure any major suspects are actually possessed, and not just in the possession of a cursed pet or object.
Harsher attacks involving broken bones, dismemberment, sexual assault, brain damage & burns often are the case of stronger demons, and you may be dealing with large, possessed animals or a demon-bound human; humans will be hiding amongst people, try to get a good description, and keep an eye out for suspicious looking people. Demonic corruption can cause all manner of disfigurement, from horns, red eyes and teeth to cracked, cut or bleeding skin; scales, claws and hair are also known, as well as charred flesh, skin blemishes and warped features.
Large-scale massacres, explosions, plagues & terrorism tend to be the work of demon lords - in these cases, call for backup. The lack of subtlety will most likely streamline your search to following the path of horror in its wake.

Something to keep in mind is that demons, although collectively they seek power and have a tendency to attack and kill shamelessly, they are still individuals. Some are more deadly than others, some more prone to bargain and some seek power more viciously. Like a wild dog, although you may know about them as a species, each creature is an individual and may respond differently to different situations; even demons of the same ilk or kin may have differing degrees of aggression, magic or intelligence.

Banish
Demons, by their very nature, are too dangerous for civilized society. For the safety of all humankind, demons should be killed on sight. However, when they possess the bodies of living persons, you cannot kill them for this will also kill the cursed host. The only option that remains is to Banish them. To accomplish this, You will Need:
"Ring" - Your ring is a basic, magic sigil. A ring on the ground or ceiling (drawn parallel to the floor) with a pentagram or star of david drawn within it. With stronger demons, more symbols can be added, as well as more pentagrams and a more complicated shape or mystical words. If you know the demons name, you should add another ring, and write the demon'ss name, evenly spaced within this circle. I highly recommend that Hunters keep a notebook of powerful sigil patterns, for reference. In practice, this can be drawn with spray paint, carved into a wooden floor or drawn in pen. One trick I prefer is a rolled-up beach towel or tarp with a complex sigil drawn upon it, to quickly and easily lay down a powerful trap.
"Rope" - You should bind your demon, for safety. I prefer to use chain, especially silver chain, as it resists demonic influence, but a mere rope binding the hands can come in useful for a lesser demon. This prevents the demon from attempting to escape from their trap; as even a weak demon given enough time can escape the bonds of a sigil. However, simple bondage can prevent demons from magically escaping their sigil trap.
"Rod" - Admittedly, demons are dark and mystical creatures, and so the best way to exorcise them is with magic, as it directly affects them and that serves this purpose well, I'm afraid. However, there are other ways of banishing a demon. For the non-magical man, such as myself, the method is to scare and torture the demon until they have no option but to leave. I prefer a large ritual dagger, for intimidation; for actual pain, a taser is useful, or fire in extreme cases.

After Hunting down your demon, you should attempt to bind them. This isn't always possible, but you should bind them in rope or chain before stepping them into the sigil ring. The key thing to remember is that you're still dealing with a human being. So, you should attempt to spare the rod. But, other equipment you can use to scare them out include a Bible, hymn book or some kind of religious text, especially for the weak and gullible demons. Your weapon of choice, if you are skilled with it, you should know how to attack without cutting, or ways to use it with flair; in extreme cases you may need to use it, but it can be a useful intimidation tactic. Music can disturb certain demons of discord, which find harmony distasteful. Chalk can come in useful, if you threaten to summon the demon lord of your captured demon.
The greatest tool for scaring demons is your own Confidence. A stern voice and commanding presence is the first step towards a succesful exorcism. However, if you have access to some form of arcane power, or Magic, then it can stop these beasts, but if you ask me that seems too much like using fire to kill an arsonist. At that point, you might as well enter into contract with the demon and convince it to go away by sacrificing your firstborn.

Kill
When a demon is not possessing the body of a human, or some other precious living thing, I'm afraid your task is to destroy it. It really is the safest option. So as to not put everyone at risk, there are several methods for doing this at your disposal:
Amputate the core of your demon's body; be it heart, motor, head, gem, brain, fireplace or some other central aspect and the demon's essence will naturally bleed out. Eviscerate the demon by cutting it open and exposing its matter to the air, and once again it will evaporate. Incinerate A demon's form and it will burn with its body. Obliterate their form completely with magic, and the demon within will be annihilated. Undertake the body of your demon, by burying it in the soil underground; the soil will bleed out their magic slowly killing them, and if they attempt to escape, they will disintegrate. Just ensure that you don't bury them near a vessel which they can possess, and that you bury them deeper than they are capable of excavating.

Final Notes
Under NO circumstances should you ever make a deal with a demon. They are sneaky devils and their ultimate goal is the domination of this reality. Do not afford them that opportunity. It is true that demons are not truly evil, and to them our way of living together peaceably is horrifying, corrupt and backward. This is why they kill us so easily, we seem as evil to them as they seem to us.
But because of their demon culture, we cannot make peace, we cannot ceasefire & we cannot surrender. Until every single demon in this reality is destroyed and the portals which allow passage between our worlds are closed, they are the closest thing to evil which we will ever encounter.

Sunday 19 October 2014

The Hunter's Guide to Monsters - Chapter Four

Do you sleep well at night, believing in a life after this? Is it hope, or fear, that makes us believe in an existence beyond? And once that dark comes to take us, will we be free to walk this world of the living, or trapped forever in the hereafter. Whatever comes next, tonight we'll be discussing . . . the 'GHOST':
Ghost /gōst/ n. 1. The spirit of a dead person imagined as wandering among or haunting living people. 2. Only a shadow or trace: Ghost of a chance. 3. (Cap.) A spiritual being: Holy Ghost. 4. T.V. An annoying secondary image. 5. Give up the ghost, a. To die. b. (of machinery) To break down completely. ♦v.t. 6. To work as a ghost writer for (someone).
4. Ghosts
  by Hunter Jeremiah


In all my years, one of the more unsettling creatures I've ever come across would have to be the ghost. The creatures themselves are not bothersome, most are not even dangerous, they tend to keep to themselves . . . However, that's what makes them so unnerving. Although some people - fools, in my opinion - claim that ghosts are demons, doubles and tricksters, it can't be denied that these creatures are the spirits of those past. I've seen men, women and children die, only to return as ghosts. Often pale, not entirely opaque, sometimes looking rotten and dead and others looking more alive than they ever did in their time. All of these spirits are more than just memories, they are the souls of the passed on, which tends to unsettle folk. But for me, even more disturbing are the dead that don't return as ghosts. I have to wonder what became of their spirit, but I'll never know. Not in this lifetime, anyway.
In any case, there are malevolent and harmful ghosts. If there weren't, then I wouldn't be telling you how to defend yourself from them. Like frozen mist, a strangled gasp, and broken voice, a scraping rasp, some ghosts will reach with deadly grasp - and seek to squeeze the life out of you as well.

The most important thing you need to know about ghosts is that they're dead people. It seems obvious, but don't lose sight of those two facts: They are dead, so they can't be killed; and they are people, so you need to treat them with the appropriate respect.
Ghosts are immaterial, and as such they have no definite form. However, that's not to say they are shapeless, ghosts will always look like some aspect of their original self. It could be their inner child, their ego, their ideal self, their corpse, their doubts, their inner demons or their dark side; a ghost can take any and all of these forms, and those experienced enough may shift between them at will.
Also, it is very much true that ghosts can walk through walls, and they can turn pale, transparent or invisible. However, it is believed that their opacity/physicality is not a wilful ability, but rather that a ghost's strength of self and willpower tends to be reliant upon their mental health. If a ghost is weak, confused, scared or sad, they can turn invisible and intangible, but when strong, determined, happy or angry not only will they be visible, but they can even affect the physical world, which is why it is a good idea to treat a ghost with respect; you can't kill them, but they may still be able to kill you.
It is not known what exactly their physical form constitutes. However, due to the prevalence of the term in popular media, Hunters have taken to calling ghost-matter "ectoplasm".

Ghosts often gain some abilities in their new form; as they are no longer bound by physical laws. They can affect their surroundings and move objects with their mind; many can disappear and reappear somewhere else in an instant; they may be able to see beyond walls, distance and time; some ghosts even have the power to possess the bodies of the living & although rare, in some cases ghosts have the been known to have the ability to use hexes and curses.

A ghost is created when a person dies, but is unable to leave the world of the living behind. When you or I have regrets, it can weigh heavily on us; but we have the strength to move through them. However, for the ineffable spirits of the dead, these weights are like anchors that hold them down. This is what many Hunters refer to as a ghost's Burden.
A Burden can be caused by many things, good or bad. Suicides that feels guilty for leaving their family to grieve; Children that were killed too soon; Lovers that never married; Artists that never finished their masterpiece; Sinners that never said sorry & many, many more. There are an infinite number of Ghost Stories and each with their own solution. It is the duty of a Hunter to aid these people in their transition from Here to There, often by listening to a ghost, discovering their Burden and resolving their unfinished business so they can finally move on, Unburdened.
Just as an anchor has a chain, a Burden will often have some form of tether, which restricts the movement of a ghost and binds them to an item, person or place which is known as a ghost's Haunt. Due to the individual and often metaphorical nature of a Haunt, a ghost's Haunt may not be strictly defined and many are not related to their Burden or Ghost Story at all, allowing ghosts to move freely.

However, not all ghosts are benevolent, and some have a much more malignant Burden. It is not unknown for criminals to return as vengeful spirits, whose "Burden" is that they didn't murder enough people to satisfy their bloodlust; some victims return with the "Burden" of wanting all to suffer as they have & even some madmen return "Burdened" with the need to discover a one-ended stick, or some other equally impossible or reprehensible task.
In these instances, when a Hunter cannot or will not Unburden a ghost, their only remaining solution is Exorcism.

Exorcism itself can be a simple task. However, this becomes complicated if a ghost does not want to be exorcised; and most don't, as the experience is not only painful and volatile, but it is believed that it can destroy a soul for good. Never exorcise a benevolent ghost, it is inhumane and undoubtedly a sin.

Protection
In the instance that you come across a less-than-friendly ghost, there are many ways you can keep yourself safe from their ghastly influence:
  • Do Your Homework − Before approaching any kind of Haunt, it is good to read up on its Ghost Story, so you won't be caught off guard.
  • Don't Go In There − Most ghosts are tethered to their haunt, if you know of a malevolent haunted item or place, stay beyond its reach and you'll be safe.
  • Sheathe Your Sword − You can't kill a ghost, so don't even try; if anything, a weapon will anger a ghost, making them stronger, so leave weapons at home.
  • Play Nicely − If you treat them like monster, they will act like monsters. Treat a ghost as though they're a normal, living person and they will often respond in kind.
  • Hocus Focus − You can protect yourself by keeping healthy and staying calm. it may seem silly, but singing a song to focus your mind can protect you.
  • You've Seen a Ghost − Don't freak out, scream or panic at the sight of a ghost, screaming might scare them and encourage them to attack.
  • Leave in Peace − If a ghost doesn't want to be unburdened and isn't causing any harm, then leave them be. Some ghosts prefer to deal with their Burdens alone.
  • If in Doubt; Talk it Out − Ghost are manifest spirits and emotions, if you're in trouble, negotiate with the deceased and try to calm them down.
  • Salt & Iron − The only weakness of a ghost is salt and iron. They cannot pass through iron, and they are weakened when they come into contact with salt.
Hunting
The most important thing to remember about ghosts is that they deserve respect, the same as the living. If they wish to pass on, then we should do our duty, talk to them and help them to solve their final duty. It is wrong to force a ghost to move on if they are not prepared to.
However, just like people, if a ghost commits a crime, injures, kills or disturbs others or in some way disturbs the natural order, then their rights are forfeit and we must punish them.

 s is that they are still people like us. These aren't the Dark Ages anymore, we don't kill monsters for being monsters. If your discover a werewolf is merely massacring livestock, scaring people or defacing property then you have no right to murder them. However, in the instance, of a werewolf turning in a public place; killing or attacking another person or stalking human prey, then the Hunt is on.

Find
Ghostly disturbances tend to be quite noticeable. As they're often committed in anger, there are often notable phantasms, such as unseen yelling, crying or screaming; reports of persons walking through walls or floating through the air; objects being flung around the room or operating of their own accord & transparent spectres of terrifying people. However, that doesn't mean that finding a ghost is simple. To begin with, if a Haunt is portable, or capable of moving like a train or a ship, then it won't be so easy to narrow down its location. More importantly, a Haunt can be as small as a coin or as big as a castle, and its range can cross counties, so you'll need to put your investigator's skills to the test to hunt down your ghost.
Before you get ahead of yourself, it is best to start by investigating the victim. If the victim survived their attack - or have returned as a ghost themselves - meet them at a safe location and speak to them about their experience. Your goal is acquiesce the ghosts abilities and identity. Violent ghosts tend not to be subtle, so this will be a wealth of information. If the victim has died, your goal will be to check their wounds for any unusual blunt force trauma, or perhaps even for ectoplasmic residue, which is the sign of a very powerful ghost.
Once you've gained all the information you can about the attacked, it's now a good idea to learn about the attacker. Although it might be easy to determine the ghost's position from this information alone, you must research your suspects before proceeding. It's good to check local libraries for newspapers and reports of grisly deaths or hauntings; visit local churches or even the town hall for records of births, marriages and deaths & it's good to ask around town for any unusual or recent deaths in the area. If you're lucky, from this information you may discover a ghost's Burden, and be able to despatch it without even stepping foot into their Haunt; but assuming that isn't the case, this will also provide you with information as to their weaknesses, attitudes, mental faculty and severity. Know Thine Enemy.
But, with all of this investigated, the final piece is all about location, location, location. Ghosts are bound to their Haunt, so you will almost certainly find them at the scene of their crime. But, that's not enough. Your goal is not just to find the perimeter of their Haunt, but also the focal point of their Haunt, the object, person, concept or thing which the ghost is bound to. The best option is to organize data of ghost sightings and find the very centre, but you can also discover this information from your victim and witness interrogations as well as suspect research.
Once you know the what, who & where of your ghost, the next step is the Hunt itself.

Capture
Some ghosts can be just a nuisance, be they poltergeists or troublesome spirits, they might be pulling pranks, harassing women or scaring townspeople. In these instances, it would be inhumane to banish them, they may just be restless. In these instances, your best option is to capture and bind them. To capture a ghost, You will Need:
"Song" - Incantation affects the psychic-state of a ghost as well as focusing your mind, so that you may actually touch a ghost. Many religious types use biblical verses or mantras, but I prefer poetry; The works of John Keats have proven most swift and effective. It's best to choose verses, lyrics or mantras which are relevant to your prey.
"Sword" - You need to protect yourself and keep the ghost at bay. You may do this with salt & soil (particularly graveyard dirt) as they bind with ectoplasm, seeping power from dangerous spirits. Also, iron is the only element which a ghost cannot pass through, use this to defend yourself. Some Hunters use iron armour or armoured vehicles. I use my sword when ghosts get too close, but that's not advisable, which is why I keep salt close at hand.
"Spirit Trap" - Some assembly may be required. A spirit trap is a container a Hunter uses to artificially bind a ghost, like a man-made 'Haunt'; you need to get the ghost inside of the trap, then close them. This can then be taken away from the haunting area.

There are several methods to creating a spirit trap, many magic-users craft their own using witchcraft and hocus pocus, but there are three methods I know of.
The Ghost Jar: Wash a large jar and its lid in sea water, leave it to dry. Place the cremated remains of the departed; a photograph or something equally precious in the jar. Place a candle in the jar, small enough to close the lid on it - adhere it to the base with melted wax, if need be - and light the candle. Place the jar within a sigil drawn on the floor for greater effect.
To Use, merely close the lid, snuff out the candle.
The Spirit Box: Find a box large enough to contain the ghost's Haunted Item; iron or iron alloy is preferable - safes are most desirable. Carve the departed's name on the inside of the box, several times so that it is written on each surface, including the lid. Fill the box with enough soil to cover the base (preferably from the departed's burial site). Acquire iron chains and an iron padlock. Place your ghost's Haunted Item inside of the box. For greater affect, place the box within a sigil.
To Use, close the lid, bind with the chain and lock the padlock to secure.
The Coffin Sack: Acquire a large, durable sack or bag - I prefer a cheap gym bag with a zipper. Inside of this bag, place a significant portion of the remains of the departed, bones preferable & any other significant items you can find. Fill the sack with three handfuls of salt and an equivalent amount of iron preferably shrapnel. For greater effect, draw upon the bag sigils and religious symbolism (preferably that of the departed's belief). Acquire a length of natural rope.
To Use, close the bag tight and bind up with rope to press the contents together.

There are other manners of creating a spirit trap, but I tend to prefer a good ghost jar, it's quick and easy. I just warn that the 'coffin sack' can be quite troublesome and doesn't always work.
Some other equipment you might want to consider carrying would be an EMF Detector, as ghosts do cause electro-magnetic disturbances, or some form of communication, be it ouija board or spirit radio, but I find them useless, as if a ghost is unseen and unheard without specialist equipment, it's not much worth hunting, but you can use them for non-violent spirits.
I tend not to use it, as it can be dangerous and expensive, but electricity is also known to disrupt ghosts, they can't easily pass through it and it can dissipate their ectoplasm, although it might seem odd if you have some form of taser or electric fence, can come in quite handy.

The goal is simple, you use song to weaken the ghost and calm your mind; you use your steel or salt to further weaken them and guide them into the trap, then you shut them inside of the trap. The trap itself, if properly made, should summon a ghost to you; if not, you should find their Haunted Item and wait for them there.
If there's any trouble, such as a ghost being too strong to capture with the tools you have at hand, you can try again, but it's prudent to either contact some form of supernatural authority or - in dire circumstances - attempt to remove the creature entirely via banishment.

Banish
You cannot kill a ghost, it is already dead, but a significant equivalent involves destroying a ghosts connections to this living realm. There are three methods for doing this at your disposal:
Breaking a ghost's Haunted item, and you may release it from its bonds to this world. Once the ethereal tether is broken, a ghost will drift away like a balloon with its string cut. However, this task is not always simple, especially if a ghost's Haunted Item is exceptionally strong, or dangerous like military equipment, or in rare circumstances if the Haunted Item is a person. Also as each item is different, although a baseball bat or knife might destroy a portrait or a music box, it may not be possible to "break" a Haunted Item. I've known of ghosts that Haunt lakes, graveyards & even reflections, making their destruction quite impossible.
Burial of a ghost's Haunted Item, especially in a graveyard will render them impotent. However, this is considered quite cruel, as this is essentially condeming them to an entire afterlife of solitary confinement; and thus, should only be used in extreme cases. Similarly, placing Haunted Items away from the populace in deserted buildings or deep in the ocean would provide the same effective, but nonetheless cruel, punishment.
Burning the remains of a deceased person's corpse, and it should burn them from this world. By unearthing their bones, salting them, pouring over them something flammable - I prefer kerosene and - then setting them alight. Some chant as they burn, but that's not necessary, you merely need to ensure that all of the remains - especially the bones - are either totally burnt or heavily charred. If a person has already been cremated, then scattering their ashes might work, but this does not always work, as not every ghost is particularly "attached" to their body.

If none of these serve to remove a ghost and you cannot capture it & it is impossible to unBurden it, then the only remaining option is to get some kind of magician to do the work for you. It may seem like deferring the problem and I highly warn against it, but their hocus pocus can literally tear a ghost from this existence, and render them annihilated, so it's a good idea to know one of their kind.

Final Notes
There are many methods of capturing, banishing & fighting ghosts, but I cannot say this enough they're people, just dead. Nine times out of ten, the ghosts I come across were regular people. Policemen, mothers, farmers, bankers and nurses; they just died and weren't ready to move on. In fact, I've even seen friends of mine return as lost spirits, with tasks left undone.
And although it might be unsettling to meet a disembodied soul, I consider it an honour and a privilege to allow them to take their next step in their existence. Every ghost has a Ghost Story worth listening to, and you should never forget that.