The Haunted Badlands

Greffen exists as a lawless port in large part due to its seclusion from much of the world. The geological feature responsible for this is the harshest desert in Ossuria: The Haunted Badlands.

Once the Haunted Badlands were nothing more than a desert, occupied by a society of nomadic tribes, struggling to eke out a life for themselves. Many died in these early centuries, and due to a unique arrangement of the leylines in the area, their souls were likely to be trapped among the dunes. This created a greater than usual chance for spectral undead of all kinds, which only grew as the societal level of these lands arose.

Now, making the trek between Kursk or Mathis to Greffen is nearly always a suicidal endeavor without the requisite supplies, both mundane and arcane, to cross the Badlands.

Surviving the Badlands
The key to crossing the Badlands safely is a talent similar to Turn Undead known as the Flicker. People who can tame the Flicker are able to channel their arcane energy into specially made candles which burn with a vibrant green flame. The light shed from these flames turn away all but the strongest spectral threats in the Badlands.

Those with this talent are highly sought after by the various trading companies. Without this countermeasure, those looking to make the journey needs be strong enough to fend off the undead themselves.

The Spectral Dead
Haunts found in the Badlands:
 * Avatar of Death (VERY RARE)
 * Shadow (VERY COMMON)
 * Specter (COMMON)
 * Poltergeist (UNCOMMON)
 * Will-O-Wisp (COMMON)
 * Banshee (RARE)
 * Ghost (COMMON)
 * Wraith (UNCOMMON)
 * Night Walker (VERY RARE)

Side Quest Encounters

 * 1) 1x Poltergeist, 3x Specter
 * 2) 1x Ghost, 1x Will-O-Wisp
 * 3) 1x Banshee, 2x Specter