Characters who die at this location are Barred from the Afterlife
and forced to become one of the ghosts in a Haunted House
, Ghost Ship
or the like. The Soul Trapping Location
is an evil version of the Haunted Fetter
. Rather than serve as the anchor for a ghost with Unfinished Business
to remain in the material world, it is instead a jailor/Tailor-Made Prison
that binds the Souls
of people who would normally move on to Heaven
, or Purgatory
to stay and haunt the immediate area.
It's worth reiterating that this isn't just a case of a person's ghost lingering around the area they died in (like Moaning Myrtle of Harry Potter
) instead of progressing to the afterlife, but a specific location
where (due to whatever reason) any and everyone who dies there is trapped there.
In some cases it may be able to corrupt
those trapped into evil or at least compel the trapped souls to harm visitors. Though it's possible at least one (innocent) trapped soul is a Pro-Human Transhuman
and tries to help
the living visitors leave alive and/or destroy the force keeping them there.
Anime and Manga
- In Digimon Adventure, any Digimon who died in human world will stay dead (while dying in Digital World will revive them in the Village of Beginnings). Wizardmon died this way, and in Digimon Adventure 02, his "ghost" appears in a secluded part of the school when the previous heroes visit it.
- In Starman, Jon Valor was executed for the murder of his son, and cursed Opal City to remain ghosts with him until his name was cleared.
Live Action Tv
- In Anna Dressed in Blood, the serial-killer ghost Anna haunts an old house and everybody she murders (usually homeless folks looking for a roof to sleep under) is stuck in the Haunted House with her, as a ghost, forever.
- The Murder House in American Horror Story is this.
- Angel: Wolfram & Hart's LA branch, thanks to the fact that an evil mage was sacrificed on its grounds. Thus when an employee dies, his ghost keeps their spirit there, so that he can send it to hell in his stead.
- On Supernatural the brothers investigate an old mansion haunted by the evil ghost of its original owner. The ghost murders anyone who enters the house and then hides the bodies inside the house. The spirits of the victims are thus trapped in the house and cannot pass on to the afterlife. The oldest of the trapped ghosts have either gone completely mad or have dissipated into nothingness.
- In the Dungeons & Dragons adventure Return to the Tomb of Horrors, Acererak's fortress is built in such way that the souls of any adventurers who die there immediately go to fuel his ritual to ascend to godhood.
- Ravenloft has... well, it's probably easier to count the locations that aren't these, since Everything is Trying to Make You Undead and/or a Ghost there.
- In the Pathfinder module The Harrowing, even souls cannot escape the pocket dimension the module is set in. Any mortal who is sucked into this dimension is doomed to become a wisp drifting over a great marsh after their death instead of moving on.
- Also from Pathfinder: Anyone who is executed via a Galtian "final blade" (magical guillotine) has their soul permanently trapped inside said artifact, to prevent resurrection of criminals and particularly of anti-revolutionaries.
- Barkley, Shut Up and Jam: Gaiden has Leonard, a janitor who is working at the old Spalding factory in Old Neo New York. As the heroes travel around, he keeps talking about bringing them to his boss. It is revealed in intermittent cutscenes that Leonard was actually killed in a misaimed Slam, being reduced into a ghost doomed to walk around the factory. He finds this out when the heroes ask him about the last time he went home.
- The city of Lea Monde in Vagrant Story lays claim to any soul that dies within and causes them to become walking corpses.
- In Corpse Party, the victims of Heavenly Host Elementary School are doomed not only to remain there, but also to suffer the pain of their own death for eternity.
- Sluggy Freelance: Kesandru house was designed to trap the ghosts of everyone who died there in order to power a ritual to bring the house's builder back from the Raythdom after his Faustian Bargain.