What comes back
A ghost is made when a player kills something that was not trying to hurt them. Animals, fish, squid, bats, villagers, wandering traders, iron and snow golems and allays always count. Anything tamed always counts, even if it was someone else's pet; the ghost follows the killer, not the owner. Hostile mobs never count. Neutral mobs, such as endermen, wild wolves, bees, llamas and piglins, count only if you hit them first while they were not already targeting you.
Tip: Killing a piglin that never looked at you counts. Gold armour is not an alibi.
There is no absolution
The list of what you killed is stored on you, not in the world, and it is copied across when you die. Dying, respawning, changing dimension, logging out and reloading the world all leave it exactly as it was. The mod has no command to clear it, no item that erases it and no threshold at which it stops. Ghost number one and ghost number four hundred behave identically.
None of them are really there
No ghost is an actual creature in the world. The server keeps a tally of what you killed and how, and your own game draws that tally as drifting shapes. That is why the count can be unlimited: several hundred ghosts collapse into a handful of rows, and they have no AI, no collision, no shadow and no effect on anything. They pass through walls, torchlight does not touch them, and mobs do not react to them.
Tip: By default only the nearest 256 are drawn at once and nothing draws past 48 blocks; both are config settings.
Six ways to have died
How something died decides how its ghost looks, and that is fixed forever the moment it happens. Fire leaves a charcoal-dark ghost. Explosions leave one drawn as three overlapping copies, each a third as solid, so it reads as a smear. A fall leaves a permanent tilt. Drowning leaves a cold blue ghost that drifts at seventy per cent speed and so trails behind the rest. Arrows, tridents and fireballs are recorded separately, and everything else, including an ordinary sword, is plain.
They come back as exactly what they were
Seventeen kinds of mob keep their details. A red sheep's ghost is red, a farmer villager's ghost wears farmer robes, a baby cow's ghost is baby-sized, and a tamed wolf's ghost keeps its collar colour. If the animal was wearing a name tag, its name is drawn faintly above the ghost when you get within eight blocks, fading out again as you walk away.
Tip: Turn per-layer textures off in the client config if multi-layer mobs read as too solid next to a plain cow.
The Quiet Candle
The mod's only craftable item, and the only relief in it. A shapeless recipe (any candle, soul sand, a poppy) makes one Quiet Candle, which hides your own ghosts from your own eyes for one Minecraft day. It erases nothing: the list is not read, not written and not consulted, and every other player standing next to you still sees every ghost you have. Using a second candle while one is burning resets the clock instead of extending it, and the effect does not survive your death.
Tip: Soul sand means there is no relief before the Nether. That is deliberate: the early game is when the train is forming.
The mod never speaks
There is no HUD, no counter, no tooltip, no advancement, no guidebook and not one sound. The config file holds performance limits and a single server toggle, and none of it explains what the mod is for. Everything you ever learn about it, you learn by turning around.