Yes, they have a little of the "the world will be ours" rhetoric, but do not seem to dwell upon it. So they are actually fairly benign (let's just overlook the few victims they eat), making for very cultured cannibals.
The whole creature is a good new take on the ghoul - a part of it turned around, the rotten core preserved. I would be interested as to the origin of the disease in your telling, though it is clear that can be adopted for each world. It seems that it can be cured, if the victim is ready to resist it, resembling a kind of lycanthropy. It also reminds me of Finghaart's Sausages, which some more resistant victims may be using.
All in all, it is a great submission... and a disquieting monster that may live just next door, and you can be on a first name basis with. *looks nervously around* Go to Comment
Yummy submission, and I like the slow emergence of the ghoul's adopted faith, though like their masquerading as normal humans, their faith also seems to be a false one. I very much approve of this. Go to Comment
I actually thought some of the italicized text was a bit unnecessary, but overall a nice tone is set, and this is indeed, a great new take on ghouls. Reminiscent of the White Kingdom, with wisps of Poes Masque of Red Death, and maybe even a tad Dickensian(?) I think I prefer the slightly goth-Victorian undertone, to the pseudo-Egyptian themed context.
hmmm, Fascinating work, gets my mind spinning!
I would like to see more on the nature of the curse, more on the Eidolon Club (sounds deliciously morbid!) and would LOVE to see a plot worked off of this macabre creation.
Wulfhere- I'm just a random passerby, but I'd to mention that I like your submissions, as well as those of Scrasmax, Murometz and Manfred, the best. This is another excellent piece. You chose the German word "Zwitter", meaning "hermaphrodite". Is there a special reason, a hidden meaning, or did you just like the sound of the word? Would it make heterosexist players more paranoid when the island women are friendly with their characters? Go to Comment
I love places like this, for the exact reasons Wulf mentions. I tried to do the same with Qachas Neck. A place doesnt necessarily need plothooks, danger and intrigue to be awesome!!! Thats a fun gm challenge in and of itself, writing up a location high on flavor, low on cliched intrigues. The PCs inhabit a world which doesnt revolve around them. Not every town, island, and locale has to be prepped for PCs tastes. Surprise them! Let them be paranoid if necessary. (as Wulf illustrates)
I'm curious about just how many adventurers would take these islands at face value: Accustomed to seeing plots and traps around each corner, the average (rabidly paranoid) adventurer is likely to cause himself trouble from overreacting to the unfathomable friendliness of the islanders:
GM: "Rempiki, the fish trainer you met, seems to like you. He is asking if you'd like to spend the evening at his hut, as his four grown daughters have come to visit."
Player: "O.K. I'm taking my retainer with me, I'm not taking off my armor and especially not eating anything..."
GM: "So, you're not eating any food while you're there. Rempiki's lovely daughters, seeing that you're apparently not hungry, ask if you'd like to go with them to gather shells at moonrise, before the tide comes in."
Player: "No way! I'm not risking going to the beach at night!" Go to Comment
A very good submission. The only thing that I felt was missing was information pertaining to individual islands within the chain. Such information as the names of these islands and perhaps unique features or customs would go a long way to increasing the rich depth presented. Go to Comment
As you travel through the thick growth of a forest, a great shadow suddenly moves over you. You raise your head fast, but whatever it was, it was faster. However you try, you don't see anything, and nothing approaches you. Maybe it is better so.