Login or register. (You can now login/register with your social networks.)

Society/ Organizations
Natural
Area
3.33
6 Votes

16xp


Hits: 3206
Comments: 8
Ideas: 0
Rating: 3.3333
Condition: Normal
ID: 3526

Submitted:

Updated:
January 8, 2007, 1:39 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status

Options


Print Friendly and PDF

All Flesh Must Be Eaten

By:

In this place Brother, all flesh must be eaten.

First Precept of Consumption

At first glimpse it is easy to count the Tribe of the Shrew as a simple band of barbarians, berzerkers, cannibals, and destroyers. While at its heart, the Tribe is just that, it is also more than that.

The Precepts of Consumption
If the Shrews had a god, it’s name would be hunger. All shrews are dominated by their relentless apetite and the only time they stop eating is when they mate or the rare instances when they sleep.

The Precepts of Consumption

I. In This Place Brother, All Flesh Must Be Eaten,

II. Flesh is a sacrament, last is the flesh of the fallen, next the flesh of the foe, next the flesh of thy sibling, next the flesh of thy mother, last and greatest is the flesh of thyself,

III. Hunger feeds upon Death, and Death is An Empty Belly

IV. Let Those Who Build Burn

The Host
Most of the time Shrews are rarely a menace, as their apetites keep their numbers in check as well as competition between bands in the wild and the limited amount of territory each can claim. There are three things that can trigger a boom in the Shrew population that lead to the formation of a Shrewish Host. Much like the scourging Locust swarms of the bible, these hosts scourge the land for vast areas. Anything living in these areas is quickly reduced to partial skeletons, as only the most dense of bone is not devoured by the host.

  • Famine

  • A famine can drive a host together for the sole purpose of hunting large prey and tearing it apart. These famine hosts last only so long as there is prey for them to consume. Lacking suitable prey or carrion, the shrews will turn on each other in a cannibalistic frenzy.

  • Plague

  • By creating an excess of carrion, be it a human or livestock plague the Shrews gain a massive amount of food. Once gathered, the host will eat through the available food supply and then turn on anything else that is alive. Like the famine host, the plague host only lasts as long as the food supply.

  • Scourge

  • The Scourge Host is considered to be one of the worst menaces among rodents. This hosts gathers under a charismatic leader and burns with a religious zeal for the Precepts of Consumption. Such a host will go on a semi-religious pilgrimage/pillage until it reachs a sort of religious critical mass, is defeated in battle, or the leader falls and like the other conditions, the host falls on itself in a religious orgy of cannibalism.

    The Lone Shrew
    Hard of sight, but with a keen nose, the lone shrew is not the savage monster of mousy horror stories. In smaller numbers they can be talked to and reasoned with, but it is always wise to either have obvious strength in numbers or an ability to keep the shrew’s apetite in check. They are cunning when it comes to matters of herbalism and brewing and they themselves excrete a paralytic toxin that they rub their claws in before going to battle.

    Fury of the Horde
    All Flesh must be Eaten is intended as a supplement for the Shrew-Haters, as in that already long submission, the Shrews were shown as inarticulate savages capable of only murder and cannibalism. The Shrews have a violent and nomadic culture and their language is a mongrelized amalgam of other animal tongues, so that often two shrews from different areas do not speak even close to the same dialect. They have a very strong almost psychotic zeal to their religion and are very vulnerable to peer pressure and mob mentality.



    Additional Ideas (0)

    Please register to add an idea. It only takes a moment.

    Suggested Submissions


    Join Now!!



    Gain the ability to:
    Vote and add your ideas to submissions.
    Upvote and give XP to useful comments.
    Work on submissions in private or flag them for assistance.
    Earn XP and gain levels that give you more site abilities.
    Join a Guild in the forums or complete a Quest and level-up your experience.
    Comments ( 8 )
    Commenters gain extra XP from Author votes.

    Voted Wulfhere
    January 8, 2007, 15:11
    0xp
    The ravening Horde of the barbaric Shrews...

    A decent companion piece to the Kingdom of Mus, but not remarkable in itself. More detail about shrewish culture, social system, and possessions would make it more interesting. As it is, it's still just bare bones, waiting for more detail.

    Parts that I particularly liked included the religion of hunger and the various reasons for the gathering of the Host of the Shrews.
    Voted Cheka Man
    January 8, 2007, 15:21
    Only voted
    Voted Pariah
    January 8, 2007, 23:30
    0xp
    Good job Scras
    Voted Chaosmark
    January 13, 2007, 18:54
    Only voted
    axlerowes
    March 16, 2009, 18:40
    -1xp
    No vote or suggestions with this comment. I was just wondering if you knew there was an RPG titled All Flesh Must Be Eaten?
    Scrasamax
    March 16, 2009, 19:15
    0xp
    I do not own it, but I am well aware of it's existance. Much like I am aware of Mars' existance, and yours for that matter ;)
    Voted valadaar
    November 21, 2013, 10:14
    0xp
    A darker take on such things as Nihm and Redwall. Good stuff!
    Voted Gossamer
    November 21, 2013, 10:44
    0xp
    Nice. A poetic reseprentation of a simple religion. If I ever try GMing Redwall I'll use these.

    Link Backs

    Freetext

    • Associated ideas.
    • Mus


    Random Idea Seed View All Idea Seeds

    Cold Comfort

           By: Murometz

    Cold Comfort is a long-sword of star-steel, its blade giving off a wan, blueish light. Its grip is wrapped tightly in snow-serpent hide, and its pommel bears a single opalescent gemstone.

    This blade is enchanted in such a way, that whoever wields it, begins to fall completely and irrevocably "in love" with the weapon. This love does not manifest itself as the expected reverence and bond formed between any warrior and his weapon, but as a deeper, truer love, one has for a soul-mate of the same species! The longer the wielder carries Cold Comfort the stronger and more disturbing this love becomes, and only the most powerful of magicks can potentially break the sword's insidious spell. The blade's owner will even speak to and coo to the weapon, convinced that the sword understands and returns this epic love.

    If the blade's wielder somehow loses the weapon or has it taken away, they will become inconsolable, and will predictably go to "ends of the earth and back" to retrieve it at any cost. Such is the weapon's curse that even separation from it does not damper the feelings the owner has for the sword. Legends tell of several distraught and mind-addled knights who even years after losing the blade, still wander the country-side searching for their lost love. And woe be to the "new lover" if and when they find him or her.

    Ideas  ( Items ) | October 18, 2013 | View | UpVote 4xp


    Creative Commons License
    Individual submissions, unless otherwise noted by the author, are licensed under the
    Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
    and requires a link back to the original.

    We would love it if you left a comment when you use an idea!
    PayPal
    Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
    A Role Player's Creative Workshop.
    Read. Post. Play.
    Optimized for anything except IE.
    0.0427