Ghouls

## The Ghoul Course

### Feeding Frenzies

All Ghuls are gluttonous creatures, consumed by an unquenchable hunger for Bornwater. Each Ghuls feels the constant pull of degeneration and weakening flesh and each of them knows that the elixir of life is their salvation. They can sense Bornwater, being able to either smell it or trace it psychicly through unkown means. Should its brodem grow to strong, their hunger will grow into a state that makes them loose all selfcontroll. Similar effects can occur when being too close to Bornwater. Maneaters and Ascendants naturally hide the smell of their own Bornwater under the primal stench their bodies excude; a strategy necessairy to safe them from their weaker brethren. When being close to Bornwater they might fall into a state known as *Feeding Frenzy*. When doing so they will abandon all sense of selfpreservation, caring only about stilling their ravenous hunger through sinking their teeth into flesh. They will fight with an unbridled ferocity, thrashing, clawing and gnawing their way into the skin of their prey. In this state they will often overpower their enemies and might go so far to consum them alive. Their movements become even quicker and more spasmic in this state. When it ends, the Ghuls are either dead or have left nothing behind but a set of gnawed off and broken bones.

When a single Ghul falls into a Feeding Frenzy, they will trigger a pheronomical singal to all surrounding brethren which might trigger them aswell. When large hordes of Ghuls fall into this ravenous state, the air becomes so thick with the musk they excrete that it becomes hard to breathe. It can be smelled from several miles away even by human noses and although it might not trigger every Ghul in reach, it will alert them that fresh prey is in reach. This also functions as an effective alarm in Ghullairs.

The more well fed a Ghul, the less likely they are to fall into this state. Ascendants and sorcerers are mostly immune against it, yet many of them have learned to controll the excretion of said secrete, allowing them to set entire regiments into a *Feeding Frenzy*.

## Ghoul Types

While all Ghouls constantly face degeneration, through cannibalistic means some of them can grow to monstrous strength and develop a devious intellect. Because of this over time a tribe will split into several types, each serving a specific role in their soceity:

### Beastbloods

Beastblood Ghouls are the weakest and most animalistic of their kind. They have lost so much of their intelligence and sentience that they are little more then beasts in the distorn shapes of men. Beastbloods usually serve their tribes like a dog would serve a human. They are loyal to their masters mostly through instinct and fear, developing a strong bound to those that feed them. Beastbloods have mastered the arts of climbing and stalking, creeping through a forest undergrowth or small tunnels to strike unseen. They are the smallest and usually fastest among all Ghuls and serve as meatshields for their stronger kin. Should there be no higher Ghouls to feed and controll them they will form small wolf-like packs. After a battle they have feed last which makes it near impossible to regain their former intelligence.

### Leapers

Leapers are Beastbloods that have been bred as mounts and beasts of burden for their tribes. From small beasts they have grown into large and agile creatures and host the smallest and most limited brains of all Ghouls. They are quick although slower then horses and possess deadly claws and teeth. Even though Leapers have grown to hunt and run large distance on the ground and in tunnels, they are still able to climb straigth walls like most unkin. Their slim and flexible bodies are perfectly fit to squeeze through tight tunnels or slimp large distances. Although they are among the last to feast their riders often directly reward them with fodder after battle.

### Lesser Ghouls

Lesser Ghouls make up the bulk of every tribe as they are by far the most numerous. They are smaller then most humans but quicker and more agile. Their bodies are as distortet as their minds, often subjacted to insanity and bestial tendencies. Their mental capacities are usually low and they have trouble progessing complex thoughts, reacting very impulsive and instinctivly to most impulses. During violent confrontations they are often torn between their ghoulish hunger and their fearsome hearts. Although they are smarter then most animals they can easily be scared away by loud noises or fire as long as no blood has been spilled. Lesser Ghuls are still able to craft, use arms and wear clothing or armor unlike their Beastblood companions. They are allowed to feast after their masters have been satisfied.

### Half-Ghouls

Once a Ghoultribe has deviated enough from their original form through centuries of devolution and corruption, they are often no longer members of their original race even in the biological sense. While being able to sire children with their former kin, these hybrid offsprings are infertile and mutated. Half-Ghouls are usually less bestial in their overall physiology, yet they often grow some of their common traits like pale, blistered skin; claws or sharp teeth. Some of them might thrive in Ghul-soceity, most of their kind are bred as living sources of fresh Born.

### Maneaters

Maneaters are on the top of each tribe. Through the cannibalistic consumption of untainted mortals and weaker Ghuls they have grown into abnormal sizes. Maneaters are as musculuar as they are agile, using their bestial arms to tear apart flesh, bone and metal. They are usually more upright then most Ghuls and against common believe they are more then mear beasts. Maneaters have developed a unnatural intelligence with coldhearted and calculating minds, only clouded by delusion and deviance. Maneaters may either fight with scavanged weapons or the blessings of mutation they have grown. After battle they are the first to feast, handpicking the tastiest parts and leaving the skin, entrails and bones to the rest.

### Mutators

Mutator priests possess both the sickest and smartest minds among their kin. When a tribe grows large enough more and more of their kind begin to emerge. Their lineage of mutation and degeneration unlocks some kind of unnatural connection to their surrounding world, enabling strange sorcerous powers. They embrace and worship the mutation within their bodies and controll it through a combination of magic and Bornweaving. Thanks to that they grew several limbs, toxins and claws or larger brains to increase their mental potential. They manipulate and change the flesh of their kin through strange sorcery; either with their direct hands or through creating a tainted Born from corpses. This art is a very limited form of fleshcrafting but surpasses what regualr Bornweaving can achieve.

## Soceity

### Coteries

In a soceity as feral as that of a Ghoul tribe many struggle to survive for long. An individual must either adapt stealth or superior strength to survive the constant cannibalistic hunger and distrust that plagues their soceity. Females struggle especially since they need to raise their young in safety. In order to protect themselves and their young from hunger and lust of their brethren, they found what is known as a Ghoul Coterie. Lead by a Matriach these Ghouls form a protective sisterhood that shares food, material goods and aid with one another. These groups with a strict social hierachy allow a female Ghoul to choose their partners and raise their young in safety.

The smallest Coteries consist of 5-20 members while the largest can grow up to a few hundreds in size. The strongest female of the Coterie, usually a Maneater, represents this group infront of the tribes Ascendant and makes the most important choices for the group, usually backed up by a few weaker Ghouls that act as advisors or second in command. Under them stand various priestesses, healers and guards that take care of the Coteries well being. The lower members are usually subdivided into smaller groups again, known as Broodpacks.

These groups have a massive influence over the politics and soceity of a tribe. An Ascendant needs to keep them loyal and satisfied if they wish to retain their power. Conflict between large Coteries is far from rare and often results in violent confrontations that lead to one groups absorption.

If a male wishes to mate they must approach the central hold of a Coterie and prove their worth either by gifts or a quick contest. Should they be deemed worthy by the Matriarch they are assigned a single or a group of females to mate with. Im some cases they form temporary bounds with their partner to raise their young together, these may last up to two years; others simply disappear after siring a new generation of Ghouls. The least fortunate of males suffer the fate that awaits those that where rejected in the first place; they are dragged into the depts of the Coteries to be severed and consumed. For that reason mating is a dangerous act for most males. Should a Coterie not attract enough mates by themselves they will often resort to raid and capture males that stride across the outer parts of the tribes lair or steal them from other Coteries.

A central part of forming a Coterie is a unique brew in which each member adds their blood together will various ingredeances and religious rites. Its exact recepy varies with each tribe, however the result is always the same. All that drink from the Coteries brew will become inhostile towards one another. The smell of their flesh and the little Born that remains in it is covered by the brews effect. For that reason no Ghoul would consume a sister from their own Coterie, something that massivly increases their cooperation and unity.

Male members are rather rare among most Coteries although some contain both sexes. Most male Ghouls live a solitary life around the Coteries and main groups that make up the tribe. Although they are safe and welcome at official gatherings, raids and feasts; they must work for their own surivial most of the time. They must constantly be wary as most of their brethren seek to consume them. While some emerge as overfed champions, most form small groups that scurry through the outer parts of their lair together. These small and mutually benefical brotherhoods hunt, gather and craft together to increase their chances of suriving and mating.

Although the conditions are not that extreme and brutal in every tribe, each of them follows the same rules and is plagued by similar problems.

### Ghoul Rings

Coteries and brotherhoods are not the only social bonds Ghouls may form. A Ring is a group of Lesser Ghouls that unite to perform a specific task, be that smithing, healing, crafting or farming. Although many Ghouls live a life of hunting and gathering, sustaining themselves with food, animal hides, basic equipment and scavenged gear; these Rings are ivaluable to the tribe. All of its members are peaceful among each other, often even protecting their brethren. Most Ascendants try to ensure the safety and survival of these groups, detaching specially trained packs to guard them.

These Rings do not only perform specific tasks but also train young Ghouls to do the same. Many members of a tribe seek to join such a Ring for safety and better food, however becoming an aspirant requires a certain amount of skillfullness and intelligence not every Ghoul possesses. If they are lucky their incompetence will only be punished by a mere banishment.

## Armies

### Organisation

A figthing force of Ghouls is split into a bunch of individualy operating groups known as Claws. Every Claw is about 20 Ghouls strong and lead by a *Clawleader* or *Talon* that is stronger and better fed. Should the Claw belong to a coterie this leader must directly answer their subsequent matriarch, otherswise they report directly to their warleading Ascendant. Although consultation with ones superiors is a rare thing among Ghouls, the most successful tribes do so to organise strategy or distribution or pray and loot.

A Claw always only consists of members of one of the following groups:

* **Ferals**- These troops mostly consist of male Ghules skilled in stalking and skirmishing. They usually consist of a few units encompassing only 5-20 Lesser Ghouls accompanied by a few Wild Bloods they hold at long leash to make use of their excellent smell and easily triggered frenzy. Feral Runners scout the battlefield and cover the flexible flanks of most Ghul forces. Especially during subterrenean battles they sneak through small tunnels to attack from the sides or backs of their enemies.
Ferals are mostly armed with ranged weapons or short blades. On open field they diverge from the main force to hurl or fire all sorts of projectiles at their enemies flanks or backs.
* **Coteries**- The primary figthing force of any Ghul army consits of their coteries. Unlike their male counterparts female Ghouls are trained for direct confrontation. Depending on their size each coterie will split into 3-10 Broodpacks of which there are three types:
	+ *Teeth*- The First Line of Infantry usually consisting of a large body of lightly armored spear bearers.
	+ *Jaws*- These cover the primary flanks of a formation and recieve better armor and equipment than the teeth while trying to retain their mobility. They are strictly split into right- and lefthanded Ghouls to make them more effective at their respective flank. *Jaws* are often joined together with the frontline in tight tunnels.
	+ *Gut*- The strongest and most well-fed females of a Coterie are placed in the Gut of their force. Mostly armed with scavenged gear they often bear intimidating trophies and banners in the backline. They prevent their sisters form fleeing in tunnels or directly enforce their ranks if necessairy.

* **Ascendants-** Once the weaker Ghouls have descendet upon the foe, the tribe will unleash its strongest force. The Maneaters, towering above men and horse alike, are the most dreaded part of each Ghul army. Both mind and flesh are of terrible strength. Most Maneaters are highly individualistic and join their weaker forces as local commanders and leaders. The weakest of their kind however will form small units. These are well equipped with scavenged gear or blessings of mutation.
* **Aberrations-** The largest and most corrupt of Ghoul tribes host a few Mutator Priests, magical masters of their twisted flesh. During larger battles they will let loose their most brutal of creations. These monsters are stripped of any intellect or fear, launching themselves into the enemy without any afterthought. These either form the frontline of a Ghoul army or are deployed at the flanks of the enemy.

### Units

While every Ghoul tribes varies in physiology and equipment, the majority of them develop the following roster:

#### Stalkers

* *Beastblood Stalkers*- Before the start of a battle most tribes unleash their lowest and most mindless of Ghouls upon the enemy. These animalistic creatures naturally form small packs and prawl around the enemy force, striking at fleeing or isolated units. While most Beastbloods can easily be scared away with fire and loud noises, once the first of them sinks their teeth in untainted flesh they are bound to trigger a feeding frenzy for their surrounding beasts. Beastbloods fight naked, relying on their overgrown fangs and claws.
* *Feral Leapers*- Like their small cousins, Leapers are let loose upon the enemy like wild dogs. They form small groups to rush down anything that offers little resistance. These increadibly fast creatures can keep up with most horses, yet their are equally easily terrified. Only a large feeding frenzy can draw them in the center of the fight.
* *Skulkers-* Many male Ghouls live an isolated life around the main coteries of a tribe. In this life of constant struggle for ones survival the weakest of their kind form small groups that engage in stealth and skirmishing, prefering to hunt their prey from afar and stay on the run. In battle Skulkers use mostly ranged weapons, firing and hurling all sorts of ragged projectiles at the enemies flanks and back. These highly mobile ranged units often make up a large proportion of a ghoulish force, only engaging in melee when the fight has visibly turned into their favour.
* *Mounted Skulkers*- Some solitary Ghouls form a bound with one of the tribes bestial Leapers. They make for excellent mounts and while their rider can attack their enemies from range, the Leaper can tear them apart in close combat. They are employed as an increadibly agile missile cavalry that is used for flanking and skirmishing. The Leaper only accepts a single Ghoul on its back and the strong bound these share makes them all the more effective.
* *Ravagers-* These mostly male Ghouls have emerged from a lifetime of fights and contests as champions of their kind. After consuming countless members of their tribe in brutal close combat they have grown stronger in flesh and mind, towering over most lesser Ghouls. Due to their lone path to dominance they dislike to fight in compact formations. Instead most Ravagers move between other units to find their most worthy meal among the enemy ranks. Armed with all sorts of diverse and crude weaponry they are a deadly challenge for even the most skilled of fighters. They often clad themsleves into a mix of hides, scavenged armor and trophies taken from their enemies.

#### Coteries

* *Broodpacks-* The average Ghoul-sisters of a coterie, also known as Broodpacks, make up the bulk of each tribes force. Dressed in hides and animal skins they advance with inhuman speed towards their designated target. Armed with rusty blades or spears and a crude shield they form the front line that meets the enemy first. They are coordinated enough move in loose formations and are lead by a *Talon* that is notably larger and stronger then the rest of her Claw.
* *Scavenger Guard*- Those strong enough to claim looted equipment after a battle gain a special standing in Ghoul soceity. They even wear their aquired pieces of armor and weaponry outside of battle to display their wealth and superiority. In battle these Ghouls are more disciplined and move in compact and well ordered formations. Their Claws form the backbone of every Ghoul army.
* *Leaper Riders*- Most Coteries keep a set of Leapers as mounts and beasts of burden. The most ferocious of their kind are trained to carry Scavenger Guards into battle. Through a long and brutal training these Leapers allow every Ghoul of the Coterie to mount them and have grown resistant to their primal fears. Often covered in protective armor or hides they charge into battle lead by a well trained and armed rider. They are the clostest equivalent a Ghoul army has to heavy cavalry.

#### Ascendants

* *Maneaters-* Only the strongest Ghouls can ascend to the status of Maneaters, creatures of terrible size, strength    and intellect. They can move with inhuman strength while their claws cut through metal. They are only armed with the best scavenged gears while pelts and man-made armor plates stretch over their massive bodies. Their lowest form units of elite Ghouls that act as bodyguards or elite strikeforces. A squad of Maneaters is among the most dreaded sights on the battlefield as each of them is capable of slaying dozens of humans by themselves.
* *Ascendant-* The greatest of Maneaters become Ascendants. Close to the mortal equivalent of a Godking, these accursed creatures are formed by mutation; blessed with terrible talons and regenerative skin. They lead their tribes with a deviant intellect and an unmatched ferocity that makes every lesser Ghoul cower before them. They either emerge as male champions from solitude or as matriarchs from a specific coterie that grew powerful enough.

#### Aberrations

* *Mutator Priests-* Blessed with sorcerous powers these creatures can meld the flesh of Ghouls through cannibalistic magic. They do not only possess the greatest mind among the tribes, they are also capable of creating and breeding ghoulish monstrosities. In battle the cast spells of mutation on their enemies to wither or twist their flesh beyond recognition.
* *War Beasts*
* *Abominants*

### Equipment

Ghouls are capable of crafting weapons, shields and armor themselves; however these are often of crude and primitive design. Their forges produce all sorts of ragged blades, plates and clubs to better equip themselves; yet it isnt uncommon for them to use gear made from wood, stone and animal skin. Both clothing and armor they wear are mostly made from hides, leather or skin as weaving fibers is a task too complex for most of their kind.

In battle the weakest of Ghuls use sharp sticks, throwing rocks or sharp pieces of metal attached to all sorts of objects. Their betters equip themselves with gear scavenged from their untainted cousins. Altough it often requires alot of work to fit pieces or armor to their distorted body shapes they are often publicly worn to display their strength and status, serving as protection and trophy alike.