Ghoul
A ghoul is an undead creature created by a necromancer.
Basic Information
Anatomy
A ghoul's physiology varies depending on the race of the body that was animated. Sometimes, a necromancer will take parts from multiple bodies of different races and put them together, but they usually simply use whole bodies. Unlike living creatures, ghouls have no natural ability to heal themselves.
Manufacturing
First, a corpse is procured. Embalmed corpses are preferable, but most necromancers are competent at embalming, and some actually prefer to embalm the corpse themselves. Unembalmed corpses are usable, but won't last very long. Once the corpse is prepared, the necromancer applies enchantments to it. These enchantments can include:- Enchantments to ensure the ghoul's obedience.
- Enchantments to make the ghoul more durable.
- Enchantments to tie the ghoul's animation to the creator's life so that if the creator dies, the ghoul also dies.
Combat
Ghouls will typically only die if the part of their body that serves as a sort of "anchor" for the animating enchantment. This can be almost anywhere, but is usually the heart or the brain. Fire is typically quite effective against ghouls. Electricity is somewhat effective, but less than it would be against the living. Ice is effective for blunt and cutting damage, but cold won't affect them unless the temperature is extremely low. Ghouls cannot be poisoned.Genetics and Reproduction
Ghouls cannot reproduce.
Dietary Needs and Habits
Ghouls are hematophagous. Most ghouls are fed by their creators, but feral ghouls have to hunt. Usually feral ghouls will go after animals, but it is not unheard of for them to attack people.
Unlike most other creatures, ghouls do not eat for nutrition, but because the blood has a healing effect, which helps to preserve their bodies and compensate for their lack of natural healing. Blood from people is typically more effective than blood from animals, and blood from semi-magical creatures is typically more effective than blood from normal creatures. Because of this, a wounded ghoul is sometimes more likely to attack people than a healthy (If a dead person can be called healthy) ghoul.
Additional Information
Domestication
All ghouls start off domesticated. If a ghoul is intelligent enough, it is possible for it to try to escape from its creator. This often happens to inexperienced necromancers. An escaped ghoul isn't usually a large direct threat to its creator, but sometimes angry townsfolk will try to root out necromancers after an escaped ghoul shows up. Feral ghouls occur when a ghoul's creator dies or abandons the ghoul and the ghoul must fend for itself.
Uses, Products & Exploitation
Ghouls are typically used as servants, pets, or soldiers.
Average Intelligence
Ghoul intelligence typically ranges from completely mindless to animal-like intelligence, depending on how they were created. Sapient ghouls can be created by implanting a soul during manufacturing. Because ghouls are typically made as servants and souls aren't always easy to acquire, sapient ghouls are rare.
Perception and Sensory Capabilities
Ghouls' sensory capabilities depend on the body (or bodies) they were made from.
Symbiotic and Parasitic organisms
Ghouls are often desirable hosts for Vampires, because they're both hematophagous.
Civilization and Culture
Interspecies Relations and Assumptions
There are a few misconceptions about ghouls including:
- The belief that being bitten by a ghoul will turn a person into a ghoul. The source of this misconception is unknown.
- The belief that ghouls are only ever humanoid. Most ghouls are made of humanoid creatures, but they can be made of any previously living creature.
- The belief that sapient ghouls will have the memories and personality of the person whose soul is used in manufacturing. Sapient ghouls are mostly a blank slate upon creation.
Lifespan
Indefinite, depending on the skill of their creator.
Body Tint, Colouring and Marking
A necromancer will sometimes carve or brand a symbol on a ghoul, often on the forehead or back of the hand. This typically serves as a sort of signature for a person or organization.
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