Ghul

Savage is the only word needed to describe the ghul. Supposedly, these creatures are the twisted remains of Eastlanders who were caught in the dark magics of the Aradan War. They are now the most widely spread menace to civilization. Raiders, bandits, cannibals—there is no limit to their depravity and madness.

—Journal of Jarin Plainswalker

The origins of the ghul cannot be stated with certainty, but they appear to be the descendants of those who were twisted and deranged by the dark magic of the 30-year war between Aradan and Pardalor. Whatever the truth, they have become a twisted, evil, and outcast people. Dworvs call them “ghuls,” which in their tongue is related to the word “lost.”

The ghul hate all other living things and show a strong dislike between their own tribes. They are hunter-gatherer societies—more like packs—who take advantage of any easy prey, from animals to farmers. They are raiders, feared in any land through which they roam. Luckily, due to their exceedingly chaotic and violent nature, their population has typically remained sparse in the 700 years since they were first encountered.

They are most common in the East, though lately some have been seen as far west as Garaden. In recent years, rumors have begun to spread that someone has organized them for some sinister purpose. With all the strife now in the North, we can only hope that this is just a rumor.

One common trait they seem to share is a reverence for honorific body scarification and disfigurement. This may be due to the deformities that many suffer from long exposure to the toxins in the Eastern plains.

Little else is known of the ghul, as their beliefs, languages, and rituals differ widely from tribe to tribe.

—Etahn

Etahn and I encountered a band of ghul on our first research excursion. We had no choice but to destroy them, as consumed by hatred for our kind and unrelenting in their aggression as they were.

But what can one expect of a people of such tragic history? Many historians believe—and the evidence is quite convincing—that the ghul are direct descendants of those who fought for the Warlock King, used by his necromancers as disposable fodder for the front line of that bloody war. They did not choose to become what they did—who would?

The ghul appear mostly teran, though they often look emaciated and pale; some can grow larger than teran and more muscular. They scar, disfigure, and tattoo themselves. It is because of their appearance that many do not believe that they are descended from terans.

—Delgon

Ghul Grunt

CharacteristicsCV1
StatScore%Speed25’
STR1260HP24
CON1050Dmg Mod0
SIZ1470AV1
INT630ClassMonster
ACU735TypeTerian
DEX1260Horror–
SOC315TreasureEquipment
  • Attack: Broadsword 50% 1d8+1+dm
  • Skills: Dodge 50%, Grapple 40%, Hide 40%, Listen 40%, Spot 40%, Stealth 35%
  • Special: –
  • Weaknesses: Aradan Steel
  • Habitat: Any
  • Encounter: Solitary, Pair, Hunting Party (3-8), Tribe (30+)

Equipment:

Rough Hide Armor, primitive weapon, dirty pouches, 1d4 jagged rocks, 1d6 copper coins