II Mythos Races
from reading forbidden texts, or by taking part in
blasphemous rituals. In fact, those who pursue it often
find themselves turning into undead ghouls.
Furthermore, being born a ghoul or the influence
of magic are not the only ways a new ghoul can come
to be, for being a ghoul is as much a matter of behavior
as it is one of magic or genetics. People who engage
in ghoulish activity, be it feeding on decayed flesh or
living in graveyards, put themselves at risk of becoming
ghouls. This risk increases if such behaviors are
undertaken in the company of other ghouls or if they’re
pursued in regions where ghouls once cavorted and
dined, even if no ghouls have been active in an area for
decades or even centuries. Graveyards remember when
they have played host to ghouls. It is in this way that a
of starvation if not cared for. Many ghouls, rather than
child, abducted by ghouls and raised among their kind,
endure an endless existence as an invalid dependent
can transform into a ghoul, despite potentially having
on family, offer themselves to the banquet table. This
no predilection toward a ghoulish nature or heritage
funeral feast is not a matter of shame or despair in
from a ghoul. Curiously, those who deliberately seek
ghoul society, but one of triumph, for in feeding on
the transformation into a ghoul and engage in such
the elder, that relative’s memories, knowledge, and
activities to foster such a change often seek an elusive
personality can live on in those who partake.
goal. The change seems to seek those who don’t expect
it, but avoids those who pursue it.
Typically, a humanoid that undergoes the
transformation into a ghoul does not make the change
swiftly. Instead, the victim spends a significant amount
of time, often many years, as something known as a
“nascent ghoul.” Once a creature makes the transition
to full ghoul, either after enduring the change via
nascent ghouldom or simply by growing to adulthood
as a ghoul child, the ghoul can live for centuries. A
ghoul reaches middle age at 100 years, old age at
300 years, and venerable age at 500 years. Curiously,
ghouls do not actually die of old age, but they do grow
increasingly feeble 1d100 years after reaching venerable
age. After this time passes, a ghoul loses the ability to
move or even fend for itself. Such ghouls eventually die
Nascent Ghouls
When the conditions are right, a humanoid creature
can become a nascent ghoul. The following rules
should be applied to such a creature until it manages to
reverse the situation, or makes the transition into a fullfledged ghoul. A nascent ghoul gains a few bonuses
from its condition, but overall, is a less effective
creature than a full ghoul or an untainted specimen of
its original race. The change from humanoid to ghoul
is a painful transition, full of uncertainty, confusion,
and shame. A humanoid can remove the nascent ghoul
condition by undergoing a special quest of the GM’s
design, or can achieve this using the methods employed
to remove curses. The DC to remove the nascent ghoul
condition is equal to 10 + 1/2 the nascent ghoul’s Hit
Dice + the nascent ghoul’s Wisdom modifier; nascent
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