For Today’s post I wanted to bring something more recent. The week of 2 March 2015 my former apprentice Chimera was investigating a case of undead scavengers lurking in the run-down Trinity Cemetery in Jamestown, North Dakota. STARK saved the research on what she identified as Ghuls. And not just Ghuls, but a sub-species called Rakes.
((Out of Character (OOC) comments are in (( ))s. As a Chronicle Storyteller for Mage: The Awakening this is my own personal take on the The Rake from the Slenderman universe as a subspecies of Ghouls (Ghuls) Hope you enjoy.))
STARKnet
Transcript:
Subject: Recorded
findings of research into previously unknown cryptids discovered in derelict
Jamestown ND Cemetery of unspecified reanimated corpses.
Updated Subject:
Recorded findings of "Rake Ghuls" Cryptids in Jamestown, North Dakota
((:::MECHANICS:::
Note: I’m doing my own version of the extended actions as
described in the God-Machine Rules to work better for this task/online posting.
Bonuses:
A.
Library Necromancy OOO – gives a +3 to the rolls
as equipment modifier. A more general
occult library may yield more dice but being specific to the topic removes a
lot of the penalties to the obscurity of the material as well.
B.
Geomantic Nexus Intelligence O – character rolls
as if +1 intelligence higher
C.
Azazel Boost: +5 average Intelligence every hour
at the cost of 1 Essence each…. (every two rolls)
D.
Gain Skill Occult: Gnosis 2 + Mind 2 + HS 2 = 6
= 2 successes each time average; Cast each hour at the cost of 1 Mana. First 5 are Free from Hallow… permission
granted by Casstiel to use it.
E.
One Mind Two Thoughts – One mind assists the
Other, Free and cast each hour.
F.
Aspie - +1 bonus to mental skill checks when not
in realtime interaction
Note: Since its book research this COULD be gathered using
Academics. Unfortunately the sources are
obscure and esoteric. If they used some
academic organization system that could be used. Since its
Chimera Intelligence 3 + Augment 5 + GeoNexus + 1 (total Int
9) + Occult 2 + Gain Skill 2 (Total Occult 4) = 13 Rolls max
Rolls:
Rolls: Fully Boosted = 13 + Library 3 + Aspie 1 -1 Obscure
info = 16
Two Minds Boosted Roll = 13 + Library 0 + Aspie 1 – 1
Obscure = 12 = +4 to each roll.
Rolls: No Azazel Help: 11 + 2
help from second mind each roll))
((:::RESULTS:::))
((
((
1.
(30 Mins) Rolls 20 = 6 Successes, adds 4
successes (10 total successes)))
Before you even really get started your phone buzzes and the
polite British voice of the STARK VI interjects into the silence.
“Apprentice Chimera, if you are indeed trying to find
information on the creatures that may be the traditional ghouls of lore you may
wish to start with what information exists in the internet’s subconscious. I have loaded four links onto your phone for
viewing.”
<While the truth of the supernatural gets watered down
and mixed up for time, there are grains of truth in every monster story. I would still focus on these books of
necromancy for a undead bestiary, what he offers may provide some insight on
what we are looking for. I can’t touch
the stuff, too much like lies.
On your phone you may travel to the following links:
((5 Successes))
((5 Successes))
http://www.laughingsage.com/macabrefiles/fiendentry_ghoul.htm
((10 Successes))
You start flipping through books and using spells like Universal Language in order to read some
of the obscure texts. Some parts are in
High Speech, choppy but conveying deep meanings. Others are in ciphers that STARK can
sometimes break and other times cannot.
You focus on the sections of some of the moldering texts that talk about reanimation of the dead, bypassing the supernal spells but looking at the concepts, the truths behind the process. Then you focus on any evidence of non-supernal methods of raising undead minions.
You focus on the sections of some of the moldering texts that talk about reanimation of the dead, bypassing the supernal spells but looking at the concepts, the truths behind the process. Then you focus on any evidence of non-supernal methods of raising undead minions.
There isn’t a lot on fallen methods of reanimation
unfortunately, there does seem to be quite a bit about conditions and
non-supernal phenomena that can and does cause the dead to rise and you follow
that trail. So far so good.
((
2.
(1 Hour): Spends 0 Mana & 7/10 Essence
Remaining
a.
Rolls 20 = 6 successes, adds 4 (20 total
successes)))
((15 Successes))
You
luck out. One of the books has a lot of
hand-drawn depictions of the undead.
They are horrid and unnatural and turn your stomach. The resonance around the book is pretty vile,
it reeks of undead stink but they were screened to be safe. The pictures you do find that look close to
what you say are as follows: (Images attached at the end of the Blog)
The inhuman and human
aspects of these drawings do imply the sort of full body warping and
transformations that they would have had to undertake in order to become the
cryptid you faced. What is wrong though
is the size, this appears to be child-like in build, and the lack of enormous
claws.
((18 Successes))
The word at the bottom is in a laughable caesarian cipher
which you crack quickly. It says simply:
Ghul.
((20 successes))
Now that you know what you are looking for you can chase
down references to Ghuls. Your extra
thread of thoughts churns through speculation and implication. You start hitting descriptions and details.
Ghuls have been known to take up residence in derelict graveyards
or where mass amounts of dead people have been buried and the ground was never
blessed such as unmarked graves. In
cemeteries that fall into disrepair the resonance of hallowed ground may
dissipate, allowing corruption and desecration to sink in and mess up the
mystical geometries of the site. In this
environment Ghuls are more likely to start appearing.
((
3.
(1.5 Hours) Rolls 20 = 4 successes, (24 total
successes)))
((24 Successes))
Written
descriptions seem to line up and confirm that this is at least related to the
creature you killed. Ghuls were the
decayed bodies of people that are changed by exposure to necromantic energy or
certain types of necromantic resonance.
They may spring up nearly spontaneously, something happens and this
energy becomes a life of its own inside of the husk like how spirits congeal
from resonance motes in the shadow.
Their bodies are altered by the animating force. Their hair continues to grow and also fall
out. Their nails continue to grow and
become very thick and sharp. Their skin
takes on an ashen pallor and vestigial parts of the body rot off such as the
genitals, ears and nose. Modern
embalming doesn’t seem to have any effect on the creature’s strange anatomy.
The final effect is a creature that is more comfortable
quadrapedal than bipedal, tends to have a slouched stature. This is thought to be the result of the
animation not being strong enough to regain dexterity or balance in the dead
tissues. Some of their facial features
become vaguely animalistic and they have been compared to hyenas in both
behavior and appearance many times by occult scholars.
((
4.
(2 Hours)
Spends 0 Mana & 6/10 Essence Remaining
a.
Rolls 20 = 5 successes, adds 4 (33 total
successes)))
((28
Successes))
After animation, Ghuls claw their way out of their coffins
with their tireless strength and extremely well adapted digging claws. Ghuls’ are scavengers and their primary
source of sustenance is the dead and rotting flesh and they tend to stink
heavily of rotten meat. While some still
wear the funeral clothing they were buried in most lose it all during their
many sessions of burrowing.
Timid when solitary, a single or pair of ghouls won’t leave
the borders of the graveyard, close to the easiest and most readily available
food supply and bathed in the resonance that sparked this animation.
They dig down to a corpse with impressive voracity and
plunge their bodies through the loose solid as they go. As with many undead they have no need for air
and do not tire. They usually retire to
their graves or the source of the resonance that spawned them. They may also take residence in any hidden
place safe from sunlight.
((31 Successes ))
The Ghuls also become carriers for the same psychic stink or
“taint” to any graves they spend time near.
Devoured creatures do not animate as Ghuls, whatever element in the dead
body that sparks reanimation is devoured to fuel the Ghuls. Its speculated that the Ghuls don’t even need
the flesh and usually corpses are not completely devoured. A Ghul may return to a body its feasting on
many times before they move on but leave the body buried so as to keep its
predations from being noticed.
((33 Successes))
As the pack grows it becomes bolder. Ghuls do not fight or devour each other, they
are linked by what they are and while they might provide sustenance if food
grows scarce they always band together quickly, even from other graveyards,
solidified in the instinct that there is power and safety in numbers.
((
5.
(2.5 Hours) Rolls 20 = 7 Successes, adds 4 (44
total successes) ))
((35 Successes))
A body too far decayed and with too little
flesh still attached has a very low chance to animate. Skeletons or bodies that have fallen apart
never reanimate as a Ghul. However,
modern embalming techniques actually keep the body preserved for well over 15-25
years of time where a body could animate, depending on the environment and how
the body was buried. Bodies left to rot
in open air do not animate.
((37 Successes))
The pack mentality of Ghuls has been
studied and the closest approximation to how they operate in a pack is that of
a pack of hyenas, wild dogs or wolves.
Their coordination is very good and while there is no alpha, they all
read each other’s body language to queue of each other. It is unknown if they have some extrasense or
communication method between them.
((40 Successes))
An emboldened pack begins to create a
patrolling radius into the surrounding areas.
This usually occurs once there is 4-6 of them. This may happen faster if the food supply in the
cemetery is scarce. If the graveyard is
close to a town or city it is common for pets and livestock to go missing or
are found half-eaten. If they come
across a child or someone feeble they may attack. They become infinitely more skittish when
there is more than one person to deal with.
They almost never pass up an infant or
someone in a wheel chair by themselves.
((44
Successes))
Ghuls are very good at stealthily sneaking
around the shadows for their dedicated nocturnal behavior. It has been speculated that they employ some
sort of mental, illusory or physical camouflage.
A contrary entry in another book:
Ghuls may camouflage themselves using
detritus, mud and dark materials.
However their ability with near-silent movement and stalking in shadows
is chillingly skilled.
Ghuls intelligence is thought to range from
that of a wild dog or wolf. Other
behaviors indicate they retain enough processing in their dead brains (in some
cases) and may have the cognitive reasoning of a chimpanzee or gorilla.
((
6.
(3.0 Hours) Spends 0 Mana & 5/10 Essence Remaining)
a.
Rolls 20 = 6 Successes, adds 4 (54 total
successes) ))
((47 Successes))
Ghuls are very good trackers, by smell,
and can stalk their prey using scouts to narrow down a location of new food and
reduce the chance of being observed.
They are vulnerable but they can also track in packs if stealth is less
important.
A large Ghul pack will attempt to scout out other cemeteries
nearby and spread the infectious taint to the undesicrated graveyard, producing
more Ghuls and a source of more food.
It is believed the pack communicates through body language
only. But other instances suggest some
sort of subliminal telepathic connection.
Another observation was made in which it was discovered that the Ghuls
were communicating through sort sounds that imitate the noise of the
environment, this masks the communication and keeps them from giving up their
positions if they are trying to sneak up on someone in force. A bird chirping maybe be one behind a tree,
another may imitate a babbling brook or the whistle of the wind when no wind is
apparent.
((49 Successes))
The boldest packs (around a dozen or more) will target more
slower moving animals, mostly people.
They will lure and devour house pets.
They will gang up on a solitary person (women over men), the infirm, the
elderly and children. Some may become so
bold as to enter houses looking for sleeping victims, especially infants.
((51 Successes))
You discover references to ghul sub-types, which may explain
the misleading information. Azazel would
point out that the supernatural has done well in most cases to avoid detection
from mortal authorities. Cryptids are
historically good and leave little evidence behind. These books may be dated, there may be
sub-types that act differently or the writers of these books never studied a
ghul long enough to figure it out, too busy destroying them or getting stalked
and forced to relocate.
GHUL Sub-type: Rakes
With some more research you find a handful of different
types of Ghuls. They are more or less
described with minor differences in behavior.
They go by slang to match their function. The one that catches your eye is discussion
on “Rake Ghuls” or simply “Rakes.” Rakes
are known for their oversized claws used to digging and self-defense and may
grow up to three feet long.
Rakes are extremely good at burrowing to safety or to food
through frozen ground. This explains
which they have a niche in colder environments.
Despite their ungainly claws they burrow extremely fast, precise and
with a very small profile. It’s been
noted that Rakes leave behind little bigger than a gopher hole. It is not understood how they could manage
that but other experts in necrozoology speculate that the dirt is pushed up
behind it to recollapse the soil and its grass behind it or the creature has
the ability to squeeze through such a space by breaking or folding its collar
bone or ribs. Another aspect of the body alteration of Ghuls in favor of
evolution.
((
7.
(3.5 Hours) Rolls 20 = 6 successes, adds 4 (64
total successes)))
((56 Successes))
When cut open a Ghul may reveal
dried tissue, brackish and stinky fluid or acrid embalming fluids. They do not use most of the organs in the
torso.
(( 60 Successes))
This is where we get a little side-tracked. It is likely that understanding burial
desecration works will give insight on how to kill Ghuls and preventing more of
them from animating later. To accomplish
that you must figure out what “desecration” means outside of a religious
ceremonial act to bless sites and something firm from a practical occult
standpoint.
What is grave desecration? Grave desecration in the preternatural
framework is negative resonance from emotions, neglect, exposure to necromancy
or exposure to black magic (fallen primarily).
On neglect, if the spiritual landscape shifts the meaning of the place
in order to reclaim it to nature the graveyard starts losing a fundamental
barrier and resonance build up by the resonance of the grieving people there,
resonance from the recently vibrant dead and
blessings.
Other ways a cemetery may start to become compromised is
having a high concentration of violent deaths and deadly or insane criminals
clustered together in the graveyard. The
resonance that bubbles up can corrode the hallowed ground in that spot erodes
like acid on stone.
((
8.
(4.0 Hours) Spends 0 Mana
a.
Rolls 13 = 5 successes, adds 4 (68 total
successes)))
((65
Successes))
Things
get a but obscure in the lore when it comes to looking for sources of grave
desecration. The list of things that
might cause such a thing seem to indicate that once understanding crosses into
the non-supernal the Moros don't seem to really understand the mechanics of
what actually happens to cause a grave desecration.
Holes
in the spiritually blessed geometric barriers that disrupt the normal death
resonance and corrupt the aspect of death and lead to cemetery desecration. Profane rituals, bad luck, cursed items,
burying an unbaptised or someone who doesn't receive a proper burial, any
number of vampire or gypsy related fates such as a body being burried face
down.
Most
commonly, a practitioner of the arcane, Voodun Bokour, Mamba, or any number of
magicians might become a ghul after their deaths. These are supposedly more awake, more lucid,
more intelligent, and more powerful than others, careful of spawning more
larvae.
((
9.
(4.5 Hours) Rolls 13 = 1 success (69 total successes)
))
The
last bit you can find down this research
path talks about different case studies of grave desecrations and common
elements between them, possible signs for spotting the onset of the crawling
"grave taint." Signs like dead
grass, ground that has become barren (hard clay, peated soil), corrupted
resonance (includes lengthy description of the resonance you have already
encountered: death, decay, negative energy, corruption, reanimation, tumorous
undeath), occult ritual markings left over from the rituals of the desecrators,
sometimes 'burned' circles in the ground, radiated lines, rings or bursts of
spoiled grounds.
Ghuls
hideaway the day in basements, mineshafts, graves, tombs, catacombs, they are
not completely dormant during the day but can appears corpselike and immobile. True sunlight will very quickly tear the
animating force out of their bodies, suggesting a tie with darkness or shadows
or shadow people or spirits as a component of the animating force.
((
10.
(5.0 Hours) Spends 0 Mana
a.
Rolls 13 = 2 successes (71 total successes)))
((70
Successes))
They
are not restricted to clustering together and tend to separate out to find
separate places to bed down for the day.
They also do not necessarily need to return to their graves or the
cemetery to dodge the day. Sometimes
destroying a colony of entrenched Ghuls can be very difficult if they have
maturated and grown confident and comfortable enough to control a large area
with many places to hide. In long drawn
out hunts Ghuls have been found out in hollowed out old hot water heaters,
closets of empty homes, inside walls of abandodoned buildings, sleeping in
garbage cans or bins covered and protected by refuse, buried in the muck and
mud of an underwater lake bed. The
Rakes, of course, are best known for burrowing into the earth with their small
and inconspicuous "badger holes."
Ghouls Burrows can be a lot of trouble without Geomancy.
((
11.
(5.5 Hours) Rolls 13 = 4 successes (75 total successes)))
((75 Successes))
Okay,
now you're really getting somewhere.
After finding the coding system for how an old magus codified cyptids
into tables containing associations and truths you are able to translate a
table ascribed to creatures very much like the ghul sub-necro type.
According
to the table. The following are strengths associated with such
cryptids:
They
are very stealthy and make
little to no noise when they move. They
are fast and agile, excellent "pakourists" able to free run and crawl
with a fly-like gait. Their physical
strength is based largely upon how fresh they are when they first animate. On the whole they tend to appear desiccated
but with the strength of an average man.
But without the limitations of endurance or the biomechanics that
prevent a person from destroying their body through over exertion. The result is a critter, sure, as strong as a
man, but a man hopped up on PCP.
Further notes indicate that bullets
and other metal fragmentation weaponry are largely ineffective, they don't seem
to use their organs enough for tiny holes to matter. While their regenerative capabilities are
slow and limited, through eating dead flesh.
There has even been a case of a dead mage turned Ghul who could replace
lost limbs with the limbs of a corpse.
Intelligence varies, usually between
the level of a coyote/hyena brain and tend to grow smarter in a pack
construct. Some, those with talent in
life have displayed some human problem solving but little more. They are excellent trackers and can follow
the scent of dead flesh for miles.
((
12.
(6.0 Hours) Spends 1 Mana
a.
Rolls 13 = 5 successes, adds 4 (80 total
successes)))
((80 successes!))
Jackpot.
Paydirt. Weaknesses of undead creatures similar to Ghuls!
Their
greatest weakness is perhaps that they are timid. In ones and twos they are easily startled but
will return in greater numbers.... said Obi-Wan right? Their numbers and timid behavior limits their
actions, ring of expansion, and their prey.
They
strongly dislike bright light and in bright flashes and loud noises this can
drive them off. Confusing them or
tricking them into thinking you are a greater threat than their estimation or
that you have reinforcements tends to have them flee the situation for the time
being. They do get smart on these tricks
however. There seems to be some simple
math in that undead gray matter, if they lack the numbers to guarantee they can
take down their game with ease they won't attack. If they are cornered or attacked in their
burrows all bets are off.
They have
displayed a noticeable fear and aversion to fire. Their dry, desiccated bodies seem to yield
more readily to the purifying element of flame.
One occurrence involving Adamantine Arrows displays highly effective
tactics involving flamethrowers. Once on
fire its best to stay clear, they don't just drop but will run blindly around,
spreading the flames and trying to put of the fire. The smell is terrible.
Hollow
point or magnum ammunition, high caliber and other rounds that ensure massive
tissue damage can be effective in copious amounts. Decapitation or massive head trauma (say,
using the effective ammunition) works well.
In theory, if the mandible and throat are destroyed then the creature
cannot take in the nutrients it needs to regenerate itself and will slowly
wither away, even if it escapes.
Severing the spine or other common nerve paths paralyze those limbs from
directed control though the limbs may continue to twitch and grab things.
High
explosives over fragmentation, once again conventional grenades and mines don't
work all that well though landmines can limit a ghul's mobility, Ghuls are more common in war-torn nations
such as the middle-east where they were first recorded.
Close-quarters
combat is not advised and blunt weapons are only useful against the head at
high-velocity. Slashing weapons that can
dismember such as machetes, axes or kukri knives work better.
Holy water
and holy symbols is not confirmed effective.
Sometimes animated corpses of Ghul-like descriptions turn out to
actually be spirits animating the bodies and in that case these may work. Abjuration and Exorcism work better and are
inconclusive against Ghuls.
The three
best known Ghul-killing tactics remain:
1. Use of
slaughtered animals or cadavers left with improvised explosive devices (IEDs)
inside them near Ghul territory.
Collateral damage is possible.
2.Track
them to a building they use to hide from the day and burn that building down
during daytime hours.
3. Direct
sunlight destroys the animating energy.
They collapse, return to that of a deformed corpse, and suffer burns as
exposure continues. Sunlight is not an
effective means of disposing of a corpse and leaves too much evidence of human
immolation behind. Hunters will corner
Ghuls with hooks and nets and drag them into sunlight.
The true
connection between Ghuls and the more common undead Vampire is not fully understood
but they are at least cousins on the undead family tree.
((
13.
(6.5 Hours) Rolls 13 = 5 successes, adds 4 (89
total successes)))
A
small book falls out from between two books in the stack as you take another
tomb of moldering books from the "safe" pile. What is curious about this smaller leather
book is how the yellowed vanilla scented pages are completely blank. The only markings beyond the white magic
circle with seven points on the cover is a black ink teardrop the size of a
hand in the center of the first page and a blending of a single high-speech
sigil meaning a blend of "sorrow" and "desire". Strange..
Images below found during research or sighted during the events the week of March 2-10 2015. If you want more information, please seek Chimera. Send me comments if you need contact information for her.
Images below found during research or sighted during the events the week of March 2-10 2015. If you want more information, please seek Chimera. Send me comments if you need contact information for her.
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