The ghoul is the walking corpse of a person abandoned in the wild who likes to consume both the living and the dead. These leathery, eyeless husks seek revenge on those who abandoned them through snacking. They cannot end their eternal buffet until they receive proper burial rituals.
The vampire is an extremely bitey Walker who uses seduction and mesmerism to drink the blood of those whom it knew in life. Quite the flirt, these creatures can draw in victims through longing, guilt and the allure of eternal death, though they’re constantly leaving grave dirt on the floor and have dank carrion breath.
The barrow wight can be found in old tombs or lonely moors trying to warm themselves with fetch fire. While they are one of the hungry dead, instead of flesh and blood, these wights seek the warmth of human touch.
Do not take pity, for they are deadly and the merest touch will chill you to the bone, much like the winter nights when someone—you know who you are—tries to slide their icy rump under the covers and stick it right on you.
Sometimes, the kids get to choose.
This is the first in a series of comic pages I’m developing for a project that I hope to have out later this year. I’ll post these as they are completed.
This is a Ghoul.
Created from corpses abandoned in the wild or on battlefields, it lacks the rituals of burial to move on.
It seeks human flesh to fill the emptiness of undeath; particularly from those it knew in life. Woe be to any who wronged the Ghoul before its lonely death, for they are sure to be its first snack.
However, this misguided desire for final rest makes the ghoul particularly susceptible to items associated with burial rite, such as church bells and consecrated earth.
The Strix is an owl-faced vampire in Italy who loves to steal unattended children.
The Rusalka is a dangerous relative to the Mermaid set on leading men to a watery grave.
The rat-faced Fir Darrig lurks in bogs and sewers but will invite himself to your hearth.
There are many books on the legends of bloodthirsty warriors filled with such rage that they fight like wild animals and can slough off blows from weapons that would kill any normal human, but there are far fewer tales of the type of warrior–or killer to be more precise–who through sheer cold detached brutality become so adept at taking life, they exude an aura of invincibility. When such a person is mortally wounded, if their hubris and will be strong enough, they become a Gangr known as a Fekst, or Fext.
The Fekst is an impervious revenant, immune to all martial weapons. They tend to continue on in death as in life, becoming unstoppable soldiers, warriors, or generals. The Fekst is devoid of all empathy and emotion, but for pride. They see themselves as better than all others and stronger than death itself. They have one purpose, to conquer and defeat enemies without mercy. All who are in their way are put to the sword: soldiers, prisoners, civilians, and even allies.
There is but one way to kill a Fekst. One must shoot it with an unusual projectile, such as a button, a stone, or a piece of glass. The throwaway quality of the projectile and its uselessness is what makes it a suitable weapon against the Fekst, for these cold-hearted and disdainful monsters are superior to all and only the most symbolically insignificant weapons may do them harm.
Though the Fekst’s complete lack of humanity and seeming invulnerability would be sure tells of its monstrous nature to the observant weirder, there are a number of tales where men followed a Fekst into battle believing him to be protected by the gods. However, the longer a Fekst exists in its un-dead state, the more grayed and stretched it’s demeanor becomes, until there is no possible way to hide its true being.