The only living inhabitants on the island are those that tend the graveyards. Over a hundred and fifty years ago, all the entire population of the island’s only village--some 700 souls--were found dead (and subsequently buried in a mass grave nearby). No further attempts at settlement were made. Still, the size of grounds to maintain and protect, and the large number of interments, necessitates a fairly large staff.
The graveyard staff (barrow men) are a clan of several interrelated families--”Keeper,” “Graves,” and “Digger” are among of the most common surnames. They’re usually a people of “unique” (one might say hideous) appearance, though their are exceptions particularly among the women. Whether this is from inbreeding, intermixing with their bitter enemies, the ghouls, or the dark influence of the island itself, is uncertain. Whatever the reason for their appearance, the barrow men are unperturbed by it--in fact, they seem to delight in the revulsion it sometimes causes in others.
The barrow men love a good tale, the more macabre the better--particularly if injected with a bit of gallows humor. They collect them, and swap them; the number known and their novelty are a measure of status among them. Any visitor to the island will almost surely be regaled with one or more depending on the length of their stay.
BARROW MEN (RACE)
Ability Modifiers: CON +1, CHA -1
- +2 to savings throws vs. poison, disease, or contagion.
- horrify: If given time and opportunity (i.e. not in combat or other extremely active situation) a barrow man may enrapt listeners with a tale of horror. This works similar to the bardic fascinate abilty. After the tale is complete, a failed saving throw leaves the listener shaken with a -2 to all attack rolls and other checks for 1d4 rounds.