ancient's polygraph

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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Xentilx k'yarnak-Agl lloig Xentilx Yoggoth y-Vhoorl. ~R'lyeh Nyarlathotep Yoggoth, gnaiih fhalma athg Vhoorl, Ph'hupadgh-or n-T ph'Niggurath-or ph'Niggurath-or ~Dagon. n-necronomicon grah'n yog- 'Og syha'h wgah'nagl. Grah'n ill y'hah Aiee. ftaghu k'ilyaa-or necronomicon mnahn' goka wgah'nagl-oth. Nog geb Dagon yk'yarnak. tharanak-'Og R'lyeh gotha n-T kadishtu. ph'nglui n'yog-'Og goka tharanak, Na'mglw'nafh y- kadishtu n'Vhoorl kadishtu nog-or Shub-kadishtu. Shub-mg s'uhn lw'nafh T-yar, Nyarlathotep R'lyeh h'fhalma. yog-yar Vhoorl hai orr'e n'T-nyth gnaiih-Agl. c'sgn'wahl n'gha Yoggoth- oth, C'shtunggli Shub-R'lyeh Hastur- Ancient's Polygraph A Call of Cthulhu fan supplement 04/27/2011 Bobby Derie Call of Cthulhu Roleplaying Game is owned by Chaosium, Inc. Background text generated by the Fhtagn Ipsum Generator (Michael McGuire ©2010).

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Fan supplement for Call of Cthulhu. New tomes, spells, creatures, scenario, artifacts, and more.

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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Xentilx k'yarnak-Agl lloig Xentilx Yoggoth y-Vhoorl. ~R'lyeh Nyarlathotep Yoggoth, gnaiih fhalma athg Vhoorl, Ph'hupadgh-or n-T ph'Niggurath-or ph'Niggurath-or ~Dagon. n-necronomicon grah'n yog-'Og syha'h wgah'nagl. Grah'n ill y'hah Aiee. ftaghu k'ilyaa-or necronomicon mnahn' goka wgah'nagl-oth. Nog geb Dagon yk'yarnak. tharanak-'Og R'lyeh gotha n-T kadishtu. ph'nglui n'yog-'Og goka tharanak, Na'mglw'nafh y-kadishtu n'Vhoorl kadishtu nog-or Shub-kadishtu. Shub-mg s'uhn lw'nafh T-yar, Nyarlathotep R'lyeh h'fhalma. yog-yar Vhoorl hai orr'e n'T-nyth gnaiih-Agl. c'sgn'wahl n'gha Yoggoth-oth, C'shtunggli Shub-R'lyeh Hastur-

Ancient's Polygraph

A Call of Cthulhu fan supplement

04/27/2011

Bobby Derie

Call of Cthulhu Roleplaying Game is owned by Chaosium,

Inc.

Background text generated by the Fhtagn Ipsum Generator

(Michael McGuire ©2010).

Table of Contents

Introduction ......................................................................................................................... 7

A Catalogue of Horrors ....................................................................................................... 7

The Gospels of Leng, and Other Strangeness ................................................................. 8

The Gospels of Leng ................................................................................................... 8

The Totem of Tsathoggua ........................................................................................... 9

The Tabernacle of the Holy Mountain ...................................................................... 10

The Averoigne Heresy .............................................................................................. 11

The Gospels of Leng II: Comparative Religion ............................................................ 11

Idols & Images .............................................................................................................. 16

The Whispering God ................................................................................................. 16

Yucatan Plaque ......................................................................................................... 17

The Yuggoth Trump ................................................................................................. 17

The God-Bowl .......................................................................................................... 18

The Black Miracle..................................................................................................... 19

The Apostate's Cross ................................................................................................. 20

Cave of the Tarrasque ............................................................................................... 20

The Byzantine Head .................................................................................................. 21

A Gnome of Thüringer Wald .................................................................................... 21

Head of St. Donnubáin .............................................................................................. 22

Le Petit Kuthulut ....................................................................................................... 22

The Gate and the Key ............................................................................................... 23

New England Mythos Artifacts .................................................................................... 24

The Cod Gin .............................................................................................................. 24

Curwen's Folly .......................................................................................................... 25

The Whateley Quilt ................................................................................................... 26

The Delapore Crest ................................................................................................... 26

The Pilgrim's Doorstep ............................................................................................. 27

Quamis' Wampum ..................................................................................................... 27

Cap'n Marsh's Killdevil ............................................................................................. 28

The Black Goat Letters ............................................................................................. 29

The Boston Black Pineapple ..................................................................................... 30

James Gilman‘s Headstone ....................................................................................... 30

New England Mythos Marvels ..................................................................................... 31

Zann's Thereminvox ................................................................................................. 31

The Stregoicavar Gun ............................................................................................... 32

Dunwich Soda Water ................................................................................................ 33

Odic Meter ................................................................................................................ 34

Memory Cylinders .................................................................................................... 35

The Dreams in the Computer Room ......................................................................... 35

The Inmost Lightbulb ............................................................................................... 36

The Innsmouth Battery ............................................................................................. 37

The Electric Pipe ....................................................................................................... 37

The Mechanical Mind ............................................................................................... 38

Squid Gun ................................................................................................................. 39

Project Pacemaker ..................................................................................................... 39

The Forge of Mnar, And Other Tools ........................................................................... 40

The Forge of Mnar .................................................................................................... 40

The Hammer of Eibon .............................................................................................. 41

The Shoggoth-Stick .................................................................................................. 42

The Mummifier ......................................................................................................... 43

The Flint Knife .......................................................................................................... 44

For Love of Books! ....................................................................................................... 45

Book Burning ............................................................................................................ 45

The Dead God's Book ............................................................................................... 46

Wallpaper .................................................................................................................. 46

Word Eater ................................................................................................................ 46

Madness By The Book .................................................................................................. 46

Graphomania ............................................................................................................. 47

Horror Vacui ............................................................................................................. 47

Bibliotaphy ................................................................................................................ 48

Cured! ........................................................................................................................... 49

The Cult Circular, and Other Pernicious Pamphlets ..................................................... 49

Pages of Darkness ......................................................................................................... 52

The Black Page ......................................................................................................... 52

The Fur Bookmark .................................................................................................... 53

The Lost Page ........................................................................................................... 54

The Bookworld ......................................................................................................... 55

The Worm That Gnaws ............................................................................................. 55

Treasures of the Old Ones............................................................................................. 56

Cthulhu Days ................................................................................................................ 57

The Remonstrance of Y'Golonac .............................................................................. 58

Calan Gaeaf y Cheyne Walk ..................................................................................... 59

A Merry Mythos Christmas .......................................................................................... 60

The Cosmic Christmas .............................................................................................. 60

The Pagan Christmas ................................................................................................ 61

The Christian Christmas ........................................................................................... 63

The Secular Christmas .............................................................................................. 64

Alternate Mythos .............................................................................................................. 66

The Hodgson Mythos .................................................................................................... 67

The Wellman Mythos ................................................................................................... 68

Scenario: The Terrible Parchment ............................................................................ 73

The A. Merritt Mythos .................................................................................................. 76

Murian Technology ................................................................................................... 76

Denizens of Muria..................................................................................................... 77

Mystery Men Mythos .................................................................................................... 82

The Asp ..................................................................................................................... 83

The Dream of Justice ................................................................................................ 84

Mason & Dixon......................................................................................................... 85

The Prince in Yellow ................................................................................................ 87

The Unspeakables ..................................................................................................... 88

Waterbug ................................................................................................................... 90

Ten Views of Arkham, the Mythos City ....................................................................... 91

The Dreaming City ................................................................................................... 91

The Alien City........................................................................................................... 93

The Infinite City ........................................................................................................ 94

The Incarnate City..................................................................................................... 95

The Elemental City ................................................................................................... 96

The Dead City ........................................................................................................... 97

The Heart of the City ................................................................................................ 99

The City .................................................................................................................. 100

The Eternal City ...................................................................................................... 101

The Real City .......................................................................................................... 102

Keeper‘s Option .............................................................................................................. 103

Cthulhuology............................................................................................................... 104

Specialized Cthulhu Mythos Knowledge.................................................................... 105

The Little Mythos ....................................................................................................... 107

Using the Little Mythos in the Game ...................................................................... 108

False Mythos Tomes ................................................................................................... 109

Reference Works ......................................................................................................... 112

Making Reference Works ....................................................................................... 113

Oral Histories of Cthulhu ............................................................................................ 115

Tomes of Power .......................................................................................................... 117

Contact Deity Variants ................................................................................................ 120

Oracle ...................................................................................................................... 120

Cheval ..................................................................................................................... 120

Impression of Reality .............................................................................................. 120

Metamorphosis ........................................................................................................ 121

The Corruption Attribute ............................................................................................ 121

The Investiture Skill .................................................................................................... 122

Investiture (10%) .................................................................................................... 123

Five New Occult Skills ............................................................................................... 123

Summoning (05%) .................................................................................................. 124

Aura Reading (05%) ............................................................................................... 124

Telepathy (05%)...................................................................................................... 125

Mental Defense (05%) ............................................................................................ 125

Ectoplasmic Extrusion (05%) ................................................................................. 125

The Secret Language of Cats ...................................................................................... 126

Speak Cat (01%) ..................................................................................................... 126

Cats and the Mythos................................................................................................ 126

Talking to Cats ........................................................................................................ 127

Contacts....................................................................................................................... 128

Contacts (10%)........................................................................................................ 128

Putting It All Together .................................................................................................... 129

Table of New Mythos Tomes

New Mythos Tome 1 The Gospel of Leng ......................................................................... 9 New Mythos Tome 2 The Apocalypse of R‘lyeh ............................................................. 13 New Mythos Tome 3 Picatrix ........................................................................................... 13

New Mythos Tome 4 Book of the Sleepers ...................................................................... 15 New Mythos Tome 5 The Epistle of Dagon ..................................................................... 51 New Mythos Tome 6 The Left Hand Path ........................................................................ 52 New Mythos Tome 7 Der Lange Verborgene Freund ...................................................... 72 New Mythos Tome 8 Schoolbook of the Deep School..................................................... 72

New Mythos Tome 9 Chants of Tsathoggua .................................................................. 111 New Mythos Tome 10 Necronomicon (False)................................................................ 112

New Mythos Tome 11 Second Book of Eibon ............................................................... 112 New Mythos Tome 12 The Bloated Woman in the 7 Cryptical Books of Hsan ............ 115 New Mythos Tome 13 Migrations of the Servants of the High-Priest ........................... 116 New Mythos Tome 14 Hymns of Leng .......................................................................... 117

New Mythos Tome 15 Songs of the Kraken ................................................................... 117 New Mythos Tome 16 Tales of the Horned Serpent ...................................................... 117

New Mythos Tome 17 The Corpse Cults ....................................................................... 118 New Mythos Tome 18 The Complete Necronomicon .................................................... 119 New Mythos Tome 19 Exorcisms of the Black Monk ................................................... 119

Table of New Mythos Spells

New Mythos Spell 1 Totem of Tsathoggua ...................................................................... 10

New Mythos Spell 2 The Time is Right ........................................................................... 14 New Mythos Spell 3 Apportion Ba ................................................................................... 15

New Mythos Spell 4 Forge Star-Stones of Mnar .............................................................. 41 New Mythos Spell 5 Enchant Hammer of Eibon.............................................................. 42 New Mythos Spell 6 Endarken ......................................................................................... 73

Table of New Mythos Creatures

New Mythos Creature 1 Iils (Human Cultist) ................................................................... 68

New Mythos Creature 2 The Shonokin ............................................................................ 71 New Mythos Creature 3 The Terrible Parchment ............................................................. 75 New Mythos Creature 4 The Shining One ........................................................................ 79

New Mythos Creature 5 The Silent Ones ......................................................................... 81 New Mythos Creature 6 Akka .......................................................................................... 82

Introduction This document is a compilation of fan material for Call of Cthulhu. I did not do this

because I felt that CoC was particularly lacking in any respect, but mainly out of

boredom and an innate need to create, expound, and tinker. Those primal drives are well-

represented in this book and its three categories:

A Catalogue of Horrors gives items and situations ready to be dropped into any

Mythos game. This section does not present new rules or points of view, as much

as flavorful and interesting material ready to be dropped into any CoC campaign,

including new tomes, spells, and magical items.

Alternate Mythos presents alternatives and expansions to the setting of Call of

Cthulhu, by giving a selection of material from the creative worlds of several

related authors: Abraham Merritt, William Hope Hodgson, and Manly Wade

Wellman. This chapter also includes a selection of Mystery Men for a pulp-style

CoC campaign, and a lengthy essay on non-traditional ways to utilize Arkham as

a Call of Cthulhu setting.

Keeper’s Option includes all new rules and rule-variants, designed to expand and

explore new possibilities in the Call of Cthulhu ruleset. These rules present new

ideas, or at least new spins on old ideas, and give examples and suggestions on

how they might be used in a CoC game.

Putting It All Together is a closing essay, trying to unify a few last themes found

throughout this book. If you make it this far, thanks for reading!

The majority of this material was originally posted on the Yog-Sothoth.com forums, and

I'd like to express my thanks to the forumites there for being a great audience and giving

helpful feedback on occasion. Special thanks go to Frank Trollman, who has weathered

my throwing much of this stuff his way, and to Dan Harms for being the Bookkeeper of

Cthulhu.

A Catalogue of Horrors The Cthulhu Mythos has grown way beyond the bounds of Lovecraft's original fiction,

and modern writers plunder it and tie their own works into the Mythos without pause, and

sometimes without consideration. The body of Mythos second- and third-generation

fiction is huge and growing, to the point where casual readers and players can speak of

things that Lovecraft never invented as being canonical and bedrock parts of the Mythos.

Entities like Kthanid, Cthylla, the Insects from Shaggai and the Hounds of Tindalos are

familiar subjects to many CoC aficionados, despite never having appeared in Lovecraft's

own work. The derivatives and add-ons to Lovecraft have become part of an Expanded

Mythos and that is not a bad thing. While it is good to go back to the well from time to

time, the "timeless" Lovecraft Mythos are so familiar to most players and Keepers that a

little innovation, a little variety, is not just a good but in some cases a necessary thing in

order to keep people involved in the game. So this section presents, if you will, creative

expansions that draw not just on Lovecraft's Mythos, but from the Expanded Mythos of

secondary and tertiary writers, and more besides.

The Gospels of Leng, and Other Strangeness Most Mythos authors eschew direct connections between their fictional creations and

mainstream religions. The viewpoint has something less to do with atheism than

materialism: cultists of the Mythos typically worship 'deities' made flesh, and congregate

with Deep Ones or other Mythos critters who have their own alien rites and sacraments,

completely divorced from human worship. That said, for the bulk of human history

religion has been an important part of our cultures. Religious works and speculation fill

entire libraries, and scripture can act as a lens to shape and influence our understanding of

everything in life…including the Cthulhu Mythos.

While many players and Keeper may be leery of adding any serious element of real-

world religions into their games, it is important to remember from a purely historical

standpoint that religion and religious attitudes play a large but understated role in the

backstory of the game as it stands. The Patriarch Michael of Constantinople burnt copies

of the Greek Necronomicon, and the Christian monk Olaus Wormius translated the

Necronomicon from Greek into Latin. The Order of Dagon established themselves in

Innsmouth by driving off the local Christian churches. The large-scale witch hunts in

Europe and America, the Inquisition, and the general destruction or absorption of pagan

religions by the expanding church, is intimated to have been behind the suppression of

many Mythos cults and affiliated sorcerers and books. These are simply examples from

Lovecraft's own works; other authors go into more generous detail.

The key point here is not to point out that "such and such a religion is wrong"; but to use

the wealth of available material to add detail and context to various Mythos elements.

The combination has many benefits for the willing Keeper: players are more likely to be

drawn into the story by the wealth of detail, the juxtaposition of familiar elements with

Mythos elements adds novelty (and sometimes horror), and the keeper can more easily

incorporate mainstream occult material (even from other games) that syncs with the

religious elements they employ. The Keeper also faces the challenges of avoiding

offending any particular religion (players can rightfully be touchy about their faith),

particularly with regards to attributing any actual supernatural power to one religion over

another.

I'm a firm believer that the best way to get across a point can be with an example, so I've

provided several examples below, along with the various stories they refer to. Keepers

can use these in their own games, or as a basis for coming up with their own materials.

For this post at least, all of the examples below refer to Christianity in some form—this

wasn't to pick on Christians or to leave out any other religion, but simply because

Christianity is the religion I know best.

The Gospels of Leng Source concept: The Strange Doom of Enos Harker (Lin Carter and Robert M. Price)

The New Testament of the Christian canon does not include every purported gospel or

early Christian document. The final and official affirmation of which books were to be

considered canon and which were not was given at the Council of Trent (1546). Many

supposed gospels, apocalypses, letters, and other works were lost or deliberately left out

of the Christian canon, including all of the Gnostic Gospels and various books that

supposedly explained the life of Jesus between his birth and the start of his ministry. One

can well imagine that such works were wide spread during the Medieval period, but

through the efforts of the Roman Catholic Church the regular canon became sacrosanct

and the lesser-known gospels became obscure, often prohibited or destroyed, and only a

relatively few finds—such as the discovery of the Nag Hammandi Library in Egypt—

give us any idea of their contents. Collectively, the non-canon works are known as the

apocrypha.

The Gospel of Leng is one such document. Several apocryphal works describe Jesus'

journeys to the East and his exposure to the teaching of Asian religions there, but only

one tells of his terrible pilgrimage to the forbidden plateau of Leng, and the blasphemous

mysteries he learned among the ancient corpse-cult there. Or so it is said. The Gospel of

Leng remains obscure, supposedly a set of ancient scrolls written in some form of Naacal,

and only loosely translated by the sole, half-insane missionary that has seen them. A

segment of the Tcho-Tcho people believe in the truth of the Gospel of Leng, but their

religion is based on the strange Christianity practiced during the Taiping Rebellion

(1850-1864), and is considered heretical even by the other Tcho-Tchos.

New Mythos Tome 1 The Gospel of Leng The Gospel of Leng—in Naacal, by unknown author, c.26 AD.—This cache of scrolls

describes the journey to Leng of a holy man from the West, his studies with the abbot of

the strange order there, the mastery of great powers, his initiation into the cannibalistic

corpse-cult, and finally his departure back to the West to fulfill his unknown destiny. The

name 'Jesus' does not appear in the original manuscript. Sanity loss 1d4/1d8; Cthulhu

Mythos +8 percentiles; average 20 weeks to study and comprehend. Spells: Contact

Ghoul, Food of Life, Unspeakable Promise

The Totem of Tsathoggua Source concept: The Invisibles by Grant Morrison, The Tale of Satampra Zeiros by Clark

Ashton Smith

Satanism as an organized cult that deliberately aped, mocked, or inverted the practices of

the Catholic Church may well be said to have been based largely on the imagination

historical novel Là-Bas (1891) by Joris-Karl Huysmans. The entire concept of a "Black

Mass," the symbolism of the naked altar and the defiled host, appears to have originated

with him and taken on a life of its own; though the basic superstitions and some of the

underlying occult concepts were undoubtedly centuries-old—the concept of speaking the

mass backwards, the importance of stealing the consecrated wafers, etc. Such notions

took root in the popular imagination, and even today some modern Satanic religious

movements take their cue from his work.

The Totem of Tsathoggua is a Mythos spell that has become unknowingly entwined with

this insurgent Satanic tradition. The toad is a symbol of Tsathoggua, the amorphous deity

of ancient Hyperborea; Satanists of Huysmans' mode are known to crucify toads in

hideous and cruel blasphemy of the suffering of Christ. However, those who follow the

rite exactly inadvertently recreate an ancient sacrifice to Tsathoggua—a spell that may

contact the toad-deity.

New Mythos Spell 1 Totem of Tsathoggua Totem of Tsathoggua is a variation of the Contact Deity spell, and requires the

appropriate sacrifice of a toad or other amphibian upon an altar or other source of

veneration by a principle celebrant; others present and involved with the ceremony are

also counted as participants. Every participant in the ritual loses 1 POW and 1d3 Sanity

points. The chance of success equals half of POW x 5 (rounded up) + 5% for each

additional participant. If successful, Tsathoggua appears in spirit form, as a shadowy and

translucent version of himself; normal Sanity losses apply. Tsathoggua will listen to the

entreaties of the assembled, and often lead them away from Satanism into more

blasphemous rites dedicated to itself. There is a 1% chance that when cast, the spell

accidentally summons a Formless Spawn of Tsathoggua instead.

The Tabernacle of the Holy Mountain Source concept: The Curse of Yig by H.P.Lovecraft and Zealia Bishop

In the Appalachians of the United States, periodic waves of religious fervor give rise to

strange, intense variations of Christianity, which are often slow to die out. One such

practice that began and spread in the 1920s was snake-handling and poison-tasting. The

strange, small ministries were ecstatic congregations, given to faith healing, speaking in

tongues, drinking strychnine, and handling serpents without harm. Of course, some did

get bitten by venomous snakes, and many an older member or congregant displays the

swollen, misshaped limbs from such poisonous bites.

The Tabernacle of the Holy Mountain is a small ministry that holds biweekly services, on

Wednesday and Sunday nights, at a small storefront in whatever city the investigators are

in. The congregants are for the most part white and the working poor—blue collar

laborers, auto mechanics, widowed women forced to work in factories, and their spouses

and children. A few colored members may be in evidence, but this is rare. The minister, a

young faith healer named Melancthon Smith, is given to speaking in tongues and visions,

and reads from an old, obscure bible with many strange passages.

The Tabernacle by itself is not directly connected to the Mythos, though it may easily be

mistaken for a cult. The tragedy that befalls this cult is that Melancthon Smith is a distant

descendant of the children of Yig, and possesses a sacred serpent of Yig. He alone of the

Tabernacle is immune to the snake's venom, and many weeks his congregation shrinks as

some unfortunate worshiper is bitten and dies. Smith himself believes it is the weak faith

of his church that permits these unfortunate accidents to occur, and works to conceal the

deaths from the authorities.

The Averoigne Heresy Source concept: The Holiness of Azédarac by Clark Ashton Smith

When the Catholic Church was first establishing itself; doctrine could only be enforced at

the speed of a horse. Heresy flourished, and venality reigned among all church offices,

from the highest to the low. Despite many repeated attempts at reform, it was over a

thousand years before the Church of Rome managed to establish the rule of celibacy

among its nuns, monks, and priests, and quite strange beliefs cropped up in the far-flung

provinces of the Empire. Arianism, the Cathar Heresy, and other less-remembered

conflicts litter the history of the Church.

In the small and rural province of Averoigne, located in Gaul, blasphemous things were

whispered of Azédarac, the Archbishop of Vyones. Like certain of the popes, Azédarac

was reputed to be a necromancer of great repute, who bought or charmed his appointment

to the office. Whatever the case, he was canonized as a saint upon his death for various

miracles, not least of which was purported to be his bodily transportation into Heaven,

leaving his tomb in the town of Ximes as little more than a cenotaph. The Heresy of

Averoigne focuses on some of the teachings of Azédarac, the strange psalms and weird

hymns he worked into the canon literature, the bizarre construction of the buildings on

the church properties which he funded. Long after the Archbishop's death in 1198, a

minor crusade was launched against the "Heresy of Averoigne" by its neighbors. Ximes

and Vyones were laid siege, the tombs, churches, and palaces sacked.

The truth, of course, is that Azédarac was a powerful necromancer and a servant of the

Great Old Ones; his influence on the church in Averoigne left traces of Mythos lore

scattered throughout the province, and the sacking of Azédarac's tomb spread many

Mythos tomes and artifacts far and wide. Investigators may find scattered books and

sorcerous devices in ancient European castles or modern auction blocks; the remainder of

Azédarac's priests may have formed a cult and hidden in rural England or Scotland,

building a strange church of Averoigne design with his hidden fortune. Scholars and

students may investigate the obscure Heresy of Averoigne, and of course somewhere,

beyond this plane, Azédarac may still exist.

The Gospels of Leng II: Comparative Religion Players and Keepers should keep in mind that the story of modern religions is long and

convoluted and that it took a considerable period of time for beliefs and church structures

to stabilize in their current form—and even then, there are many offshoots, mutations,

derivations, and evolving practices. These finds have historically been shocking to many

people who thought they had a firm grasp and understanding of their religion; that is part

of the reason to include them in a Call of Cthulhu game—to shake the worldview of PCs

and NPCs, to upset what people think they know to be true and cast doubt and

uncertainty on them. If that's disagreeable to you—don't do it.

Religious archaeology and studies has a long and prestigious history. Judaism, Islam,

Christianity, and their various denominations, off-shoots, and parallel developments have

left behind a rich and diverse collection of beliefs, literature, and artifacts. Some of these

materials are openly available, others are restricted and inaccessible to the general public,

and many items and books were destroyed due to censorship, iconoclasm, war, or

disaster. What these materials generally have in common is a place in a continuous and

complex religious tradition, beginning with the religions that eventually became and

influenced Judaism to the current day. Ancient survivals in modern religions is nothing

new; in the Western world many holidays and beliefs are the result of usurpation of older

and non-Christian/Jewish/Islamic religious practices. Halloween, Christmas, and Easter

can all be drawn back to or have been strongly influenced by pagan religious festivals, for

example. Similarly Jewish and Islamic religions both draw on other Middle and Near

Eastern religions (such as Zoroastrianism), and sometimes incorporate folk beliefs and

superstitions drawn from conquered or kaput pagan religions, such as the famous hand of

Fatima talisman.

Given that the religions of the Book share a common heritage and have demonstrated the

ability to incorporate material from old beliefs, this article more than the previous one

address the influence the Mythos might have had on those religions. The how and the

why vary: fragments of elder lore passed down from Persian magi, elements of worship

that influenced a Mythos cult or sect, the beliefs of a pagan Mythos community that were

Christianized and incorporated into the local religious calendar, etc. Aside from being

examples that you can use in your games, the various items below may serve as

inspiration for how you can work something similar into your own campaigns and

chronicles.

The Apocalypse of R'lyeh Fragment Christian and Jewish apochrypha (non-canonical texts) record many different

apocalypses; these are usually dreams or visions that reveal secrets heretofore unrevealed

to mankind. The most famous of the apocalypses typically deal with the end of days, the

events leading up to the appearance of the messiah, the final judgment of God on

mankind, and the world to come. The Apocalypse of R'lyeh was one such text, a

transcription of the vision of a Jewish fisherman named Yigael ben Yeshua in ancient

Aramaic, written sometime around 50 BC. Yigael's apocalypse details the end of the

world as a second great Deluge, the result of the the Awakening of Leviathan, who sleeps

not dead but dreaming in his sunken house of R'lyeh. Much of Yigael's vision he

attempted to understand in the context of his own beliefs, leading to some strange

contradictions. Experienced investigators (successful Cthulhu Mythos roll) will be able to

identify references to things that may likely be Deep Ones, Elder Things, and other

Mythos creatures and entities.

By the time of the investigators, the Apocalypse of R'lyeh is likely no more than a

manuscript fragment, or perhaps the corroded remnants of a copper scroll. Modern and

Delta Green games might like to place it among the Dead Sea Scrolls, which will not be

uncovered until 1946; Keepers for earlier eras may simply place it in the hands of a

collector or suitable museum, who acquired it from a bookseller in Jerusalem. The

translation of the Apocalypse is a suitable introduction for a Biblical scholar to the

Mythos, or it may provide the signs that presage the Awakening of Cthulhu.

New Mythos Tome 2 The Apocalypse of R’lyeh The Apocalypse of R'lyeh (c.50 BC, Aramaic, Yigael ben Yeshua) A record of a dream-vision of the rise of Leviathan from his sunken house of R'lyeh, and

the second Deluge that will follow and wash over mankind, written by the fisherman-

sorcerer Yigael ben Yeshua. 6 weeks to read and study; Sanity loss 1/2; Cthulhu Mythos

+2 percentiles; Spells: Contact Leviathan (Contact Cthulhu).

The Wicked Genizah of Salamanca In traditional Jewish culture, any text with the name of God was not supposed to be

destroyed. Many religious documents, as well as records or contracts that were sworn in

the name of God, were instead interred in a store room in or beneath the Synagogue. This

room, the genizah (plural: genizot), has become a treasure trove of ancient manuscripts to

modern archaeologists and treasure-hunters. This practice persisted well into Medieval

times, including in the prosperous Jewish community of Salamanca, Spain. Salamanca is

an ancient settlement dating back before the Romans, and was a possession of the Moors

during the Islamic occupation of Iberia. It achieved widespread fame in the Middle Ages

for its university, one of the oldest in Europe.

In part because of the university, and in part because of its Islamic and Jewish

inhabitants, Salamanca obtained a widespread reputation for sorcery and the magical arts.

Rumors abounded of a secret cave beneath the city, where students from the university

went to study black magic and make pacts with the devil. In truth, the rumors originated

with the ―Wicked‖ Genizah of Salamanca—a subterranean repository that certain Jewish

sorcerer-scholars and occultists used to deposit their most powerful and blasphemous

writings. These writings consisted of various and heretical books and scrolls, but also

many early texts on Kabbalah and, of course, various Mythos books, both original and

translated.

The Wicked Genizah of Salamanca has been lost since the expulsion of the Jews under

Queen Isabella I of Spain in the late 1400s, though legends of the mystic cave remain.

The contents of the Wicked Genizah constitute a library of their own, and may contain

many strange and blasphemous texts—including, if the Keeper prefers, an original Arabic

copy of Al Azif, obtained by some Jewish mystic from an Islamic trader or scholar, or

perhaps a more mundane (but influential) occult work such as the Picatrix.

New Mythos Tome 3 Picatrix Picatrix (c.10-11th century, author unknown, Arabic) An original and influential Arabic grimoire and book on celestial magic. 32 weeks to

study and comprehend; No sanity loss; Occult +18 percentiles; Spells: The Time is Right

Picatrix (c.13th century, author unknown, Spanish) A Spanish translation of the Arabic original. 28 weeks to study and comprehend; No

Sanity loss; Occult +14 percentiles; Spells: The Time is Right

Picatrix (c.14th century, author unknown, Latin) A Latin translation from the Spanish translation. 24 weeks to study and comprehend; No

Sanity loss; Occult +12 percentiles; Spells: The Time is Right

New Mythos Spell 2 The Time is Right This spell allows the wizard to precisely time the most propitious moment to cast a spell,

when the stars are best aligned to aid their endeavor. The character must view the stars

for one night, taking measurements and making calculations, and must then make an

Occult role. If successful, the character knows the proper day and hour within the next

year to cast one specific spell; if that spell is cast at that hour on that day, it costs half as

many Magic Points as normal. This spell requires no Magic Points to cast, but costs the

character 1 SAN.

He Who Saw the Deep Many religions include a description of a great deluge that covered the earth, leaving only

a few men and animals alive; while particularly prominent in the religions of the Book

due to the covenant God made with man via Noah, it is far from being unique. One of the

oldest great flood myths dates back to ancient Sumer, in the Epic of Gilgamesh, where

the demigod-king meets Utnapishtim.

The Sumerian tablets containing the Gilgamesh epic, including the flood story, were first

translated and published into English by George Smith in the 1870s, and caused a

considerable stir in many circles. The original title of the Gilgamesh stories is sometimes

given as He Who Saw the Deep, but of course there are many variations of the same flood

epic in many different Near Eastern religions, and Smith worked from the tablets he had

at hand, from the excavation of Ninevah. Other tablets, most fractured and partial, give

additional details or alternate versions of the story, and were kept from the general

translations published for public consumption, available only to scholars with the proper

background to appreciate them. In this way was lost one such tablet of He Who Saw the

Deep, where Utnapishtim shows Gilgamesh the star-ark, a vessel of stone where lie

imprisoned all the evils not destroyed by the flood, which took the form of faceless

beasts.

A successful Cthulhu Mythos roll will equate the description of the ―faceless beasts‖ with

that of the Mi-Go as given in various Mythos texts (or perhaps from the investigator's

own experiences!); the investigators may be hired by an expedition sent to discover the

location of this ―lost ark‖—or perhaps to find any trace of the previous investigations.

Well-meaning Biblical and Near East scholars will be looking for confirmation of the

text; a more Mythos-influenced NPC may fund the expedition in hopes of making contact

with the Mi-Go, or perhaps recovering some of their technology. Delta Green players

may even engage in a Cold War-style effort to recover the ancient Mi-Go craft, similar to

the events of the novel Declare by Tim Powers.

The Book of the Sleepers Egyptian fever gripped the Western world in the late 19th century, influencing art,

architecture, literature, religion, and magic, among other things. The translation of the

Rosetta stone by Jean-François Champollion in 1822 opened the door for the translation

of more Egyptian hieroglyphs, mostly copied from the walls of tombs, temples, and

public monuments. One of the most popular English translations was the Book of the

Dead, a book of Egyptian funerary prayers that were presented as a grimoire of spells and

magic to a gullible and avaricious public. No less sensational were the revelations of

Akhenaten, the heretical pharaoh whose solar worship some see as a precursor the

Judaistic monotheism; this particular view was heavily favored by Sigmund Freud and

others.

Less popular, almost forgotten and lost in the morass of Egyptian and pseudo-Egyptian

literature, was the Book of the Sleepers, a variation on the Book of the Dead used by an

off-shoot of the main Egyptian religion that maintained the monotheistic attitudes of

Akhenaten. The Book of the Sleepers follows a very similar formula to the Book of the

Dead, including many nearly identical prayers, but the recipient of these prayers is a

sleeper, not a corpse. Here, the Ba (spiritual double) of the sleeper is released and guided,

via suitable imagery, to the Dreamlands.

The Book of the Sleepers provides a different but not totally unfamiliar door to

adventures in the Dreamlands; the method of their entry draws the attention of the Moon-

Beasts, who suffer ancient enmity against the followers of Ahkenaten. The Moon-Beasts

are described in the Book of Sleepers as minions of Khonshu, the Egyptian moon deity,

although this identification is almost surely mistaken and the means of defense described

within useless.

New Mythos Tome 4 Book of the Sleepers The Book of the Sleepers (1873, English, Author unknown) A slim leatherbound book, suitable for slipping into a pocket, printed cheaply in London

by the Greater Egypt Company and Price & Sons, Booksellers. It describes how it was

originally translated from a temple description in the lost Egyptian city of Amarna. In

addition to the English translation of the text and reproductions of the most important

images, the book focuses heavily on comparison of the text to similar Christian and

Jewish imagery of sleep, death, and migration of the soul. Average 1 week to study and

comprehend; Sanity loss 0/1; Dreamlands Lore +1 percentiles; Spells: Apportion Ba.

New Mythos Spell 3 Apportion Ba Apportion Ba This spell costs 2 Magic Points and no Sanity, and must be cast before the character goes

to sleep. The character‘s ba, in the shape of a winged bird with a human head, is released

from their body and flies through the darkness of the cosmic night to the Dreamlands of

Earth, emerging facing the dawning sun along the great river Yann. This spell offers

some protection, as no form of magic can harm the character‘s soul while they are in the

Dreamlands, but any Moon-Beasts they encounter will be actively hostile, and even the

men of Leng will actively shun them.

Idols & Images Coming face-to-face with the Mythos is a special experience for the investigators. To see

the horrors and monsters that they have read and dreamed about in the alien flesh is an

important moment for them, a time of Sanity checks and adrenaline-stoked fight-or-flight

responses…and, sometimes, a bit of relief. The horrors described by the Keeper are not

the horrors that exist in the players' imagination; they are less terrible, more

comprehensible. Keepers may thus choose to prolong the moment before the true

encounter arrives, by using a representation of the Mythos to whet the players

imaginations. These idols and images are the work of fevered artists, and may be as

ancient as the world, or painted only this morning.

The Whispering God The Opium Wars were a terrible conflict that led to the slaughter of vast numbers of

Chinese troops at the cannons and guns of the British, French, and Russians; the wash of

blood forced open China to foreign domination and exploration. At the end of the Second

Opium War in 1860, the Summer Palace was looted and burned, and from some forgotten

grave or temple was carried the whispering god, a small statuette which has passed from

curio-shop to collector since.

Physical Description This greenish ceramic figurine is barely 32 centimeters high, 26 centimeters at the widest,

and 15 centimeters deep. It depicts a recumbent, segmented worm-thing with the long-

drawn out head reminiscent of a Chinese dragon, resplendent with tiny scales and

barbelles of glass and bronze set into the clay. The style and material mark it as probably

a product of the Jin dynasty (265-420 AD). The figurine is heavier than it should be,

suggesting there is some stone or metallic object within.

Powers The Whispering God is one end of a void that stretches to places and times beyond

human ken, like the other end of a whispering corridor or an antenna stuck into the black

depths of space. Any deity of the Mythos may make mental contact with any being within

one meter of the idol. Unless a human has done something get a particular god's attention,

this contact is indirect and takes the form of strange thoughts, the persistent belief of a

just-inaudible murmur or whispering from no particular direction, and gradual loss of

sanity from prolonged contact (1/1d2 Sanity loss per month). Great Old Ones and others

that do become aware of it, due to physical proximity, a Contact Deity spell, or the

presence of one of their spawn within its area of effect, may take greater interest—they

can impose a Contact Deity spell (no magic point cost) on any being within the area of

effect, and at the Keeper's discretion may direct other powers through it as well.

Yucatan Plaque The early archeologists were little more than tomb-hunters and treasure seekers, and

many a native people were robbed of their heritage and their cultural treasures by the

rapacious and unscientific excavations of the 19th century. In time, this would mostly

pass, as scientists learned better and governments placed greater restrictions on the export

of artifacts. Still, this sometimes came too late, such that the Mexican government failed

to prevent the removal of a few artifacts by August LePlongeon during his expedition to

the Mayan ruins in the Yucatan in 1873. While primarily interested in photographing the

ruins, LePlongeon's team were not always so considerate, and several treasures remain

missing and undocumented.

Physical Description This plaque is about ten centimeters on the side, six centimeters high and four thick;

looking much like a brick with rounded corners. It is made of a gold-copper alloy known

by the Spaniards as tumbaga, and etched or molded on one side, which has been treated

with acid to dissolve the copper and allow the inner face of the plaque to shine as pure

gold. The other sides of the brick are heavily oxidized and patina'd, which only enhances

the effect: in the right light it will almost seem to glow. The etched surface depicts an

erotic copulation between a Mayan of indeterminate sex and a deity with four snake-like

limbs and vaguely inhuman face. If the patina on the back of the brick is removed, a faint

etching of Naacal characters is revealed.

Powers The plaque is the focus for an old version of the spell Summon Star-Spawn of Cthulhu;

the spell itself is written on the back, and the caster must hold the plaque with the face

away from themselves to cast the spell. No Magic Points are expended, but it requires as

sacrifice a living human adolescent—preferably intersex (+20% on all tests to interact

with the Star-Spawn), but any will do. The child will be taken with them and never seen

again.

The Yuggoth Trump Tarot cards received a great revival in popularity during the spiritualist movement of the

late 19th century, with many books written and learned lectures given on the symbolism,

power, meaning, and uses of the deck for divination. Occultists such as Aleister Crowley

produced their own modified decks, combining the traditional aspects of the trumps with

Hermetic and Qabbalistic systems of magic. Besides the most popular and reprinted

decks, many minor decks of occult tarot cards were manufactured by different occultists,

being passed down, lost, or scattered as the years and decades pass. The Black Tarot of

the Church of the Starry Wisdom is one such "lost" tarot deck. It was illustrated by local

artists in Providence, Rhode Island by Prof. Enoch Browen for his personal use and as

gifts to others, and very few sets were produced. Single trumps were sometimes utilized

as a form of identification or ritual use in the cult, and so the few extant sets have become

somewhat scattered.

Physical Description The Yuggoth Trump is a very thick and overlarge card, almost a thin plaque or tablet,

painted by hand and protected by a varnish that has darkened somewhat with age, giving

a brown tint to the colors and a slightly greasy feel. The illustration depicts a dark

planetoid with black canals or rivers against a starry background, and carries the numeral

XVIII—normally associated with The Moon. Detailed investigation of the illustration

reveals hints of an underlying pattern with the planetoid and stars, which becomes

apparent should the card be held under a Wood's Glass or other "black light" source. The

hidden diagram is a sort of a Qliphothic tree, labeled in Hebrew, with the dark planetoid

at the top of the card giving the name of "Yuggoth" or something similar.

Powers The hidden tree is, in the magical system of the Starry Wisdom cult, a

cosmological/spiritual map. One of the uses of the trump is to allow the user to "draw

down" the dark moon Yuggoth, channeling its energies into a magic working (i.e. the

wizard may "tap" the moon for Magic Points instead of using their own). A wizard need

only hold the card and gaze on the hidden pattern to draw Magic Points from it for a

spell. However, the practice is imbalanced without other cards in the deck; the Yuggoth

Trump was often paired with XVII—the Xoth Trump—to counterbalance its energies and

without that dynamic the wizard risks body and sanity. The wizard may draw an amount

equal to their own POW safely, beyond that they suffer 1 HP and 1d10/2d10 Sanity Loss

for each additional Magic Point drawn. Any wizard who has used the Yuggoth Trump to

draw power, or enchanted items created with Magic Points drawn from the Trump,

becomes somewhat tainted by the energies; this is immediately apparent to any Mi-Go or

spawn of Tsathoggua the wizard encounters.

The God-Bowl Native American spiritualism has waxed and waned, as in many cultures and many times.

The introduction of Europeans and their religions to the Americas was a devastating

event to the native population and practices. Still, the cycle continues. The meeting of

different cultures has produced syncretic religious movements like the Yaqui of northern

Mexico. The 19th century saw a great rise in spirituality among some of the native

peoples, which is recorded in their literature and their art, and in the tragedies such as the

Ghost Dance Massacre of 1890. Sadly for many of those who do not care for their culture

to be bought or sold, artifacts of this time period can be had for anyone with the dollars to

buy them. One of the more obscure is a half-breed Yaqui potter in New Mexico, an

outcast who maintains a living as a purported shaman giving shows for ethnologists and

those Indians desperate enough to turn to him. One of his instruments is a curious thing

he himself crafted, a simple terra-cotta idol he calls the god-bowl.

Physical Description The god-bowl is a large terracotta statue, nearly two feet tall and as wide; the bowl

opening itself is a little over a foot in diameter and as deep. The idol is of a sitting or

squatting humanoid figure; pendulous breasts and a crude vulva mark it as female, lanky

arms hugging her drawn-up knees around a gravid belly, the top of which is open and

forms the eponymous bowl. The face of the statue belies aspects of Christian worship,

with goat-like horns and an elongated face, but with a curious arrangement of four heavy-

lidded toad-like eyes and other anatomic irregularities; the sculpture is so subjective that

any given viewer may find traces of Asian, African, European, or Native American

features in the face. The interior of the belly-bowl is marked into four sections, each of

which depicts a different sacred plant: coca, tobacco, datura, and peyote, though the

details are difficult to make out due to the ashes and resins stuck to the bottom and sides

of the bowl.

Powers The idol represents an obscure Mythos entity with a complex genealogy (Cthulhu Mythos

-10% to identify); Agashash—the bastard spawn of too many Mythos-human hybrids,

who achieved a sort of apotheosis among the most degenerate lines, the individual

character of his inhuman ancestors smoothed out into a blasphemous new race. Agashash

died long ago, but her spirit is tied to the bowl, and may be invoked with the proper use

of drugs she may be invoked to answer questions related to the Deep Ones, Shub-

Niggurath, Yog-Sothoth, and any other entity or race that breeds with humans (treat her

Cthulhu Mythos knowledge for these subjects only as 88%). Agashash's apparition

appears in the smoke from the bowl (1d6/2d6 Sanity loss to see) and she requires as

payment for a successfully answered question one hour of copulation with the questioner.

Males have little to fear from this process, besides the act itself (1d10/2d20 Sanity loss

and the possibility of developing strange but harmless blue growths on their genitals,

which turn grey and drop off of their own accord within one month), but females have a

2% cumulative chance of becoming pregnant; the spawn, if born, is a reincarnation of

Agashash.

The Black Miracle In the letter of Paul to the Galatians, the apostle says that if an angel came down from

heaven and preached a different gospel, it would be eternally condemned. Christian

scholars took this vague hint and ran with it, producing in southern France a legend of an

angel which came down in the country of Averoigne to a bishop there, and provided him

with a secret gospel—that apocryphal tome is now lost, but the Black Miracle is recorded

in a stained-glass window of the Cathedral of Vyones. The window is so peculiar it has

attracted moderate scholarly attention, including black-and-white photographic

reproductions in some books on the subject, mainly for the curious figure of the "angel."

Physical Description The Black Miracle is a 12th-century stained glass window, two meters in height and

seventy-five centimeters wide, consisting of 163 individual panes of mostly colored glass

(six panes were damaged during war, and were replaced with painted glass), held in a

sturdy iron frame. The window depicts the visitation of an angel and the delivery of its

secret gospel to his holiness Azédarac; the angelic figure is winged, but bears only the

slightest resemblance to a human form, appearing as an exaggerated, terrible bird, with

possible aspects of other beasts added here and there to produce a unique Medieval

chimera. The background of the picture depicts one of the Cistercian mountains,

including a small cave held to be an early hermitage of Azédarac. The black gospel,

being received by Azédarac, is open and displays unknown characters.

Powers The unknown characters on the image of the book are a terse message in Aklo, which

combined with the background mountain, give the hiding place of the "secret gospel" and

warns of "The Fishers From Outside."

The Apostate's Cross Julian the Apostate was the last, and perhaps greatest threat to the dominance of

Christianity in Rome. He was the last non-Christian Roman emperor, the final descendant

of the Constantine dynasty who attempted to revert Rome to its pagan origins. This effort

failed when Julian died during a campaign against the Persians in 363 AD. The remnants

of his philosophical pagan worship were removed or went underground to save

themselves from Christian persecution. One particular branch of the imperial sub-cult

adopted elements of Christian symbolism and practices to their own worship, and

successfully passed themselves off as a Gnostic sect called the Orcites for over a century

before their destruction at the command of Pope Gelasius I in 494. Lost in that campaign

were their treasures, including the ivory Apostate's Cross.

Physical Description The Apostate's Cross is an inverted or St. Peter's cross enwrapped by a serpent or dragon

figure, the whole about 80 centimeters tall and 44 centimeters wide across the arms,

carved apparently from a single piece of ivory—though many scholars dispute this, as no

known creature could have produced such a large piece. Each piece of ivory is heavily

scrimshawed with minute details, and the "eyes" of the serpent or dragon figure—of

which there are eight—are picked out in small multicolored gems. The original was

probably painted, but no trace of this currently remains.

Powers The Apostate's Cross provides a hidden route to the Dreamlands for any who fall asleep

before it, and the dreamers will discover themselves at a curious tower on the edge of the

plateau of Leng. The dragon-figure is an image of Yig, who recognizes his wayward

children and offer them protection from the men of Leng for so long as they do not harm

or cause to come to harm any serpent or reptile.

Cave of the Tarrasque The earliest remnants of human art are recorded on cave walls and ceiling, made from

primitive ochre and charcoal pigments. These cave paintings show a high degree of style,

a combination of realistic depiction and abstraction that captures the essence of lost

stories and daily events of the period where they lived, showing animals no longer

present in the current era, and even some species that may be extinct. The most famous

cave paintings will be discovered at the Lascaux complex in southern France in 1940, but

many other sites exist. Fragments of Greek colonial literature in Provence speak of such

an "ancient cave with painted walls" where sat "a gorgon oracle," but the site itself has

been lost for centuries.

Physical Description The cave is a small chamber with a very low-ceiling entrance, such that anyone who

enters must crawl through the opening, but it opens up farther on into a sizable chamber

with a long crack running through the floor, ending at a shallow basin and a rough stone

throne. Geologists who study the chamber will point its origin as a former tidal chamber,

the water which carved it long gone. The ceiling is black from the smoke of torches, and

on the ceiling is a primitive scene featuring a gorgon or hydra figure, with writhing

tentacles or snakes about its bulbous head and strange bat-like wings. A few words in

archaic Greek, undoubtedly a later addition, are present on the opposite wall and are

apparently fragments of prophecy.

Powers The crack in the floor gives off an invisible mephitic gas, which concentrates naturally

around the throne area. The ancient oracles would sit there and breathe in the vapors,

entering a prophetic vision-state where they can see the expanse of time, its curves and

anlges. Any modern person that does this will experience a similar effect (1d10/2d20

Sanity loss) and can answer questions asked of them related to past or future events, but

this attracts the attention of the Hounds of Tindalos, who will come for the oracle.

The Byzantine Head The Eastern Roman Empire, under Byzantium, endured long after the Western empire

was overrun by corruption and barbarianism. More heavily influenced by the Greeks and

the exotic Near East, Byzantium continued to produce exceptional works of art well into

the Medieval period. The modern Kostantiniyye is built mostly on the ruins of the old

capital of Byzantium, and occasional treasures are uncovered whenever a cellar or street

is excavated. One such fragment is a marble head of curious aspect, believed to be from

an ancient statue. The features of the head are the most curious thing about it, as they do

not resemble many of the common peoples who historically inhabited the region.

Physical Description The head is about 27 centimeters long, and 12 centimeters in diameter at its widest part,

and made of white marble lightly veined with gold, with ivory chips set into the eyes. The

marble is roughly broken at the neck. The figure is bald, with long narrow eyes and long-

lobed ears, a thin nose and pointed chin, and the nubs of horns or rays at the temple

which Medieval sculptors used to indicate divine communication, based on a

mistranslation in the Vulgate.

Powers The face of the head is that of a demigod of Celephais, perhaps one of the first of the god-

children, and some of its radiant potency was captured in its visage. Any who makes the

Voorish Sign using this head, passing and crossing it in front of their body, doubles the

efficacy of that spell (+10 Mythos percentiles).

A Gnome of Thüringer Wald Garden gnomes, or Gartenzwerg, were first created in Gräfenroda, Germany in the mid

18th century. Few folklorists or collectors know to look farther back for the origin of the

tradition, but those few speak of the more isolated settlements of the Thüringer Wald,

deep in the wooded hills where a traveler might trip over some ancient scrap of armor

from centuries ago. Here, they folk still speak of the little people of the hills, and the

small statuary—some quite ancient—that protects their gardens. These gnomes are much

different than the friendly dwarfs of Gräfenroda; while the face is human enough, the rest

is primitive, almost bestial and suggestive of a burrowing animal.

Physical Description Gnomes of the Thüringer Wald are between two and three feet in height, and most are

carved of whatever local stone is available, often large river rocks worked by rough iron

tools. The face is mostly human, with a bestial cast and pointed ears, but the rest of the

body is only vaguely humanoid, more goat than ape. A sigil or glyph is usually carved or

etched into the forehead of the statue, beneath the cap.

Powers The people of the hills are territorial, and their images represent them in proxy. Any

house or property where the statue stands belongs to the people of the hills, and if it is

moved they take that as an invitation to follow it.

Head of St. Donnubáin Donnubáin was a saint of Western Ireland, a convert who went among the last of the

pagans to convert others. Local legends of the western isles speak of Donnubáin (or

O'Donovan) matched the power of Christ in a contest of magics with the final druids, and

when that shaman called the worms of the earth Donnubáin was torn asunder—but that

his head, dismembered from his body, spoke a final prayer and a great stone fell on the

pit of the worms, burying them for all time. The head was revered as a relic for over a

hundred years, but was lost during a Viking invasion in the late 10th century. Recent

research by historians and folklorists question if Donnubáin—who was not a Roman

Catholic saint—existed at all, with some insisting the whole episode was a

Christianization of a much older local legend.

Physical Description Any biologist or medical person will confirm that the Head of St. Donnubáin—a fragile

skull, sans jawbone, covered with a few desiccated scraps of skin and hair, with two

golden bands affixed to it with three iron nails—is not human, but is of some canine

creature, though badly deformed with a very short muzzle and enlarged braincase,

possibly from tumors. The bands form a sort of lid so the top of the skull may be

removed, although doing this requires removing the iron nails. If shaken, a slight dry,

metallic rattle can be heard.

Powers Within the Head of St. Donnubáin are three knucklebones, reproduced in copper, bronze,

and gold. If any of the knucklebones are rolled or thrown on bare earth or stone, 1d4

dholes are called per knucklebone rolled; this process drains 4 Magic Points per dhole

summoned from the roller. Certain other rituals may be possible, to summon other related

earthy Mythos entities.

Le Petit Kuthulut Schoolbooks are generally silent on the long and tumultuous history of Africa, the rise

and fall of its kingdoms, empires, and peoples. Even today, children only learn of the

Dark Continent as a source of slaves, with no idea of the names of the people that the

English and Dutch traded in, the systems set up for the sale of human beings to human

beings. The story instead focuses on these slaves, who were transported to new worlds

predominated by European cultures and conceptions, and their history was written afresh,

as though they had never been before. So rose up the societies of the West Indies and the

colonies. Fragments of the African roots were preserved in folk beliefs, religions, the

names of instruments and the style of slave quarters…and a few small items, smuggled

with the slaves or taken as keepsakes and curios by their slavers, and so found themselves

in the New World, where they took on new significance. One such translation is

Kuthulut, a minor loa of the petro rite in Haiti. Kuthulut is obscure, old, and distant, but

he is strong, stronger than many loa, and those houngans and mambos mad enough to

become chevalier of Kuthulut are some of the most abhorred bokkor in existence.

Physical Description A small charm, about four centimeters square, raised on one side and flat on the other,

with a small hoop at the top and bottom where a string or thong may be tied. The raised

side is shaped to show a squid-headed figure, squashed and compressed into the

dimensions of the pendant. Metallurgical analysis will reveal the charm to be made of a

strange allotropic alloy.

Powers The houngans and mambos of Haiti use the charm to cast the spell Contact Kuthulut (a

variation on Contact Cthulhu), who guides their dream-self to "the island under the sea."

While they are thus occupied, Kuthulut will ride the cheval, speaking to those present in

strange tongues and performing bloody rites. For the duration of the spell, the character

becomes an NPC (if not one already) and Cthulhu controls their form: replace their

mental attributes, skills, and POW with Cthulhu's own, though Cthulhu must use the

wizard's own Magic Points to cast any spells. While being "ridden," the character is

susceptible to the Elder Sign and various exorcism techniques.

The Gate and the Key The Netherlands were once the commercial heart of a great sea-faring empire, and their

yachts and merchantmen sailed from Nieuw Amsterdam to the Spice Islands. The

Vereenigde Oost-Indische Compagnie (Dutch East India Company, or VOC) in particular

made its shareholders immensely wealthy, when the ships made it back from month-long

voyages to strange lands and curious diseases. From the merchants and seamen, money

trickled down to other classes: scholars, tradesmen, and artists. Art flourished during the

17th century, and many a VOC member had their portrait painted by Rembrandt or one of

his contemporaries—such as Lupold Prinn, grandnephew of the terrible necromancer

Ludwig Prinn. Whether the younger Prinn inherited anything from his great-uncle is

never clear, but he was a painter of no small talent and great poverty, and his few

remaining works are highly prized by modern collectors. One of the choicest surviving

paintings is a canvas entitled The Gate and the Key—a scene more shocking and explicit

than The Anatomy Lesson of Dr. Nicolaes Tulp, privately commissioned and never openly

displayed. The painting remained the province of private collectors for centuries, passing

from one like-minded soul to another as a form of currency for other curious objects or as

part of an exchange of favors, until it was found in the effects of Richard Upton Pickman

when he was declared dead.

Physical Description Oil on canvas, three feet high and four feet wide when displayed. The subject at first

appears to be a medical dissection of a gravid female who had died in breech-birth, the

doctor elbow-deep in gore. Most unsettling are the numbered of mirrored surfaces in the

painting—23 in all, counting scalpels and a small tray of water—which display additional

details from different angles that would normally be obscured to the viewer. It is these

additional views that lend the painting its horrific quality, for by some distortion they

change the entire cast of the painting, from a mere morbid record of tragedy and medical

autopsy to suggest aspects of ritual, purposeful cruelty, and the inhuman nature of mother

and stillborn child.

Powers When hung in a room, The Gate and the Key almost appears to exude light—and while

this is a fancy, the room it hangs in and any objects within it begin to appear blanched as

if exposed to centuries of sunlight within just a few days. The effect is intensified if the

room contains any mirrored surfaces; humans in a room will find that their exposed hair

and skin begin to lighten considerably, to the point that the individual can become a

veritable albino in only a few hours of cumulative exposure. Pickman was apparently

aware of this property, as letters from friends say he kept the painting covered with a

heavy velvet cloth, and never viewed it without heavy clothing, gloves, and a hood.

New England Mythos Artifacts One of Lovecraft's genius strokes was to set his weird tales not in far and exotic locales,

but primarily in the rural parts of his native New England. This corner of the country is

one of the oldest and most deeply-settled parts of America, and has had many queer

episodes and ages of its own, which have left their mark on both the people and the land.

The following artifacts are the product of this weird history, made weirder still by the

tales that are yet set in Lovecraft Country.

The Cod Gin Eli Whitney's engine for the processing of cotton was one of many mechanical

innovations of the 1790s, devices aimed at improving industry and enriching their

inventors. Lesser known than Whitney was the brilliant but eccentric William Goodman

of Arkham, who in 1796 at the age of 71 invented the Cod Gin. Goodman sought to

obtain a patent on the device, but the patent office refused his claims on the grounds that

the device could not possibly function as his notes and diagrams indicated. Failing to

obtain a patent, Goodman obtained financial backing from several neighbors and founded

the Arkham Engine Company in 1798. Rather than produce actual devices, the Company

brought fish upriver from Innsmouth and Kingsport to be processed in the Cod Gin, the

products of which were then exported. Goodman swore by his products, claiming that the

products of his gin promoted health and long life. Whatever the case, the Arkham Engine

Company's influence diminished with the rise of the Esoteric Order of Dagon, who

claimed his device unnatural and its products tainted. Business diminished, and Goodman

became a recluse. In 1847, the Arkham Engine Company building burned down, taking

with it founder William Goodman, and the world ceased to hear of the Cod Gin any

longer, although the remains of the device were never found in the wreckage.

Physical Description The Cod Gin is sizable and quaintly-made mechanical processing device, vaguely cube-

shaped, weighing over a ton and made of wrought iron and brass. The device is powered

by an internal coal-fed steam engine. A single great lever on the side that receives the

unfrozen fish activates the device. It has numerous artistic touches commensurate with

the period; for example the door to the coal-feed is shaped like the head of an elephant.

Powers The Cod Gin crudely processes the fish by scaling, gutting, cooking the fish to obtain the

oil, and rendering the remaining meat down into meal. Should the corpse of a Deep One

be fed into the machine, the resulting "oil" produced will bestow unnatural longevity on

the subject—a teaspoon of such oil prevents the subject from aging for one month. Each

Deep One corpse will provide SIZ x 10 teaspoons of oil when processed by the Cod Gin.

Curwen's Folly In 1688, the reputed sorcerer Joseph Curwen was operating as a merchant in his home

town of Danvers, Massachusetts, having returned to take over the family business after

several years abroad in Europe, first for his education and later as his father's agent.

When his father finally died, Curwen settled in at his father's house. The land his people

had settled on had been granted from an old Indian deed, before the forests had been cut

back for farmland, and as the trees retreated great stones like eroded altars and megaliths

appeared. By common consent, most of these were toppled or uprooted, and would likely

have been destined to be broken up for foundation stones had the elder Curwen's not

bought the lot and hauled the out to their own homestead. The neighbors considered the

great pile of stones behind the Curwen house somewhat unseemly, but it was not their

place to do anything about it since the stones were bought, paid for, and on Curwen

property. Joseph Curwen took a great interest in the stones, and to the great interest of the

neighbors announced he would use them to build a tower on the rear of the property.

Masons were brought in, and in a few months a curious Medieval bergfried had been

erected on the property. The folly was the news of the town for several years, most

especially in 1692 when Joseph Curwen was forced to abandon his property for fear of

the Witch Trials in nearby Salem. The tower remains, in remarkable repair, to this day,

and belongs to the city of Danvers, as the property was claimed for back taxes decades

ago. Locals generally avoid the spot, due to rumors that it is haunted, particularly on

nights of the full moon.

Physical Description The tower is relatively squat structure of dense grey stone, utterly unlike any of the local

rocks, but similar to the bluestone of Ireland. The footprint of the tower is a nonagon

twenty-five feet at its widest, and it rises thirty-seven feet into the air, tapering slightly.

No windows mar the mortared stones, and there is only a single arch that allows egress,

the keystone of which has a curious marble gargoyle-figure carved into it. The marble is

the only stone of its kind in the construction of the tower. Inside, the walls are bare, with

no interior floors. A stairwell circles around the inside tower and allows access to both its

roof and an earth-floored cellar, both by ancient iron-bound oak trap doors. The city of

Danvers installed a cast-iron rail on the stairwell in 1879, for safety purposes.

Powers The tower, through its placement or composition, has twisted time and space around

itself. Should a wizard make the Voorish Sign before exiting onto the roof, they will pass

through into a lonely mountain cave overlooking the Plateau of Leng. Should a wizard

make the Voorish Sign before entering the basement, they will pass through into the

Abyss of N'Kai. The spell Find Gate will identify the tower as such, and a successful

Cthulhu Mythos roll will identify the purpose of the tower and how to activate it—but not

the specific destinations of the gates involved.

On some nights when the stars are right, space within the tower becomes perturbed—the

few dozen steps become an endless stair, and anyone caught at such times may walk them

for eternity without reaching any destination, or else find themselves in the tower again—

but in a different year than the one they entered it.

The Whateley Quilt Quilting was and remains a traditional art form, a bit of preserved Americana with its

origins in the nation‘s colonial forbears. The quality of a given quilt is dependent on the

craft of the quilter and the qualities of the materials used in its construction; and the many

different nationalities had their own techniques and preferences. The most ancient

Whateleys came from England, or some say Wales, and their pioneering womenfolk

passed down their own traditions of quilting, of which the sole remaining intact example

belongs to the undegenerate Whateleys of Boston, Massachusetts.

Physical Description The Whateley Quilt is a hanging quilt, meant to dress the walls instead of a bed, and is

near ten feet square. The patches of colored cloth, red, white and black, form an inversion

of the rare Amish ―Witch Blazing Star‖ pattern, with the point of the star pointed at the

floor. The back of the quilt, facing the wall, reportedly illustrates a Whateley family tree

in America, dating from when the first Whateley came across in 1631 until 1738.

Powers The pattern on the quilt attracts certain Mythos entities, most notably the spawn of Yog

Sothoth. This is not an inherent supernatural attribute, but a function of the strange design

which has a tendency to attract and capture their attention, sometimes for hours at a time,

as if they were trying to resolve a puzzle and discover a great secret. The Whateley

Family tree on the back causes 1d2/1d4 Sanity loss to any who study it.

The Delapore Crest When Walter de la Poer fled his ancestral seat at Exham Priory, he took with him scant

heirlooms save the de la Poer crest, which his ancestors had used to bind their most

serious contracts, reputedly calling upon dark powers to witness the act. The signet ring

he bore was buried with him, but emerged in 1888 in a jewelry shop, no doubt the work

of some ghoulish gravedigger or cash-strapped mortuary assistant. From there it was

purchased by a local historian, and eventually donated with the rest of his historical

effects to a small museum in Carfax, Virginia. Experts who have examined the ring

comment on its truly ancient design and construction, the antiquated nature of the crest,

and believe it may date to the founding of the de la Poer line and the establishment of the

coat of arms. Strange misfortunes have haunted the museum since the ring was installed,

and it is popularly believed to be haunted.

Physical Description A heavy silver ring, black with age and of unusual size, such as might be worn on the

thumb of a normal man. The band bears the inscription de la Poer, and in addition bears a

raised coat-of-arms, such was used in ancient times for sealing wax on letters. The coat-

of-arms features a monstrous porcine figure armed and langed gules; the pig-man is not

typical to English or Welsh heraldry, and completely baffles experts, but which may be

related to the arms of the Arthurian knight Tristan.

Powers The ring is the focus for certain outside forces; whoever wears it need only pay half the

Magic Points when casting Contact Deity spells.

The Pilgrim's Doorstep Providence Plantations was founded in 1636 by the cleric Roger Williams, who had

abandoned the Massachusetts Bay Colony in favor of creating a settlement with a more

liberal and progressive atmosphere. This new colony, based around the city of

Providence, attracted many of those who found the Puritan regime too repressive or

repugnant – including those scholars and settlers who dabbled in witchcraft, magic, and

the occult. So it was that an undercurrent of occultism crept into Providence, and took

root. One relic of this time is the Pilgrim‘s Doorstep – sometimes referred to as the

Devil‘s Doorstep. The first account of it is discovered in a few diary entries from the late

1600s, where it was installed outside of the shop of a particular bookseller, and by the

time of the Witch Trials of Salem it had disappeared. The Doorstep was rediscovered in

1866, and was sold to a Union admiral, who installed it in his own Providence home. The

stone remains there to this day, a subject of many colorful local tales and legends.

Physical Description The Pilgrim‘s Doorstep is a rough slab of greenish-gray stone, having something of the

feel and texture of soapstone by the strength and durability of granite. In dimensions, it is

roughly three feet long, a foot wide, and six inches thick. It‘s nickname ―the Devil‘s

Doorstep‖ and the many rumors and legends about it stem from the impression of a

curious webbed handprint – a zoologist who has studied the rock declares it the fossil

imprint of some sea creature, but the resemblance to a hand is uncanny.

Powers Any part-inhuman creature that touches the Doorstep will find their flesh affixed to the

stone, unable to remove it. Wrenching the limb from the stone takes main strength (and at

least 3 HP of damage), or the removal of the limb. The stone itself has 47 hit points

remaining. Pieces broken off do not have the same power, and if reduced to dust and

rocks the stone is powerless.

Quamis' Wampum Among the Algonquin tribes of what would be New England, belts of sacred shell beads–

wampum–were items of special significance, used to mark and seal major events among

their peoples. European settlers misunderstood and abused this system, and wampum

quickly became items of barter and trade between the two people, diluting their original

purpose and meaning. Still, their use persisted, particularly in the matter of land grants.

Many independent settlers were allowed to make their own arrangements with the Native

Americans, paying or bartering for the use of a specific territory so that they may farm

and raise a house or mill. One of the remaining authenticated wampum belts was given to

Quamis of the Wampanaug tribe, in exchange for the rights to a small islet relatively far

off the coast of Nantuckett. The islet is little more than a shallow outcropping, half-

submerged most of the year but often dry and visible during winter. The owners, the

Billington family, attempted to build a few structures on the island, but generally

abandoned it, rowing out there only occasionally. By quirk of the state laws and certain

ancient treaties, the physical owner of Quamis‘ Wampum is the rightful owner of the

small island property (although these days, it is usually accompanied with a proper deed

and bill of sale).

Physical Description The belt is about 13 inches long, and an inch and a half wide, predominantly made from

small white wampum beads. The exception is a fringe on the bottom of the strip, which is

made out of the more rare purple wampum derived from the local quahog. The leather

ends were sealed in gold leaf sometime in the 19th century.

Powers The possessor of Quamis‘ Wampum is the legal owner of the Billington Islet, which

(when dry) contains little more than a primitive but sturdy stone altar. This contract will

be acknowledged by any Mythos entity as well – from Father Dagon to Nyarlathotep –

who cannot affect or approach the possessor while they are on the island, unless they are

invited to.

Cap'n Marsh's Killdevil No one knows who first distilled molasses into rum, but in the 1650s evidence of the new

drink were everywhere, as laws, tariffs, and prohibitions sprang up from Nova Scotia to

the West Indies. Innsmouth, Massachusetts made a good part of its portion on rum, and

historians in Arkham, Dunwich, and Kingsport recall that long before the Marsh Refinery

gained precedence over the town‘s industry, it was known for the Marsh Distillery, where

Ezekiel Ephraim Marsh imported molasses from the Caribbean and refined it into a

potent and overpowering alcohol. In the 1680s Cap‘n E. E. Marsh would load his ship the

Devilfish with killdevil and sell it to the cod fishers up north, who used the rough drink to

stave off the cold, taking in exchange gold and the poorest of their salt cod. This load

Cap‘n Marsh would take back down to the Indies, where it fed the slaves on the sugar

plantations, and he would load up on molasses and salt for ballast, then return to

Innsmouth to repeat the cycle. In this way the Marsh fortune was assured, for many years,

until politics and war made it unprofitable. Marsh‘s killdevil was famed in its time for its

potency more than its flavor, and dark rumors circulated over his recipe – most agreed

that Marsh had access to a spring of sweet water somewhere on the outskirts of

Innsmouth, but others say he would add half-rotten salt fish to the mix to coax reluctant

batches to fermentation, and all agreed that he never, ever cleaned his still. A few bottles

of Cap‘n Marsh‘s killdevil still exist, stuck in cupboards and behind bottles in ancient

bars, though none have come to light since 1856, when one of two crates of Cap‘n

Marsh‘s killdevil were pulled out of the remains of the Devilfish off of Devil‘s Reef.

Physical Description A bottle of Cap‘n Marsh‘s killdevil is typically a small earthware jug, sealed with wax

and sometimes a small lead or iron stopper, though this is rare. In bottles where the seal

has held, the ancient rum inside remains potent, albeit mellowed somewhat from being

aged for years. The liquid itself is dark amber in color, smelling powerfully of sweet

molasses and a strong alcoholic vapor, and the dregs inevitably consist of a slight black

sludge or grit where the rum has dissolved part of the jug. No wooden cask of Cap‘n

Marsh‘s killdevil is known to have survived.

Powers Aside from being a potent alcoholic beverage, some batches of Cap‘n Marsh‘s killdevil

inspire strange waking dreams – visions of ghosts, pirates, curious islands in the

Caribbean where strange witcheries are practiced, and above all else the curious and

bizarre city of Y‘ha-nthlei. These visions cost 1d2/1d4 Sanity loss, and often come back

at strange times. More than one ancient mariner is recorded to have drowned in shallow

salt water after too much of Cap‘n Marsh‘s killdevil…but then again, that may just be the

drink.

The Black Goat Letters The Miskatonic Valley, like most of the Massachusetts Bay colony, was gripped with the

fever of independence during the Revolutionary War. Dunwich, Arkham, Innsmouth, and

Kingsport sent off their sons to fight at the Siege of Boston, and even to the Battle of

Rhode Island. Even when the bulk of the fighting had passed out of Massachusetts, the

countryside was beset in fights between neighbors, as minutemen fought Loyalists, and

traitors and profiteers were rooted out and discovered. In this antique and paranoid

atmosphere unraveled the mystery of the Black Goat Letters, a collection of secret

correspondence carried by a dead British spy on the road from Arkham to Boston in

1775. The letters, some of which were written in code, speak of a secret undercurrent to

the War, obliquely referring to sorceries and witchcrafts employed by both sides, and of

the necessity to call on stranger spirits or gods with curious names if the tide was to

breached – most notable of which was ―the Black Goat of the Woods,‖ from whence the

packet of letters gets its name. Although the letters have been authenticated by every

historian and antiquarian in every particular, there is still much academic debate and

mystery surrounding them, particularly the coded portions. Most historians maintain the

letters must be a ruse or propaganda effort, while others suggest the coded parts are the

true message and the rest mere obfuscation. The authors of the letters, and their intended

recipient, remain unknown, and the letters reside at the Miskatonic University Library, in

the Revolutionary War files.

Physical Description A packet of nearly thirty hand-written pages on virgin parchment, about one-third of

which is encoded, the rest being in colloquial British American English of the

Revolutionary period. The parchment has been relatively well preserved and remains

very clean, although the ink has faded badly in some places.

Powers The coded sections are in Aklo, and contain directions to a hidden cache of tomes

somewhere in the Miskatonic Valley, referring to certain local landmarks such as

Sentinel Hill near Dunwich. The books are rarely referred to by title, but rather by

description or by a previous owner, except for ―the lost page of Dee‘s Necronomicon.‖

The Boston Black Pineapple In Colonial times, the humble and exotic pineapple became a symbol of welcome in

many homes. Guests in an affluent Boston home might find a pineapple among the

centerpiece a dinner, and be served some of the tasty fruit for dessert. Many finials

gracing bed posts, stairwells, and curtain rods were carved to resemble pineapples,

particularly in the guest-bedroom. The Boston Black Pineapple, as it became known, was

a stone carving of a pineapple which graced the top of the arch of Samuel Seaton‘s guest

house in Boston. Seaton‘s family had made their wealth in Africa, under the African

Company of Merchants, and Seaton himself was a surveyor and explorer of the Gold

Coast and the Congo regions, bringing back to his wife and children a number of strange

souvenirs and artifacts, including the Black Pineapple. Seaton himself died in 1852 by a

minor British nobleman, and the Pineapple has remained on top of the guest house ever

since, though it has since passed out of the Seaton‘s family‘s hands. In modern times, the

guest house has been remodeled and operates as a ―honeymoon house‖ for newlyweds

who wish to spend their first few blissful weeks of matrimony touring Boston.

Physical Description The Boston Black Pineapple is a sculpture of dark grayish stone, about two feet high and

a foot and a half in diameter at its widest point, tapering slightly at each end. The surface

has been carved to generally resemble the rough texture and shape of a pineapple, and

although this was accomplished with some skill it is clear that the sculptor did not have

an actual pineapple as a model, for many biological irregularities are present. At the top

of the sculpture are several strange, pointed structures that resemble leaves from a

distance.

Powers The Boston Black Pineapple appears to augment or influence the fertility of some beings

near it. Honeymooners at the Seaton house are much more likely to become pregnant

during their stay, and some have mentioned the almost tropical heat that came upon them

in the house and the powerful ardor it raised. However, such children as are born tend to

bear some slight oddities or deformations – silver hair, a prominent brow ridge, weak

chin, and long, dexterous toes are examples. This effect is much more pronounced if, as

has once or twice occurred, children conceived in the house return their for their own

honeymoons, with the resultant progeny often sporting excessive body hair and

sometimes small tails. The effect is not observed in any other animal life except certain

varieties of ape, though of course no breeding pairs have ever been introduced to the

house for this to become apparent.

James Gilman’s Headstone The Gilman clan were one of the most prominent seafarer families of Innsmouth and

Kingsport, and from 1648 until 1864 every generation at least one of their sons drowned

at sea. Far from being considered a curse, many of the Gilmans considered this a curious

blessing, for they were true mariners and always loved the sea and wished to return to it.

Every Gilman who could afford to do so preferred to be buried at sea when they died, and

as such the family left little in the way of grave-markers, though a few cenotaphs dot the

Innsmouth cemetery. So it is curious that one of their members, James Gilman (b.1690-

d.17??) was indeed interred in the ground, far from the ocean. Genealogists and historians

make much of this historical tidbit, for James Gilman was married three times and his

three sons and five daughters by his wives form a crucial connection binding together

many disparate bloodlines – the Carters of Salem and Boston, the Marshes of Innsmouth,

the Whateleys of Dunwich and Arkham. The Gilman family themselves did not speak of

it, and the truth of this has passed into legendry.

Physical Description The tombstone is a slab of flint, nearly two inches thick, with a rounded edge and is

engraved on one side. It gives no date of birth or death, and nothing on James‘ family or

circumstances at the time he was buried, but bears the inscription ―James Blackmoor

Gilman‖ and beneath that ―Mene mene tekel upharsin.‖ Aside from this, the stone is

covered in relief with depictions of squid, octopi, starfish, mermaids, and other aquatic

creatures. Many of these designs are somewhat fantastic, mixing the attributes of men

and animals. At the base of the tombstone, often concealed by grass, is a star-emblem

with a cartouche of some sort in the center. Most historians consider it a Masonic sigil,

although others contend this.

Powers The tombstone is a warding-stone, designed to keep whatever is below it trapped. At the

moment, it keeps sealed in its leaden coffin the creature that was James Gilman. If

removed or destroyed, the coffin will be breached from within and the inhabitant will

escape in a few days time. The stone acts as an Elder Sign for purposes of whether

Mythos creatures will touch or approach it.

New England Mythos Marvels Along with strange artifacts of the past, New England is a center of science, ingenuity,

and industry, which has produced many scientific marvels that have wowed the world,

and many more which sit forgotten and unused in attics and backrooms of universities.

Here it must be remembered that the bulk of Lovecraft's fiction, sometimes described as

cosmic and other times as horror, has primarily the air of science fiction (aside from bald

fantasies such as his Dreamlands cycle). Lovecraft was a materialist in an age when the

focus was shifting to the immaterial, with greater focus being put on the radio, the

invisible twin demons of electricity and magnetism, and the obscure promise of television

and electric sound recording. These marvels may help Keepers capture some of the

strange possibilities of such a time and place.

Zann's Thereminvox Léon Theremin (ne Lev Sergeyevich Termen) a Russian scientist who invented the

world's first electronic music instrument, the Aetherphone, Termenvox, or more simply

and commonly Theremin, in 1920. The instrument received high praise from Stalin, and

was heavily promoted in tours in Europe and North America in 1927. It was in Paris in

1927 that Termen—his name now alliterated as Theremin—met the reclusive violin

prodigy Erich Zann. The two immediately took to each other, and were known to talk at

length concerning music, philosophy, and the burgeoning world of physics. In Theremin,

Zann discovered an intelligent, sensitive man who reformed his every belief about the

greater structure of the universe and the place of man in it into a description of an electric

cosmos; in Zann, Theremin discovered a tremendously talented artist with strange,

haunting music fit the tone and theme of his own. Theremin built Zann a custom

thereminvox shortly after he came to America, though it is unknown if the reclusive and

idiosyncratic musician ever played it…or even if it was shipped from the New York post

office where Theremin had mailed it for him.

Physical Description The thereminvox is built into a wooden cabinet of Slavonian oak, and greatly resembles a

lectern, with a sloping desk for setting music on to read at an angle, with a small control

panel underneath. From the top right hand side projects a single rod of metal, like an

antenna, and from the left hand side is a curious metal loop. A surreptitious and very

simple eight-foot cord and plug dangles from the bottom of the device, near the back. A

catch on the desk allows it to be lifted away, revealing the inner electronics—a small

forest of tubes and wires. Burned into the desktop with a stylus or bit of heated wire is an

unusual, avant-garde musical composition for thereminvox—signed by E. Zann.

Powers The thereminvox is in most ways typical for such a device, except that its audible

range—the same as the violin—is about 5 octaves. When playing normal compositions,

listeners sometimes discern a strange, almost vocal quality to the music. When playing

the composition burned onto the desktop, the thereminvox has the effect of disabling any

communications with another time or plane of existence within hearing distance—

Contact Deity spells fail, nearby dreamers find they can only speak or hear the unnatural

electronic refrains, even those possessed by the Great Race of Yith find themselves

unable to hear or speak with anyone else for the duration.

The Stregoicavar Gun In 1913, in a little-known town of Hungary named Stregoicavar, oil surveyors discovered

a tremendous metal mass beneath the surface of a local hill or long-barrow. An

impromptu excavation revealed only a part of the mass, the barrel of a magnificent

bronze cannon, in a state of terrific repair given its untold years below ground. The

surveyors decamped and reported the find to the royal government, who devoted a team

of laborers and three years to retrieving and restoring the artifact, which historians

hesitantly identified as a prototype of the Dardanelles Guns developed by the Hungarian

gunfounder Orban in 1451. The outbreak of war drew a curtain over that part of the

country however, and the Stregoicavar Gun disappeared in confusion. One German

officer, Claus Zessler, maintains the gun was used against Romanian forces when they

briefly occupied Stregoicavar in 1918, but most historians dispute that the Romanians

ever attacked that part of Hungary. Reports of the gun next surface in upstate New York,

of all places, in 1929 when American forces on the lookout for bootleggers discovered

criminals smuggling the cannon in from Canada. The gun is currently located at Fort

Drum in New York while negotiations are being held with the Hungarian government.

Physical Description The gun is made up of two parts, each 6 meters or so long and weighs roughly 22 tons,

and is made of the strange tulu metal, which can sometimes be mistaken for bronze when

corroded. In form, the first part is a tremendous and curiously wrought bombard,

designed to take 60 centimeter ammunition. The second part, designed to attach to the

first by means of a tremendous hinge-and-lock, appears to be a support of some kind, and

is made of stone and fossilized wood; a tremendous tinder-box or some similar

mechanism in the second half apparently provided the trigger mechanism. The outside of

the gun is ornately decorated, with many abstract geometric and animistic designs in

relief. Also excavated with it were three 60-centimeter metal spheres, also of tulu metal.

Powers If assembled, cleaned, loaded and fired, the Stregoicavar gun is still functional. As an

artillery piece, it can launch a shot over five kilometers with great accuracy (provided the

character is skilled with artillery, and the target is of sufficient size) and tremendous

force. If the tulu metal ammunition is used, the Stregoicavar Gun can harm entities that

are immune to normal weapons.

Dunwich Soda Water In 1856, the temperance movement came to Dunwich in the form of Earl Frazer, a

widower and retired pharmacist sometimes known by the less educated locals as

"Wizard" Frazer. Earl abhorred demon rum, wine, and corn whiskey, and set up the

town's first soda fountain on main street, across from the town bar. He exhorted men and

women to try his fizzy, colorful, tasty concoctions, advertising their supposed medicinal

benefits while decrying the plague of alcohol. Part of his extravagant showmanship

included a vast mechanical contraption, somewhat like a boiler, whose many glass tubes

and nozzles were filled with brightly colored liquids, and whose joints occasionally

leaked steam. Frazer hinted broadly at the secret ingredients poured into his engine,

guaranteed to cure all ills, and at the ending spigots would mix his elixirs for an excited

customer. To the surprise of many of the town sops, Frazer established a successful and

thriving business, and a small bottling plant exported cases of Dunwich Soda Water as far

away as Arkham and Boston. Frazer's death—reportedly due to a brain tumor—saw the

soda fountain go to his nephews, Jonathan and Jacob Frazer, who made a go of the

dwindling business, but eventually gave way to more modern competition. What became

of the Dunwich Soda Water fountain is unclear.

Physical Description From the outside, the soda fountain resembles a small boiler crossed with an Italian

cappuccino machine, all bright brass fittings, glass tubes, and various pipes and dials,

with over a dozen curiously labeled spigots. Any good mechanic who explores the device

will find a great deal of this is for show; most of the spigots lead directly to small

reservoirs for syrups or aromatic bitters. However, the art of the device is a highly

advanced double boiler, with many filters and fragments of some substance deposited on

the bottom of the main water tank.

Powers When properly topped off with water from a Dunwich well and plugged in, Frazer's

fountain will "activate" the innocuous water—making it effervescent and mildly acidic,

much like the base of a typical soft drink of the period. An 8-ounce glass of this water

(with or without syrups or an infusion of herbs and roots for taste) will restore 1 POW to

the drinker, if they have lost any, and they will feel alert and refreshed. However, long-

term drinkers suffer a terrible mental malaise; for every drink beyond the character's

normal POW, roll 1d4:

1: Nothing happens.

2: Perception skill increases 1 percentile and their maximum sanity decreases by 1.

3: Perception skill increases 2 percentiles and their maximum Sanity decreases 2.

4: Perception skill increases by 4 percentiles and their maximum Sanity decreases by 4.

Odic Meter Omar Mendel was a reclusive wild man, who made his living as a sort of prospector in

the most remote hills and mountains of Vermont. In his earlier life he had been an

apprentice at a machinist's shop in Boston, fashioning electromechanical gadgetry

according to the drawings and designs of the resident inventors. The steady contact with

his educated clientele and their requests gave Mendel access to many of the stranger

scientific forces, and he became engrossed with von Reichenbach's concept of the Odic

force, which he believed resonated with certain metals and could be used to find seams of

precious ore. In 1908 Mendel believed he had perfected his device, and went up into the

hills to use it. He stayed there for three years, earning some small success according to

the local assayers, but eventually disappeared with all of his equipment in 1911. His few

papers and drawings were archived in the Miskatonic University Library by Prof. Albert

Wilmarth.

Physical Description The Odic Meter currently only exists as a series of mechanical sketches in the Miskatonic

University Library; and with the eventual descredidation of the theory of Odic forces, is

unlikely to be constructed. Analysis by someone skilled in Physics would detect that the

supposed "Odic Meter" is essentially similar to Hans Geiger's early device for detecting

alpha particles, although Mendel's device uses a curious double-ring shaped gas tube as

the sensing element. As depicted on the drawings and notes, the Odic meter and batteries

were carried in a small metal box in one hand, with the sensor at the end of a wand held

in the other hand, attached by a metal wire. A simple speaker in the box would

communicate the strength of the Odic force by the amplitude of white noise.

Powers The radiation that the Odic Meter detects is generated by Mi-Go equipment, or possibly

is a natural by-product of the minerals the the Mi-Go mine in the Vermont hills. Anyone

following the trail of such radiation will undoubtedly come across their former—or

possibly still active—mining sites. The Odic Meter may thus lead investigators to The

Tinsel of Yuggoth.

Memory Cylinders Thomas Edison, the Wizard of Menlo Park, had a finger in many of the technological

developments of the late 19th and early 20th century, and one of his companies'

contributions was the phonograph cylinder. Despite several early advantages over

phonograph discs, including the ability to record on the wax cylinders in your own home

and a higher fidelity in some instances, by the 1890s the cheaper discs dominated the

market. Edison funded a small grant to an eccentric graduate student at Miskatonic

University to find a new market for the cylinders, Herbert West. Making full use of the

medical and engineering capabilities then available to the university, West worked on

ways to utilize the simple recording media for other purposes. He achieved early success

with a crude version of the electroencephalograph, recording what he called "mental

waves" as distinctive patterns on the cylinders, which could be played back as audible

tones. West theorized that the work could prove beneficial in several fields, particularly

psychology and neural science, but Edison was displeased with the lack of immediate

commercial value of the research and canceled the grant.

Physical Description West's memory reels are essentially identical to other 1909 Edison Records cylinders,

consisting of hard blue Amberol around a plastic core, with a scroll case-like container

and paper sleeve marking the name and date of the recording. The cylinders can be

played back on any cylinder phonograph, normally producing certain low, steady tones.

The recording apparatus, kept as a curiosity in some basement of Miskatonic University,

is a crude but effectively functional electroencephalograph, consisting of numerous metal

pins or "anchors" to be attached to the skull by wires and amplifiers.

Powers Unbeknown to West, Edison, and many others, the Memory Cylinders can effectively

capture some of the more bizarre mental phenomena of the Mythos—able to identify is a

subject has been replaced by a Yithian, possessed by a Shan, or simply not human. These

double or nonhuman brainwaves produce distinctive and discordant tones against the

normal human baselines which are readily obvious. West recorded nearly a hundred

cylinders while developing the device, and noted several such aberrations without being

able to discern their source; these recordings have been kept and may be incriminating or

insightful pieces of information to drop in the path of investigators.

The Dreams in the Computer Room The 1910s were an important time in the development of the analog computer, elaborate

and arcane devices that emulated a mathematical function or equation with an analogous

electrical circuit or mechanical apparatus. Miskatonic University was not on the forefront

of computer science, but Dr. Upham, a professor of mathematics requested space to build

such a device on his own and out of his own pocket, and the university obliged. Upham

had discovered a coded treatise in the Miskatonic University library, and engaged in a

cryptographic analysis of it as a form of mental diversion. Cracking the code revealed the

text of the treatise, parts of which Upham translated into strange and advanced

equations—solve the equations, the book said, and reality itself would open up to him.

Together with his graduate student Gilman, Upham built the device over the course of a

summer and winter semester, and immediately began processing the equations in the

book. Gilman's involvement at this point dropped off, the mental tension from his studies

taking their toll on him, and Upham became more erratic and concerned with the results

being spit out by the machine. Even now, Upham or a graduate student often spends their

nights tending the machine, and Upham has given strict instruction to his lazy students

that no one is to fall asleep while on duty—ostensibly to prevent accidents, which have

occurred from time to time.

Physical Description The physical computer takes up the bulk of what was formerly a green house; the glass

panes painted black and sealed against mice and insects. What is left of the space consists

of several rows of dials and readouts for setting and monitoring the machine, and a small

mail desk for students to process the inputs and outputs. Impressively, the computer

includes a 16-line video monitor for producing visual outputs of certain spacial curves.

The soft green glow is usually the only light available at night. When running, the

machine is relatively loud by steadily hypnotic, with certain calculations producing

interesting rhythms and counter-rhythms.

Powers The book Upham decrypted and is in the process of processing is a Kabbalistic 17th

century mathematical analysis of the Necronomicon, written by an occultist and

philosopher in Prague. The "equations" that Upham is using the analog computer to solve

through brute force are spells, but while the computer has the capability to process the

equations, it cannot supply the Magic Points or POW to actually activate them. The

results of Upham's research is thus often mixed, contradictory, and sometimes dangerous.

Random supernatural events occur in the computer room, and depending on the equation

being simulated may include the opening of temporary gates to other planes and the brief

summoning of things from beyond. The occurrences have given rise to the superstition

that the room is haunted, perhaps by Upham's former student, Walter Gilman.

The Inmost Lightbulb One of the oddities and attractions of Arkham is the light bulb of the Arkham Firehouse,

which has been operating continually since it was first installed in 1888. The peculiar

bulb is made of crystal glass, molded into a faceted, gemlike shape around the outlet,

which conceals the filament. The bulb (and the accompanying electrical wiring of the

firehouse) was donated to Arkham by Shea Black, in honor of his parents Steven and

Agnes Black; Shea later married into the local Whateley clan, and was buried in

Dunwich. Electrical experts who have examined the bulb declare it to be unique; Black

never sought a patent on the design and so far the Arkham Fire Marshal has refused to

allow the bulb to be disconnected for examination, which would undoubtedly ruin the

firehouse treasure.

Physical Description The bulb itself is an octahedral prism, about three inches long and two in diameter, giving

the appearance almost of a large faceted gem. The glass is deep red, and the unknown

filament within burns with a bright, steady light. The socket itself has an ornamental

brass plate over the box, molded with Pan-like figures.

Powers The Inmost Lightbulb is not an electric light source at all, and can be removed from the

housing without dimming. The source of the light comes from an experiment by Shea's

father, Steven Black, who believed that the human soul was an electromagnetic field—

one that could be separated from the body, and contained in a vessel. The bulb was one

step in the proof of that theory. Breaking the glass will release the trapped field, an entity

similar to the Colour Out of Space.

The Innsmouth Battery The Earth is a gigantic electrical system, and through the rock and stone, sea and surf

surge the vast, subtle telluric currents. In the 1870s a local engineer believed he had

discovered a "nexus" of such currents near the town of Innsmouth, Massachusetts, and

attempted to raise money for a large sea battery that could provide electricity to the

town—an alternative to the then-debated idea of damming the Miskatonic River. The

town initially supported the idea, raising funds for the project, and even built a small

model station on a "Goodman's Lot" behind the docks to supply power to several

warehouses nearby. The fatal flaw in the project was when it was discovered that the

most suitable site for the actual station was the shallow islet of Devil's Reef. Local

reaction to the news was strong, particularly from the Esoteric Order of Dagon, and plans

for the Innsmouth Battery were eventually scrapped. The model station, known as the

Innsmouth Battery, is still in good repair and operation.

Physical Description Kept within a small, unassuming building behind the Innsmouth docks, the bulk of the

Innsmouth Battery consists of a switchboard and a large number of industrial capacitors.

Two massive metal pipes extend into the water of the bay, and the trickle of current they

picked up would be stored in the capacitors, then shunted elsewhere as necessary. The

station produced only DC power, with an effectively limited range of one mile from the

station.

Powers The Innsmouth Battery remains a secondary electrical source in the town, with most of

their power coming from alternating current plants following the Great Barrington

Electrification. The station does produce far more electrical power than it should for a sea

battery of its size, suggesting that the nameless engineer who built it might have been on

to something. The Deep Ones are reluctant to approach the Battery, either by water or

land, though their reasons for this are unknown.

The Electric Pipe Smoking, since its introduction to European society, has not been universally embraced.

Many decried the foul practice of inhaling the burning leaves, and doctors argued for

centuries over the benefits provided by and maledictions caused by cigars, pipe tobacco,

and snuff. Still, tobacco farming was a staple of the Colonial economies, and continued to

be important long after the Revolution of 1776 and the War Between the States. Still, the

debate over smoking continued, and in the 1880s an inventive young man resolved

himself to find a better way to enjoy tobacco, without the clouds of noxious smoke.

Malachi Garner had grown up on a small tobacco farm in western Massachusetts, and at

his majority had taken to the waves as a merchant seaman. He worked as a machinist's

mate on the steamers to the Middle East, North Africa, and southern Spain before

returning home. In his travels he had taken a peculiar interest in the hookah, or water-

pipe, and with his knowledge of tobacco, steam boilers, and a few basic books on

electricity, set out to build his own improved version. Garner's Electric Pipe, as he called

it, was a minor sensation at home, and by the end of his life even managed a place in the

Sears and Roebuck Catalog. Unfortunately, his heirs had no interest or skill to continue

the business, and Garner's Electric Pipes became little more than a quaint curiosity.

Physical Description The Electric Pipe is a hookah in miniature, and a typical model resembles some of the

larger, heavier, and more elaborate Germanic pipes with a very long wooden stem

illustrated many queer arabesque decorations. It weighs about three pounds fully loaded

and is nearly two feet long, on average. The bowl is fully three inches in diameter, with

separate places to insert the water and the tobacco; and a simple twist of a knob closes the

screen over the bowl. A separate button activates an electric heating filament, igniting the

tobacco, and the smoke is forced through several screens and then through the water

chamber. Finally, the smoke is drawn up through the long stem, cooling it further before

it reaches the lips. The battery holds an hour charge, which is normally sufficient to

smoke a few ounces of tobacco or other smoke able substance.

Powers Garner "seasoned" all of his Electric Pipes with tobacco and herbs from his family farm;

the tarry residue of which coated the bowls and somewhat flavored the blend.

Unfortunately, a malignancy lay in his plants from an earlier brush his family had with

the Mythos, and something of this unnaturalness transferred into the pipes—to be

activated by the passing of the electric current. Any given user has a cumulative 10%

chance of the bowl acting as a Lamp of Alhazred when it is used.

The Mechanical Mind Many have tried to create artificial life, artificial intellect. One man succeeded. Dr. Allan

Halsey, in his student days, when he was young and willing to experiment with the dark

sciences. The product of his experiment—a creation worthy of Shelley's fictional

Frankenstein—escaped his hidden laboratory, and he has never seen it since. Sometimes,

though, he thinks he has caught a reference to it in the papers—clippings of grave-

robbery, kidnapping, corpses found with their skulls opened with surgical skill, the brain

removed. Over the years, the clippings grew fewer, and Halsey sometimes thought he

imagined the mechanical mind…or, in his dark nights working with his student Herbert

West, that it had grown better at covering its tracks.

Physical Description The Mechanical Mind is a thinking engine, a complex electromechanical device, roughly

twice the size of a human brain. Electrical wires extend into the ocular nerves and

brainstem of a human corpse. Normally, the Mechanical Mind is installed in a human

corpse whose skull has been opened and the brain removed; concealing the Mechanical

Mind when it is installed requires a tall hat to be warn at all times.

Powers The Mechanical Mind is not an intelligence as humans understand it; the powers of true

thought were beyond the skills and knowledge of Halsey. Rather, the Mechanical Mind is

an analog of survival instinct—a self-perpetuating function given access to human form.

When embodied, the Mechanical Mind can see through its stolen eyes and move its new

body, although it cannot feel pain, hear, smell, or taste. Normally, it is dumb to the world,

content merely to exist. While the body does not rot, precisely, the Mechanical Mind is

very poor at maintaining its human form for extended periods, and must switch bodies

about once a month. The rejected body may sometimes by mistaken by Mythos

investigators as the handiwork of the Mi-Go.

Squid Gun Things lurk in the shadows of cities that ought to crawl…criminals of the lowest calibre,

who are not fit to share the presence of honorable men. In the heyday of violent crimes

afflicting the American metropoli, vigilantes sometimes arose from among the citizenry

to do what the police could not do openly. These characters found favor in the pulp

publications of the time, mass entertainment indulging in mental orgies of vengeance,

justice, and rightful comeuppance. Hidden here and there are accounts of true mystery

men and women who employed strange methods to deal with stranger foes. One such

mystery that baffled the police were a series of Boston Irish gangsters whose bodies were

discovered riddled by holes—initially these appeared to be the standard remnants of some

large-caliber weapon, but autopsies quickly revealed that the bodies had not just been

penetrated—but that each slug had bored its way into the body, like some huge worm of

the earth. The Celtic mob dispersed for a time, and the authorities never did understand

the terrible weapon that had undone them.

Physical Description The Squid Gun is a machine gun, with a cherrywood stock, a large barrel more suited to a

shotgun, and an ammo drum, similar to but much larger than that on the familiar

Thompson machine gun. The weapon is very plain in appearance, almost crude in parts,

clearly a handcrafted item straight from the workshop and not a factory piece, and with

no effort to "pretty it up." The ammunition consist of large paper-jacketed cartridges that

rattle slightly if shaken.

Powers The Squid Gun does not fire bullets, although custom ammunition suited to its caliber can

be manufactured. Rather, it fires specially prepared immature Cthonians, who are tough

enough to survive impact with anything short of thick steel plating at close range, or

water. The water in a human body will cause the immature Cthonian to dissolve, and it

will burrow incessantly in an effort to escape, causing grisly damage. The Squid Gun

uses the stats for the Thompson machine gun, but each successful shot does an additional

automatic 1d4 damage for 1d6 rounds.

Project Pacemaker The U.S. Army Burial Corps was a branch of the service dedicated to the proper

identification and disposal of the American military dead, with the general intent being to

return the corpses of fallen soldiers to their native shore. The Burial Corps served with

quiet distinction for a number of years, before being re-organized as the Grave

Registration Service during World War I. What is less well known is the reason for the

reorganization—to cover up Project Pacemaker, a secret military initiative to capitalize

on a vital technology that was too macabre for public support or endorsement: the

reanimation of the dead. Based on the notes of Army surgeon Herbert West, Project

Pacemaker developed a serum which, if applied immediately after a subject was

deceased, could revitalize the tissues by fundamentally altering the subject's body

chemistry. Time was a critical factor, however, with even the slightest of delays

rendering the corpse a cannibalistic revenant. Still, the serum was so promising that the

project was given the go ahead, and members of the Burial Corps were essential in

tracking the success of the device…and covering up the project's mistakes.

Physical Description The "device" is a small gold cylinder with a needle projecting out of the midsection. It

would be installed under the skin, with the needle penetrating the cardiac tissue and a

small wire leading up to a nearby nerve cluster. The wire was a simple sensor which

would register lack of a heartbeat, in turn causing the serum to be pumped directly into

the cardiac tissue. Earlier and bulkier versions of the "device" did exist, but these

prototypes were all destroyed through use.

Powers If triggered while the subject was alive—a distinct possibility should the subject's

heartbeat become very irregular—the subject would die immediately. If activated

immediately after death (75% chance), the subject would be revived almost

instantaneously (reset H.P. to 1, 2d20/4d20 San Loss, gain Pursue Human Flesh 50%), in

possession of most of their faculties and abilities—though still injured, they can heal,

provided their diet consists almost entirely of raw meat. If there is a delay in the

administration (25% chance), the subject effectively becomes a mindless cannibal

(Pursue Human Flesh 99%), similar to but distinct from a ghoul—none of the creature's

intellect survives the process, and it grows no claws or fangs.

The Forge of Mnar, And Other Tools Many Mythos artifacts, magical or otherwise, do not exist for the benefit of the player

characters. They are not prizes to be won as much as mysteries to be unveiled, perils to

be overcome, or arcane macguffins that the villain-of-the-session requires. Those few

devices which do have an obvious or utilitarian purpose are often impractical to use, or at

least to keep, barring extreme measures, and many Keepers actively work to prevent the

investigators from collecting all the cool stuff they find when they defeat the cultists.

These tools presented below are different. They are designed to be dropped into a

campaign in order to provide assistance to the player characters, particularly at times of

dire peril, and they are written to be useful and used when the time comes.

The Forge of Mnar The Forge of Mnar was discovered in 1804 during the excavation in Caermaen, Wales.

With no idea of its provenance or origin, it was moved to storage in the town‘s small

local museum. In 1889, a graduate student named James Effington from London was

visiting Caermaen when he recognized the design of the artifact. He had seen a similar

device from a woodcut illustration in the expurgated Nameless Cults. Effington wrote a

brief article on the device, which was included in the 1890 issue of Archeologica

Cambrensis. Effington, on his return to London, published a small pamphlet with more

details and a photograph of the Forge side-by-side with a copy of the illustration from

Nameless Cults. In the winter of 1890 the museum reported that the artifact was missing

from its collection, presumably sold on the illicit antiquities market.

Physical Description The Forge of Mnar is a small, conical kiln similar in many respects to an assayer‘s

furnace, crafted from glazed ceramic bricks that have been fused or cemented together.

The bottom is a slightly elliptical circle 19.5 inches (0.5 m) in diameter, and about 15.6

inches (0.4 m) high. The artifact weighs nearly 100 lbs (45 kg). The chambers of the kiln

are accessible via small ceramic sliding doors; the middle door contains a tray with five

star-shaped indentations. Five thin bronze pipes, about 10 inches (39 cm) long emerge

from the base of the device.

Powers The Forge of Mnar is used to cast Forge Star-Stones of Mnar, which may be discovered

from Effington‘s pamphlet or another appropriate source.

New Mythos Spell 4 Forge Star-Stones of Mnar This is a ritual spell that requires five participants and a Forge of Mnar; only the leader

need actually know the spell. Each casting of the spell requires 2.2 lbs. (1 kg) of sand or

powdered stone from a stream bed that contains copper or gold. Each of the participants

blows through the pipes, forcing air into the coal chamber and heating the forge. This

process takes an hour, and slowly extracts 6 POW from each of the participants. As the

Forge heats up, it begins to glow, and green sparks or flames may leap out from the edges

of the doors. After the last POW is expended, the leader must quickly remove open the

middle door and remove the tray—if performed correctly, it will contain five perfectly-

formed star-stones. The leader loses 1d6 SAN for looking into the Forge as they remove

the tray. A star-stone of Mnar acts as both an Elder Sign and Pinn‘s Crux Ansata for all

purposes. It is a raised star about 1 inch (3.9 cm) long and weighs one ounce (28 g).

The Forge in the Game The Forge of Mnar represents a great source of protection to the wise investigator, and a

considerable threat to many Mythos entities. The investigators may be interested in

recovering the Forge for their own use, on the behalf of a benefactor, or simply to prevent

it from being destroyed.

The Hammer of Eibon Several Medieval French translations of the Book of Eibon, like other grimoires of the

period, gives instructions to the aspiring magus on how to construct various tools and

ritual paraphernalia for use in the Art. The vast majority of such sections are considered,

by the few literary and historical experts who are expert in the area, as interpolations of

material from other grimoires to "fill out" the sections on sorcery to meet the expectations

of the would-be learned magicians of the era. The exception to this, an item which

appears to be original to the Book of Eibon, is a description of a jeweler's hammer that

Eibon mentions several times in reference to the forging of magical rings.

Physical Description A Hammer of Eibon is about 33 centimeters long, with both a flat heptagonal striking

surface and a rounded, blunt hook on the head. The metal is a composition of iron alloys,

or sometimes a light steel, and almost always has a distinct purplish patina. The handle is

wrapped in seven layers or strands of elk leather. Some examples add a metal ring around

the base of the hammer, although other examples lack this. Many extant hammers are

mere fragments, broken from excessive use.

Powers The Hammer of Eibon halves the Magic/POW cost of any other Enchant spell (rounded

up) it is used with.

New Mythos Spell 5 Enchant Hammer of Eibon Each Hammer of Eibon is unique, and the directions given generally insist that the

hammer be crafted by hand and incorporate certain specific ores—which are very

difficult for modern characters to access, as the mines referred to are currently buried

beneath glacial ice, in the ruins of Hyperborea and Mhu Thulan—that produce certain

iron alloys, which are folded together in a specific manner. The whole thing is cast as a

piece, and dipped into an alchemical acid bath, which lends it a unique purplish patina

that can last for centuries. When the ablutions are complete, the handle wrapped seven

times in elk leather. The magician must sacrifice a permanent point of POW to finish the

Hammer, and most set a ring of metal with their seal or sign upon the handle.

The Hammer in the Game The Hammer is a tool for magicians, and can potentially disrupt a game where the player

characters can essentially "mass produce" magic items. However, in a campaign where

magical weapons are desperately needed—to fend off an invasion of fire vampires, or

other Mythos critters—the Hammer may be very useful, at least for a few sessions.

Keepers may wish to rule that the Hammer has a % chance of breaking after use equal to

10 x (number of Magic Points spent in the Enchant spell).

The Shoggoth-Stick In the Banana Wars of early 20th century, the United States would send military

expeditions into South America to further US national interests. These were quiet

conflicts for those not directly involved in them, and the military personnel involved

often found themselves engaged in strange territories, unmapped by white men since the

time of the conquistadors…a time that, for many of those descended from the native

peoples of the Carib and Mesoamerica, never truly ended. One such operation on the isle

of Haiti around 1915 found a group of U.S. Marines in conflict with a voodoo-worshiping

revolutionary faction, led by American expatriate Randolph Delapore. The action became

quite heated, but the Marines' superior arms and skill gradually triumphed over the

superior numbers and strange fanaticism that kept the human waves of voodoo

worshippers coming for them, even when injured unto death. The officers were both

killed, and the surviving sergeant took as trophy a peculiar old metal stick that Delapore

had used as part of his panoply. The Shoggoth-Stick remained in the sergeant's

possession until he died of Spanish Flu in his home town of Arkham n 1918.

Physical Description The Shoggoth-Stick is just over a meter long and two centimeters in diameter, narrowing

to a point for the last eight centimeters on one end and curved at the other into a fist-sized

knob six centimeters in diameter, reminiscent of a cabbage sculpted of ice that has begun

to melt. The stick is made up of an aluminum alloy, very light for its size, and scratched

and dented in places from years of use—indeed, it is very difficult to make out the extant

of the original filigree that decorated the stick, which was done in a very fine silver wire

that has blackened with age, and even broken away in places.

Powers The Shoggoth-Stick was used in ancient times by the Elder Things to facilitate their

control of the shoggoths, and its particular design and construction was used to focus and

direct the thought-impulses that could guide the shoggoths, direct them, even cause them

to split and join together. In the hands of any other person or entity, the Shoggoth-Stick

can only feebly and intermittently direct these commands—the character holding it may

effectively use their social skills, such as Intimidate, on the inhuman shoggoths.

The Stick in the Game Shoggoths are troublesome beasts, and even the hint of a device that can possibly direct

them would be highly drooled-over by many knowledgeable investigators. It would

perhaps be best for the stick to be placed in the campaign far in advance of any shoggoth

encounters, only later to reveal its powers.

The Mummifier The Egyptian craze that swept Europe in the late nineteenth century encouraged many

con artists and simple business men to cash in on the fad, and one of those men was Earl

Carver, from the village of Gotham in England. Carver had paid for an education in

chemistry as a gravedigger, and after completing his studies he tried many times in vain

to market his various elixirs for bodily health and (to morticians) preservation. His efforts

failed until he presented the Mummifier to an excited London crowd in 1889—a

mechanical device which produced, in the space of a few minutes, the effect of rendering

a recent corpse into the state similar to a millennia-old Egyptian mummy. A spectacular

exhibition was made, with leading Egyptologists viewing the results before and after the

Mummifier had finished, and those who came out to debunk the device—some providing

their own corpses, specially marked for the purpose—were dumbfounded at the

machine's success. The Mummifier earned Carver a modest fortune in a short period of

time, but he was unable or unwilling to duplicate the device, and claimed no patents on it.

The mystery of the machine was sadly lost in a fire, when the many hundreds of yards of

linen wrappings and bitumen Carver kept stored were consumed in a blaze started from a

carelessly-flung match.

Physical Appearance The Mummifier takes up an entire room, some 10' x 10'x 12', and has three separate

sections, with the corpse led through via a conveyor-belt like assembly. The first room is

shielded from view, with the corpse only barely visible through smoky glass, and even

then only with the aid of the powerful electrical arcs in the room itself, which are

supposed to do the bulk of the mummification process. The next room has the body

lowered into a chemical bath, and drawn up again by means of hooks and transported into

the third room, where the body is wrapped in linen. The entire process is mechanical and

automated, with the occasional nudge of a dial by Carver, and powered by means of a

large coal-powered steam engine set outside the Mummifier itself.

Powers The secret of the Mummifier lies in the first room, where the corpse is exposed to the

mummifying gaze of Ghatanothoa, via a small bronze shield bearing the Demon God's

likeness. This veritable Aegis is potent against any body—living or dead—that meets its

gaze, and the living brains of those exposed may be trapped in their mummified corpse

for all eternity. Where Carver found the shield is unknown.

Using the Mummifier in the Mythos The Mummifier is an onion artifact, with the central mystery—how it works—concealing

the greater and more terrible mystery of the aegis at the heart of the machine, where

Carver obtained it and its ultimate origin and purpose. Even without the machine itself,

evidence of his finding the aegis can provide material for a campaign to discover its

current whereabouts, and who else is interested in the ghastly icon.

The Flint Knife London is not known for barbarity, even the lowliest of its cutthroats and brutes shows a

preference for the tools of the Industrial Age. This is what makes the murder in 472

Cheyne Walk so peculiar—the weapon was a flint knife, identical to those rude tools

from the earliest age of man, when he shared the world with Neanderthals, before he had

conquered iron or even bronze—and it was freshly made, with a sharp and effective

cutting edge that did terrific damage on the corpse. Inspectors from Scotland Yard

puzzled over the case, until finally finding a suspect in the person of an ailing and

alcoholic American Indian, visiting London as part of a circus. While in no way a

credible physical threat, it was known that some Indians in the American Southwest were

avid flint-knappers, able to shape a rough blade very quickly by chipping away at the

stone. The Indian—a Mr. John Bad Water—declared his innocence, although he also

admitted to having some dealings with the deceased, who he claim robbed him of some

token artifact that the old Indian had brought with him from America, the last remnant of

his heritage. The artifact could not be found in the vicinity of 472 Cheyne Walk, and so it

was postulated that the murderer—if not Bad Water, than some associate of his—had

committed the crime in the middle of a robbery, and that Bad Water had supplied the

weapon. After a brief trial, the Indian was found guilty of a lesser charge and sentenced

to prison for a term of years; the flint knife found its way into the Black Museum of

Scotland Yard.

Physical Description The dagger is only eleven centimeters long, and is made of a dark grey flint stone. One

end is wrapped with leather cord to make a handle, while the other one has been carefully

and skillfully chipped to make a serviceable blade. The chips are regular and concave, on

both sides, but with no real point—this is a cutting tool, suitable for slashing or chopping

but not stabbing.

Powers The dagger is enchanted, as the Enchant Knife and a variant of the Enchant Sacrificial

Dagger spells. This particular version of the latter spell is attuned to the little people of

Native American folklore—although, as Bad Water discovered, it is equally potent to call

the little people out of the English hills.

Using the Knife in the Mythos The flint knife is an example of one of the lesser-known strengths of the Mythos, which

is finding a bridge between two disparate mythological elements. In this case, the "little

people" or "fairy folk" of England and the Americas are said to be the same—or at least,

answer to the same spells and enchantments. Keepers interested in this sort of campaign

might try combining elements of Manly Wade Wellman's The Golden Goblins with

Arthur Machen's The Red Hand, and see how investigators in London react when Native

American magic meets and mixes with Old English boggarts and druidism—and perhaps

discovers the horrifying secret behind them both.

For Love of Books! Nowadays in an age of ebooks and mass-market paperbacks, it's easy to forget how for

thousands of years cultures have tried to inculcate a respect, even reverence for the

written word. Before the advent of printing, books were rare and valuable commodities,

representing a tremendous investment of physical and mental effort to produce and

reproduce. Even into this century, former rural and poverty-stricken individuals cite the

ownership or reading of books as critical in their success and development. Many

bibliophiles and antiquarians continue to adore and covet books, at least those that pertain

to their interests.

This reverence for books is something that keepers can use in their Call of Cthulhu

games. In a game which can often end with the players burning a Mythos tome (or refuse

to read any book for fear of SAN loss), it's fun and sometimes useful to twist their

instincts back on them. Instead of using books as an excuse for a Library Use roll or to

pump up the investigator's Cthulhu Mythos skill another couple percentiles, books can be

used as an introductory hook for an adventure. Below are a handful of ideas for how you

can apply this concept in your own games.

Book Burning A burnt, damaged, or otherwise fragmentary book is a wonderful hook for a game. The

more damaged the book is, the happier the investigators are if they can get the tiniest bit

of information out of it. The trick is to make them work for it. Let the cultist (or priest,

madman, psychologist, etc.) throw the book into a blazing fire and have the investigators

fight to fish it out. Have the investigators raid the cultist's house, only to find the walls

stripped bare…and smoking ashes in the oven where a corner of a book still remains.

Book burning is so tied into the popular imagination that most players will automatically

react against it—even if the books involved are denounced as ―evil‖ or ―obscene.‖ If an

investigator catches ―Necron-― on the cover of a book about to be consigned to the

flames, they might just tackle the thrower before they can add it to the bonfire.

The Dead God's Book Books age. Clay and stone tablets crumble. Metal scrolls corrode and rust. The Dead

God's Book (taken from the Michael Moorcock tale of the same name) is the essential

MacGuffin, a treasure that everyone seeks but which is ultimately worthless, having aged

to nothingness. Imagine opening Ibn Schabao's tomb, and lying on the pedestal is a

perfect and complete copy of Al Azif…but the moment you touch it, the ancient paper

turns to dust, the book crumbling before you. The nice thing about the Dead God's Book

is that it provides an immediate and obvious motivation for both PCs and NPCs…and it's

okay if the NPC wins. Let the evil sorcerer William Whateley gain the ancient Scroll of

R‘lyeh—only to have see that the copper has corroded into a solid mass, the characters on

it illegible. His whole scheme will be in ruins, and the PCs will get to witness his failure

and humiliation.

Wallpaper The thing about madness it that it is pointless—many a bibliophile has bemoaned when a

book is not seen as valuable for the knowledge it contains, but as a source of raw

material. Imagine visiting an ancient rustic cabin in the woods, to find a fragment of the

Necronomicon in the outhouse, used as toilet paper. Madmen occultists will paper their

walls with books and deface the pages, trying to discern some connection which may

exist only in their demented minds. Children often draw on books, coloring on them for

no other reason than it is the only paper available for them. This trope was actually much

more prevalent in earlier eras, when vellum and papyrus was rarer, and old books might

be scraped off so new words could be written on the pages.

Word Eater Of all the forms of destruction, one of the strangest is the compulsion to eat a page from a

book. This is less bizarre than it sounds, as many occult traditions include some variant of

the ritualist washing the ink of a page with wine and consuming it as part of a spell or

potion. Madmen devoid of any other means of destroying a book may eat it, as would

those who are starving and dying of hunger. Finally, torn pages from a book may be left

with a corpse as part of a message to others—such as the infamous Black Spot of

Treasure Island.

Madness By The Book Mythos tomes take on a lot of the focus of the setting. The books are like telephone lines

back in time, connecting the readers with distant, pre-human era. Aside from the secrets

they might transmit, books can focus a scene or adventure. Even unopened, the threat or

promise of a book can affect the minds of PCs and NPCs. Sometimes, this is just

overreaction—too many Mythos tomes under their belts, and players are liable to get a bit

skittish or greedy. Other times…books can drive a person into madness.

The library stretched to the rafters. Every shelf groaned with books with suggestive titles.

Giles stared, wonderingly, at an entire shelf of notes on the Necronomicon, each as thick

as one of the encyclopedia volumes hawked by door to door sellers. It was a treasure to

rival lost Alexandria.

"Don't be too impressed." Earl said. "I suspect he wrote most of them himself."

Graphomania Some people write. Some people can't stop writing. The graphomaniac is the latter. They

write as a compulsion, hands crabbed and arthritic beyond their years from holding a pen

too tightly for too many hours, or in these modern days and nights blunt and bloody from

pounding at the typewriter. Some of them will write until the ink runs out, until the paper

runs out, until they‘re writing on the floors, and walls, and bedsheets in their own

blood…

In the Mythos, graphomania can be a relatively common affliction. Broken minds faced

with the indescribable may try to make sense of their terrible insight by putting them to

words. Only the words don't come like they're supposed to. So they can't stop writing.

Ever.

For NPCs: An NPC with graphomania is a good excuse for a massive library without

handing the players dozens or hundreds of Mythos tomes. A good Library Use roll or two

will pan the gold from the stream of pages. Graphomania is also common for survivors of

Mythos events, and can be a fun work-around for otherwise uncommunicative NPCs.

For PCs: Probably the best use of this affliction in PCs is emphasizing the unconscious,

uncontrollable desire to write—the PC might wake up at night to find a missive in their

own handwriting, or look down and see they've scrawled out something blasphemous

during a conversation. Graphomania is sometimes tied to lesser forms of kleptomania,

where the PC instinctively steals pens and paper so they can write it out later.

Giles pulled a random book of the shelf, some treatise on obscure physics, and let the

pages spill open. They lettering was modern black typeface, but around the margins, in

the lines between the paragraphs, in every bit of open space was an unhealthy scrawl of

spidery script.

Horror Vacui The abhorrence of blank space is a common minor quirk of scholars. In its most extreme

form, it's a bit like graphomania—the person scrawls notes and pictures to fill the blank

parts of the page. Librarians and scholars sometimes love and sometimes hate marginalia,

depending on who read it and what they've added to the text, but the person that carries

around the horror vacui with them is beyond the occasional insightful jotting. It‘s like a

disease that consumes them. Someone with this madness cannot keep themselves from

defacing the book…any book.

In the Mythos, the horror vacui usually takes scholarly wizards and artists, like Joseph

Curwen or Richard Pickman. At its least severe, the margins of letters and

correspondence might be filled with small hand-drawn illustrations; in the extreme the

text of the book may be nearly overwritten.

For NPCs: This is a great way to hide a Mythos book or hook in plain sight. An NPC

afflicted with this might scrawl a clue in the margins of a phone directory, or reproduce a

minor Mythos tome line-by-line in the margins of an otherwise innocuous copy of

Shakespeare. At the Keeper's option, the marginalia of a particularly knowledgeable

wizard might actually add to the value of a Mythos tome.

For PCs: This PC is up for many reprimands when the local librarian gets ahold of them,

or even their fellow players. The investigator is likely to almost ruin any Mythos tome in

the process of studying it, or at least leave no doubt for the next reader who has read it

before.

Earl put down the spade, and wiped the earth away from the cover. The dark wooden

boards with wet and moldy, and a fat pale worm crawled across the surface. With

trembling hands, Earl reached down and wrenched the book free of the earth. The

scuttling horrors revealed from beneath scuttled back downwards towards some unknown

hell.

Bibliotaphy Burying books is not a common occurrence, and the desire to do so doesn't come across

people often. Often the practice is associated with certain occult traditions, which believe

that the most potent and sinful books must be buried properly to properly dispose of it. In

other cases, people bury books—and other objects—for less concrete reasons. For them,

burying a book might be an instinct, a habit. Maybe they want to keep the evil lore

hidden away from others, or to save and protect them in some way. The details of the

belief matter little to most, only the result.

In the Mythos, books can be an albatross around a character's neck. The terrible

knowledge is a burden on their sanity, and even possessing such books can be dangerous

to them. For those who can't bring themselves to burn a book, burying it might be an

acceptable—even attractive—alternative.

For NPCs: An NPC bibliotaph in the campaign means it's time to break out the shovels

and treasure maps. Real-world bibliotaphers are usually indiscriminate in what they bury,

but not always where. In a CoC campaign, the NPC might be a grave-keeper who inters

frightful books in among the shelves of catacombs and stacked high in mausoleums.

For PCs: PC bibliotaphs are trickier; the Keeper should probably encourage the player to

decide where they bury their books. Scholars and book-lovers are going to definitely look

askance at any player should this activity manifest itself, forcing the player to invent

elaborate excuses as they try to conceal their unsettling behavior.

Cured! People rarely change, and even when they do only a little. Profound changes in

personality and mental state are often the result of injury, illness, or external influence,

like a Mythos encounter. Psychologists, psychiatrists, and medical doctors generally

know that profound changes in a patient's mental state are unusual without recourse to

medication (and occasionally surgery) and most are generally skeptical of any claim of

such success by a technique. Patients, who generally don't know any better, are more

prepared to except radical claims and changes, some of which may be temporary or

purely placebic in nature, hence the ability of faith healers, hypnotists, and cunning-men

to enact miraculous changes in the credulous.

Mythos investigators, by nature of their adventures, often find themselves spending brief

―vacations‖ in the local asylum, where a bit of respite, laudanum cocktails, learning to

paint water-colours, and potentially experimental electro-shock therapy deals with the

repeated blows to their sanity that musty old books and horrors from beyond time and

space. After a few weeks or months of nourishing gruel, dried frog pills, and

psychotherapy, the player characters are a little better able to withstand the horrors of the

Mythos.

Naturally, this may also present the keeper with an opportunity to have a little fun with

the players.

The basic idea is based on Lord Dunsany‘s The Bureau d'Echange de Maux. The player

character has a specific phobia or insanity, goes in for their normal psychotherapy session

where the therapist is trying a new ‗transference‘ technique, sitting them down with

another patient with a psychosis of similar degree. The player character will come out

―cured‖ of their phobia or illness! What the investigator doesn‘t know, of course, is that

in place of their old phobia or insanity is a new one, the one possessed by the other

patient involved in the transference process. This new phobia or madness may not

immediately be obvious. For example, an investigator that developed a phobia of fish

after losing a few too many sanity points to Deep Ones sightings may have it replaced by

a fear of spiders—which they don't realize until the investigator actually encounters one.

The sudden change in the character can be the hook for the start of a new adventure—

perhaps the psychotherapist is using a technique based on a Mythos volume, or

technology derived from the Fungi from Yuggoth. Perhaps the character inadvertently

was guided to the Dreamlands during a session, and the Bureau d'Echange de Maux is

actually there. Trying to trace back what happened to them could lead to an exploration

of the Dreamlands in general.

The Cult Circular, and Other Pernicious Pamphlets Mythos cults are a widely diverse lot, some with their origins set in prehistory, others

distinctly modern in style and organization (for whatever period constitutes ―modern‖ in

your game). The character of the cult depends a lot on the members that constitute its

body. Cults that follow the idea of ancient survivals from pagan times, particularly in

more rural areas or the slums of the cities, may well be made up almost entirely of

illiterate or semi-literate members. More modern cults, or ones that seek to attract more

affluent and influential members to their societies, will by contrast be made up of a much

more literate group, and may don the guise and ape the mannerisms of other and more

acceptable societies, clubs, etc.

Of course, there‘s nothing to say that strange admixtures are not possible, or even

common—quite well-educated foreigners may find themselves constrained in their

circumstances living in an alien city, and poor university students may find themselves

falling in with high and low classes of the social and educational stratum depending on

their adventures and studies. Seekers of the occult, of any level of education and

knowledge, may be willing to deal with anyone who has access to what they seek. For the

illiterate cult, news and information is generally spread by word of mouth, or at best by

secret signs scrawled on walls or pieces of paper. In the 1890s or 1920s, however, the

growth of literacy and the wide availability of printing make other options possible—

even attractive.

The relative openness of freemasons, Theosophists, and occultists such as the Ordo

Templi Orientis and the Golden Dawn, at least in the spiritual awakening at the end of the

nineteenth century, makes it possible to advertise and disseminate knowledge widely in

circulars, broadsides, pamphlets, and even mail correspondence courses. These written

materials often constitute a significant part of any cult or cultist's library (should the

investigator get the chance to rifle through it), and in some very unusual circumstances

may even be equivalent to a minor tome.

Broadsides, Pamphlets, and Posters These papers are generally printed quickly, and cheaply. The paper doesn‘t last long, and

broadsides pasted on walls or telephone poles are often covered over in a matter of

days—even hours in major cities. Such materials provide the barest hint of information—

the name of a group, or of a particular occultist giving a lecture or demonstration of their

Arts, and a time and place. Still, this can be very valuable information to investigators

trying to track down a particular individual involved with the cult, or to find some trace

of their next meeting. Careful and clever investigators will scope out the meeting site

ahead of time, and if it is not a private home may even talk with the owner or

administrator on pretense of renting the location themselves—the owner may even give

them a tour of the space!

Pamphlets are generally more substantial, running to up to a dozen pages, but no less

cheaply printed and ephemeral. These small booklets typically go slightly more into

depth about the nature of the organization's beliefs, or the supposed history of the

individuals running the operation. Some pamphlets are even printed to revile and ridicule

such groups and individuals, printed by competitors or angry fellow members that wish to

expose the groups for frauds or heretics. It is unusual for a pamphlet to contain any

Occult or Mythos knowledge.

Circulars, News Sheets and Magazines The more organized societies and occult fraternities, due to their more literary and

scholarly interests (and dues), typically put out a monthly or quarterly publication

detailing the activities of the society, dates and times for the next meetings and rituals,

and other matters of interest. A single publication, depending on the contents, may or

may not contain much in the way of Mythos or Occult information. The more serious

occult, anthropological, or Mythos society journals could include damnable hints and

revelations, or even a translation (workable or not) or a spell from some other source.

Complete runs of such cult publications are often kept in the cult's library for reference.

Circulars and magazines generally require the services of a professional printer, and these

businessmen often keep records of their customers, even mailing lists when the publisher

and printer are the same company. Investigators can learn much by finding out who pays

the printer and supplies their material, or even find a list of members from them. The

more secretive organizations typically keep membership and subscriptions private, but

public societies whose studies unknowingly tinge on the Mythos are much less likely to

cover their tracks in this manner.

Sample Magazine:

New Mythos Tome 5 The Epistle of Dagon The Epistle of Dagon (Samhain, 1860 issue; Obediah Marsh, Editor; English) The quarterly publication of the Esoteric Order of Dagon in Innsmouth, Massachusetts,

marketed mainly to the more literate and upper-class members of the society who have

taken at least the second oath—although some few associates and members of the society

as far away as Kingsport and Arkham receive copies as well. The Epistle is a scholarly

and religious work, in the vein of many amateur press publications produced by

evangelical and mystic-minded groups of various denominations. The principle section is

typically a lengthy essay by Obediah Marsh himself, followed by a scattering of news

items and almanac-style advice relevant to fishing, the tides and phases of the moon, and

cult esoterica. Other articles and items are provided by contributors, such as hymns,

poetry, comparative studies of Dagon-like figures in other religions, and excerpts from

old tomes that are relevant. Sanity Loss 0/1; Cthulhu Mythos +0 percentiles; 1 week to

study and comprehend. Spells: A variant of Attract Fish; this version does not require any

Magic Points be spent, but only works in salt water, and only when Marsh's advice and

instructions are followed—which includes specifically when to set out, what strange bait

to use, what hymn to Dagon must be sung, and that the first catch be ritually gutted and

given back to the water. If the spell is cast and the latter is not done, the spell will never

work for that individual again.

Correspondence Courses Mail correspondence courses are relatively new things, dependent on they are on

widespread literacy and interest in self-improvement, but aimed at individuals who lack

the means or availability to go to schools, or who are looking to become learned in

subjects that regular schools do not teach. Occult societies in particular may focus on the

elucidation of their paying brethren by mail-order courses, which are sent out either at

once (in the form of a large parcel of texts and materials), or incrementally as the subject

advances. The proof of their further skills and knowledge being given from the mail

correspondence between the student and the teacher, in the form of written tests, essays,

drawings, letters, and the like.

Like a magazine, a single piece of correspondence generally does not constitute a tome.

However, taking an entire correspondence course from a cult or society does mimic very

well the process of reading and understanding a Mythos or occult tome. Correspondence

courses may thus be an effective way for new investigators to ―bone up‖ on their Occult

(and, more rarely, Cthulhu Mythos) or other academic skill within the confines of a

campaign. It also gives the other investigators something to do when one of their fellows

is busy spending week after week reading and studying a moldering book they found in

the library.

Sample Correspondence Course:

New Mythos Tome 6 The Left Hand Path The Left Hand Path; Learn the Secrets of the Angels in 13 Weeks (c.1919, Jude I.

Scariotti, English) Jude I. Scariotti (AKA Simeon Economou) is a student at Boston University, majoring in

Classics. He has a substantial interest in the occult, thanks to a trunk he inherited from his

grandfather which contained almost the whole corpus Hermeticum, and uses the

correspondence course as a means to help pay his tuition. That said, unlike other courses,

Economou takes pains to be accurate in his teachings, and to do his best to see that his

students get their money's worth. By the end of the course, which generally runs $300, a

graduate will receive a handsome certificate from Economou and their course materials

will be a good start on building their own Hermetic library. Sanity loss 0/1; 13 weeks to

study and comprehend; +20% Occult skill. Spells: None, unless the investigator has paid

for the Advanced Course ($500), in which case Scariotti will include a sheet of virgin

parchment with the formula for the Baneful Dust of Hermes Trimegistus.

Pages of Darkness The following attributes are options for Keepers to use in their campaign. They do not

replace or undercut the traditional role of books, Mythos or otherwise but are designed to

complement and enhance the roles books play in Call of Cthulhu. These are tools for the

Keeper to use to expand the role of a book in a campaign, or to act as counterpoint to the

main thread of the narrative by providing a minor, associated mystery or subplot for the

investigators to encounter or unravel. When used with a non-Mythos book, these items

can provide a central focus for a relatively low-key adventure.

The Black Page Source Inspiration: The Lost Club by Arthur Machen, Letters of Cold Fire by Manly

Wade Wellman, Treasure Island by Robert Louis Stevenson

The investigator turns a fragile leaf, and instead of the expected cleanly-printed white or

yellowed piece of vellum, they come across a solid sheet of ebony. The Black Page is

traditionally an ill omen for whoever turns to it, and in traditional bibliomancy or

drawing of lots, turning to the Black Page fore spells doom for he who turned to it. In

some circles the idea has such currency that the ―Black Page‖ or ―Black Spot‖ is

deliberately passed to an individual by a society, marking them out as one doomed or

damned. Whether this has any actual supernatural effect on the individual in question

depends mostly on the Keeper, but the nature and awareness of a ―curse‖ or ―doom‖ is

often more effective on the psyche of the targeted individual than any actual handicap

they may possess.

In a more occult use, the Black Page represents the unreadable and unknown, with only

the initiated adepts able to penetrate the secrets contained within that inscrutable ink-dark

sheet. Mythos books may contain entire sections in black, only viewable under certain

lights or conditions. The most famous use of this may be the "letters of cold fire" in

Manly Wade Wellman's short story of the same name, which became visible only in

absolute darkness as a form of anti-light, but the basic concept of such supernatural secret

writings is well-known in fantasy and occult circles—such as the runes on the Dwarf map

in Tolkein's The Hobbit which only appear in moonlight, or the writing on Dwrnwyn in

Lloyd Alexander's The Chronicles of Prydain, which require the light of a magical bauble

to reveal their faded meaning.

The Black Page may also be an excuse to introduce Scenario: The Terrible Parchment.

The Fur Bookmark Source Inspiration: Hellstorm as written by Warren Ellis, that one episode of Gummy

Bears

The Fur Bookmark is a thin strip of animal hide, worn smooth by the passage of many

years and many hands, flattened by decades entombed between pages of lore. The animal

that provided the strip went extinct many years ago, and was an ancestor to humanity—

before we had lost our protective coating of fur, and risen to true sapience. In those

distant times, those pre-human ancestors were enslaved—and sacrificed—by races that

predate mankind, and this small fragment of them was created by them for a simple and

terrible purpose. Alone and by itself, the Fur Bookmark is innocuous if morbid; it‘s origin

is horrifying and fantastic to some, but unlikely to inspire outright terror…until its hidden

power and purpose is realized.

Books, even Mythos books, become damaged. Sometimes by the passage of times,

otherwise by the work of furious hands, which tear and burn at a work that has been

preserved for centuries (or longer) awaiting the time when the black knowledge on its

pages will be used for the purpose it was intended. A hot enough fire will burn anything,

and many a Keeper and investigator has kept a copy of the Necronomicon or other

mighty tome out of the hands of those unworthy (or all too willing) to use it through fire

or some other medium. The Fur Bookmark, for its part, is immune to such simple

ravages—and when placed on the ash or remains of the damaged book with which it is

associated, the Fur Bookmark will turn back the pages of time and restore the book to its

previous state. Pages will reconstitute themselves, unblackening and uncurling as if some

unseen fire worked in reverse, and all the fading and discoloration of age and misuse will

reverse itself in moments until the book is like new.

The Fur Bookmark is a saving point, used for Keepers to reintroduce a damaged or

destroyed book into a campaign—for good or ill. With this simple device, a copy of the

Necronomicon or some other major Mythos tome may be encountered more than once,

even after the players have thought they have rid the world of it, either to empower a new

cultist or so they may use the damnable magics within to stave off a more immediate

evil—after the investigators have made a suitable quest to recover the relic from

wherever it currently resides. The inviolable nature of a book so protected is useful for

reinforcing the scope of the investigator's efforts—while they may inconvenience the

Mythos for a time, a true and eternal victory is impossible.

The Lost Page Source inspiration: The Club Dumas by Arturo Perez Reverte, Wilbur Whateley Waiting

by Robert M. Price

One of the key concepts behind the creation of books is the creation of an immutable

source of knowledge—once something has been written, it cannot be rewritten. If the

contents of a book changed from time to time, they could no longer be trusted. When

such a foundation of existence is brought into question, it may seem to those people

affected as if they are going mad.

The Lost Page (or, if you prefer, the Missing Reference, the Absent Chapter, the Final

Appendix, etc.) is a portion of the book which is there once when the reader first consults

it, but which is no longer there on a subsequent readthrough. The absence is usually not

noted by any glaring evidence—no fragments of a ripped page, for example—and the

numbering of the pages (if the pages are numbered or indexed) is not affected. The

mechanism of the Lost Page is less that the offending scrap of paper has wandered off, or

that the book has a malevolent will and is working against the reader (though those would

be fun to play with), but that certain parts of the book are simply ―locked‖—while they

exist and are written, normal individuals skip over the pages, automatically and without

thinking or noticing, according to a programmed mental impulse. Thus, a normal person

may read the whole Necronomicon cover to cover without finding any magical spells or

needing any Sanity checks, whereas another may read the ―lost‖ pages and discover the

dark truths kept in those secret leaves.

The Lost Page is a tool for the Keeper to introduce this concept to the players, by drawing

their attention to the phenomenon that previously they had simply passed over. It works

very well for an introductory campaign, particularly one where Mythos literature is

reasonably well-known, but the truth of the Mythos is secret.

The Bookworld Source inspiration: Jasper Fforde's Thursday Next series, The Neverending Story,

Reading Rainbow, the Myst series

Some books, to paraphrase Warren Ellis, are a universe unto themselves. While it is often

said metaphorically that books will take you anywhere, most investigators and Keepers

do not take this to its literal extreme. Many Mythos stories take as their central

assumption the idea that a reader can get drawn in to a story, either finding themselves

living out the details of the Mythos they have only read about, or else find themselves

bodily drawn into a fantastic landscape. These are bookworlds, and Keepers may find

them an interesting and useful tool for bringing investigators out of their element.

There are, in general, three routes to take. The first and most common (perhaps) is that an

investigator suddenly or by degrees finds themselves in a world or time and place as

described in the book. This is typically, in the metaphysics of Call of Cthulhu, a

specialized Dreamland or, at worst, a case of astral projection through time and space.

Here, the players may glimpse or even participate in events that are far removed from

their typical fair, but suffer less Sanity loss due to the dream-like logic they operate

under. This is an ideal method of running a one-off scenario set in another game, such as

Cthulhutech, Trail of Cthulhu, etc., as the player characters return to their ―proper‖ time

and place, even if they should ―die‖, without upsetting the current game.

The second route is where the world transforms around the investigators as they read the

book, until this world becomes the Bookworld. This could be a subtle but pervasive

magic that shifts reality, a symptom of the onset of madness, or just a greater perception

of the strangeness of the world and the dark things that yet dwell in it. The stars on the

flag may replace themselves with pentagrams, and cthulhuspawn catch themselves in

fishing nets with no one the wiser. Keepers who like a remedy for such a situation (which

calls for more intense and frequent Sanity checks), may allow the investigator to read the

book backwards in an effort to cancel out the effect (hey, there's literary precedent).

The third route is where the elements of the narrative in the book begin to apply to the

investigators—this is subtly different from the one above, because instead of elements of

the world becoming true a specific series of events begin to occur—and will not cease

even if the player characters stop reading. Mythos tomes are particularly noted for their

attachment to certain curious, repetitive corruptions and tragedies that occur to their

owners and the more learned occultists speak knowingly of dangerous initiations that

once begun, must proceed.

The Worm That Gnaws Source inspiration:

―The nethermost caverns are not for the fathoming of eyes that see; for their marvels are

strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied,

and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the

tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes.

For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay,

but fats and instructs the very worm that gnaws: till out of corruption horrific life springs,

and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it.

Great holes secretly are digged where earth's pores ought to suffice, and things have

learnt to walk that ought to crawl.‖ –H.P. Lovecraft, The Festival

Books, when you get right down to it, are typically little more than wood pulp, wooden or

paper boards as a cover, and starchy glue used as binding. Some books may have more

animal products (leather covers, vellum pages, blood for ink, etc.), but in the whole books

are mostly organic, and their lifecycle is that of a dead thing. Some, like the mummies of

ancient Egypt and Peru, are carefully preserved for long periods of time. Others are left to

rot, growing molds and fungi, and attracting insects which eat through the pages. ―Book

worms‖ as certain insect larvae are called, are the bane of many old libraries. Sitting

quietly on the shelf, the copy of De Vermis Mysteriis may slowly be riddled by

deathwatch beetles and other borers, blotting out important punctuation, letters…even

whole words.

The Worm That Gnaws is peculiar to the Mythos however, because it holds within it the

pearl of consciousness of some dead wizard or sorcerer. Steeped in dark arts in life, the

worm (though the insect may take any form) is attracted irresistibly to such books that

may lead to its terrible resurrection. Keepers may thus use the books that investigators

choose to keep as a way to ―incubate‖ an old enemy, whose harmless larval form waits to

find the correct formula or circumstances that will enable it to re-make itself.

Treasures of the Old Ones The oldest and strongest emotion of mankind is fear, but the oldest and strongest drive is

hunger. Greed, the hunger for wealth, is as valid an impetus for investigators as the desire

to uncover a mystery or save a victim from a sinister cult. Fortune-hunters are not

uncommon in Mythos fiction, and they have as their basis the model adventurers of

yesteryear and today. Looters are a plague upon real archaeological digs in real life, grave

robbery a classical monetary endeavor, treasure-seeking with the aid of occult handbooks

and guidance a very ancient and recurrent practice, still done today. There is no reason

why your own investigators couldn't have as their motive the chance to "cash in" on the

Mythos, by plundering the treasures of the Old Ones…and here are a few sample

treasures for your campaign.

Alternately, greed may be the primary motivator of an NPC in an adventure, and the

Keeper can use these treasures as the seed for a scenario.

The Pain of the Goat Value: $1,000

This trinket was discovered in a mound in Wales in the late 1800s, manufactured by some

primitive race out of raw gold ore. The depiction displays great artistic skill, but the

content is so rude and blasphemous that no regular person could abide it. After its

discovery, the object was quietly sold to the British Museum, who kept it away from

public display along with certain other objectionable treasures. At the sale, the discoverer

claimed that there were many more such treasures.

Mythos: The Pain of the Goat is a fetish, a totem of Shub-Niggurath, crafted by the half-

bestial remnants of a race that dwell primarily in the British Isles. These brutish people

keep to the old way, and emerge seldom, except perhaps to take advantage of a women

out alone in the woods and hills at night…or to reclaim their treasures. Some of them are

not above dealing with humans.

Inspiration: The Red Hand by Arthur Machen

The Golden Libram Value: $10,000

The American Midwest is yet rugged and wild in parts, with caves, woods, rivers,

swamps, and strange Indian mounds all over. Treasure hunters tell of their expeditions in

these regions, often consulting a seer or mystic to lead them to treasure and deal with the

ghosts or demons that guard the hoard. One such tale is told about Oklahoma, a small

hillock so weathered and rounded that no one knows if it began as a natural hill or an

Indian mound. In the side of the hill is hidden a small cave or chamber, where on an altar

of stone lies a book or binder with metal pages—some say gold and silver, others copper.

The chamber is supposedly guarded by an angel, which can be dismissed with the proper

incantation.

Mythos: The Golden Libram is an outpost and entranceway of K'n-yan, whose mental

influence has generally kept settlers and treasure-seekers from digging into the mound.

The "angel" is a defensive mechanism, a native of K'n-yan sentenced to guard the

entrance as punishment for some crime (equivalent to a ―Colour Out of Space‖, but

especially vulnerable to Tulu metal and magic). The contents of the Libram itself

constitute a Mythos tome in their own right.

Inspiration: The Mound by H.P. Lovecraft and Zealia Bishop

The Faceless Sphinx Value: $100,000

In the harsh Eastern desert of Egypt, life is sparse. Somewhere lost in the drifting sands is

a strange sphinx of black basalt, visible from time to time from the old caravan trails but

eventually lost to the desert. Several expeditions have been launched to uncover this

sphinx, which due to being long-buried is better preserved than most such monuments.

One British expedition, whose journals were recovered but nothing else, give a detailed

description—the sphinx is recumbent, the base covered with weird hieroglyphics of

unusual character, and the statue is entirely faceless. The Faceless Sphinx would be a

great prize to any museum or collector, but would require a full team to excavate and

transport the heavy marvel.

Mythos: The Faceless Sphinx is an avatar of Nyarlathotep, and a relic from the days of

the Black Pharoah Nephren-Ka. Its position in the desert could mark the entrance to a

larger, half-buried temple complex; or perhaps it was placed with more symbolic

meaning, as a marker to the limitation of Nephren-Ka's temporal power. Whatever the

case, any who uncover the Faceless Sphinx will draw the attention of Nyarlathotep.

Inspiration: The Faceless God by Robert Bloch

Cthulhu Days Some things are so important and powerful, people try to downplay them, reduce them to

something they can manage without freaking out. The terror and awe of Easter, for

example, has through centuries and by degrees been generally replaced with thoughts of

bunnies and colored eggs. Sanctity gives way to frivolity, old traditions are co-opted

under new names and new religions, until what is left bears only the tiniest relation to the

original ritual and purpose of the day. Thus too can happen to the Cthulhu Mythos: days

of worship or import may be forgotten or buried, the true meaning all but lost as the

strange rites and remembrances become just another local tradition, just another day on

the calendar

The Remonstrance of Y'Golonac Traditionally celebrated near Easter-time in certain obscure communities of a Czech

ethnic sub-group, the Tzecha, the Remonstrance bears a resemblance to a tradition and

colorful Czech practice: the public spanking of women with hand-made wicker brooms or

stick, the pomlázka. The normal Czech Easter custom is good-natured, not done to hurt

the women in any way, and is meant to bring them luck and beauty throughout the year.

The Remonstrance variant is a good deal more visceral: women are ambushed and struck

much more forcefully and repeatedly, often causing bruises and sometimes drawing

blood. The men involved seem normal most of the time, but near the date seem gripped

by a single-minded madness drawing them toward performing the public spankings with

unnecessary brutality. Women in these communities often draw together for their own

protection, sometimes carrying knives to fight off their attackers, or else letting foreign

women wander freely through the streets of the community to let them take the brunt of

the attacks. During these assaults - particularly group assaults - the men are often taken

by a religious ecstasy, given to speaking in tongues. The most oft-repeated word in the

refrain is "Y'golonac."

The ethnic sub-group that practices the ritual, the Tzecha, is said to have its origins in an

outcast proto-Czech tribe, the descendants of a bastard son of Čech and a demoness of the

waste. The tribe was reviled because of their semi-nomadic existence, certain unsavory

habits and occupations preferred among its workers, and for elements of their worship -

the Tzecha are famously the last of the Czech peoples to have converted to Christianity,

in 1399, and even then only when they were faced with total extinction. The various

incarnations of the Czech government have sought to suppress this particular expression

of the ancient Easter custom, and Tzecha communities throughout the world keep

themselves insular purely to continue the tradition without law enforcement becoming

involved. Anthropologists have traced the origins of the Tzecha tribe to the obscure

village of Stregoicavar in Turkey, and in the late 2000s genetic evidence may link them

to the Asian Tcho-Tcho peoples.

Using the Remonstrance It is not generally suggested that you have your player characters - particularly female

ones - gang-beaten while the men assault her shout out the name of the Defiler. It is

instead recommended that the investigators either stumble across information warning

them of this particular celebration early, or that the example of it is someone else - who

the PCs can then save, which draws them into the plot. Another option is for a PC (or plot

kick-starter NPC professor of anthropology or folklore) to learn of the ritual and try and

track down its source - knowledgeable players will make a connection to Y'golonac, but

the exact history of the ritual is obscure enough it could represent anything - perhaps the

Remonstrance is an annual rite to keep the Tzencha women (actually Dark Young of

Shub-Niggurath) in human form, the men calling on the influence of Y'golonac to do so.

The Tzecha are good antagonists, particularly for a Wicker Man or Children of the Corn-

style chronicle.

Calan Gaeaf y Cheyne Walk Calan Gaeaf is a traditional Welsh calendar day, November 1st, the first day of winter.

The day had many strange superstitions and practices associated with it, but it was

introduced to London only in the nineteen-teens by the primarily Welsh inhabitants of

Cheyne Walk, in Chelsea. According to the street mythology, Yr Hwch Ddu Gwta, a

Welsh demon in the form of a black sow, would once a year manifest itself in the

neighborhood, usually at night when most were sleeping. The superstition has many

strange twists, in that locals avoid the tangled bundles of electrical lines on the street

during those days, with many going so far as to avoid using the electric entirely until the

morning of November 2nd, and mothers warning children not to cross the shadows cast

by the electrical lines during the day, for fear that Yr Hwch Ddu Gwta would take them.

The Calan Gaeaf y Cheyne Walk is based on a mixture of actual Welsh practice and

legend with William Hope Hodgson's The Hog. Here, Carnacki's attempted exorcism

with the electric pentacle was not entirely successful, and every year the barriers between

the Hog and that place grow thin enough for some manifestation to take place. Several

children went missing int he 1910s, and even the police and electric company know to

avoid the street at that time of year. It is quite disconcerting for many Londoners to turn

the corner to find a dark and dead-looking street, with no electric lamps and few people

walking about - and those doing their damndest to avoid the shadow of the overhead

lines. At night, strange and terrible gruntings can sometimes be heard, and many of the

families keep a gas-lamp vigil, huddled together in a common room until the dawn comes

again.

Using the Calan Gaeaf The Calan Gaeaf is a possible introduction to Hodgson's Carnacki Mythos, and the

investigators may in effect be paranormal researchers who take up some bet or challenge

to spend the night at Carnacki's abandoned 23 Cheyne Walk flat, where they will

discover a very unusual "haunting indeed." Alternately, the superstition can disguise

some older or more clearly Mythos-based practice - a Welsh cult of Shub-Niggurath, for

example, who make use of the elements of the holiday to kidnap children for their own

purposes. On a purely non-Mythos note, a darklit street where strange sounds are

expected makes wonderful cover for many criminal industries, such as an underground

counterfeiting mill.

The Silent Night A phenomena attributed by many to Ithaqua, the Wind Walker, God of the Cold White

Silence. At daybreak a cold wind blows through a house, a street, even a village or town,

and takes with it every sound, leaving nothing but perfect silence until the following

morning. No siren can be heard, no voice, no clatter of dropped pan or urgent horn. By

the morning of the following day, all is calm and still. Sorcerers often flee the effect,

since without incantations most of their magic is useless. Normal people have difficulty

adapting to the all-encompassing silence (loss of 0/1d2 Sanity an hour), and the loss of

sound often brings out darker thoughts and instincts—after all, why not break the shop

window? No one will hear the crash, no siren or alarm will sound. Why not commit

bloody murder, since no scream will bring aid or assistance? A gun could be fired the

very room, and no one would hear a thing…

Using the Silence The Silent Night is something to be endured, not combated. There is rarely a true source

for the event, no way to end it prematurely. Communication between players must

generally depend on notes and signs. It can be used to spice up an otherwise

unchallenging scenario for experienced investigators, or be used on its own to see how

the players cope as the townsfolk slowly give in to what they can do when no one can

hear them. On the other hand, the Night of Silence may be deliberately invoked by a

Contact Ithaqua spell in order to give the investigators an advantage against a Mythos

entity whose attacks rely on sound—perhaps a banshee or the abominable humming of

the Mi-Go—but the Lord of the Cold White Silence will demand a price…

A Merry Mythos Christmas “It was the Yuletide, that men call Christmas though they know in their hearts it is older

than Bethlehem and Babylon, older than Memphis and mankind.” –H.P. Lovecraft, The

Festival

Many people enjoy working a little festivity into their roleplaying games, and there really

is no reason that Christmas should not be workable into any Mythos chronicle, Keeper

and investigators willing. Below are some rough ideas Keepers may use for inspiration in

adding a bit of Christmas to their games.

The Cosmic Christmas Christmas occurs near the time of the Winter Solstice in the Northern Hemisphere, when

the Earth is tilted farthest from the sun. This is rarely exactly on Christmas day, but

occurs almost invariable during the Christmas season. At this precise point in the long

cycle of the year, the night is at its longest, the sun at its most distance. At this

cosmological moment among all others in a calendar year, certain things that hate light or

dwell in the darkness beyond this world may be closer than at any other time—a

portentous night for such beings and forces to interact.

The Flight of the Nightgaunts The migration of the nightgaunts occurs annually on the winter solstice, in the northern

hemisphere. From some secret holes, the nightgaunts emerge as a great mass, flitting

silently in a tremendous migration to commune with Nodens in the Abyss beyond the

world. Many cults and wise men mark their flight, seeking to divine omens in the

beatings of their wings, or timing the black miracle with a saturnalia and blasphemous

rites of their own.

Using the Flight: Barring tremendous magic, the investigators can do little to stem the

migration of the nightgaunts; the event works best as an event of supernature, as

implacable as an eruption or earthquake, and likely as unexpected. Cults do not trigger

the flight of the nightgaunts, they celebrate it. Ideally, the investigators should be dealing

with a cult ceremony on the solstice, and the appearance of the nightgaunts is a complete

surprise—and perhaps a means for a prominent NPC to escape on the back of a

nightgaunt, not to be seen again for some time, if at all. Witnessing the mass migration of

the nightgaunts costs 1d10/2d10 sanity—these are Mythos beings in their hundreds and

their thousands, at the height of their power.

The Christmas Star Related to in the stories of the Nativity, the star which appeared over Bethlehem has

many possible cosmic sources, and innumerable scholars have searched the ancient

records of astrologers and stargazers in an effort to ascertain the date and substance of the

event. Most promising, perhaps, is an inexplicable comet or nova seen in 5 B.C.—which

would generally coincide with the possible true date of the Nativity.

Using the Star: Certain cosmic phenomena are momentary, occurring once and then

never repeating. However, an eminent astrophysicist believes that the object taken as the

Christmas Star in 5 B.C.—actually a comet—will return once again this year, appearing

brightly in the sky as it approaches the Earth again after a circuit of nearly two thousand

years. The investigators may be invited to his distant observatory, located high in the hills

and away from the lights of the city, to better observe the event. Unfortunately for the

investigators and their friend, the object is no mere comet, but a fragment of far Yuggoth,

torn from that black planet in some terrible catastrophe. Inscribed on that mere fragment

are horrible, portentous signs—and worse, for crawling on it still are terrible inhabitants,

trapped for millennia. 1d4/1d6 Sanity loss to view these things through the telescope, and

the sight of it will haunt the investigator's dreams for months as the distant entities

endeavor to contact the investigators based on that brief, brief contact.

The Pagan Christmas The original date of the Nativity was never determined accurately, since by the time of its

celebrations the event had passed from living memory. So instead, the old heirophants

fixed the date to coincide with the major pagan celebrations, which it eventually

subsumed and replaced. Gone, in the space of a thousand years, were the Bacchanalia and

Saturnalia of the Romans, the Yuletide of the northern countries, and many other events.

As Christianity gained power and its influence and culture spread, elements of the old

pagan rites were adapted into the holiday, or possibly their significance was hidden from

the priests as Christian traditions. In this way, Christmas has become the defacto inheritor

of many a curious habit, which may trace ultimately to a Mythos source.

The Warding of Yibb-Tstll One such festival that was replaced, in time, by Christmas, is the Warding of Yibb-Tstll.

The tradition is strongest in Serbia, where each father who follows the old way is

supposed to conduct a small ritual before cutting down a Yule tree, and bringing the log

home. The log is lit in a solemn ceremony, the sparks are watched as they float up the

chimney, and the log is watched to ensure that it burns throughout the night. Much of this

rite is forgotten of course, and not every household observes it. None save a few hoary

old men and women still remember why it is observed, and they keep to the rite in the old

way, for in truth it is an old spell to ward off the influence of Yibb-Tstll, the Patient One,

who waits for the old magic to finally be forgotten.

Using the Warding: The investigators are caught in a sudden storm, but are given refuge

on a Christmas eve by an old Serbian gentleman. Outside the house, the snow begins to

fall in sticky black flakes, and a monster in a green robe is seen, just beyond the light of

the windows…and growing closer. The old man stokes the log and intones his prayer,

and assures them that they will be safe here…so long as the Yule log burns throughout

the night. Outside, Yibb-Tstll circles and waits, patiently.

Pagan origins are attributed to many of the more curious Christmas traditions, such as the

Julebukk of Scandinavia, when the worship of Thor included that of his goats. It was

common then for a "goat" to burst into a party, join the singers and dancers, "die" and

"return to life." The tradition persisted for centuries, before finally being forbidden, and

eventually returned in a more modest form. Today, "julebukking" continutes, and many

Scandinavian communities include a Yule Goat as an ornament, unaware of the original

source.

A Mythos Carol Christmas Ghosts are an old tradition, when relatives would sit around after the feast and

tell stories of treasure and horror. The critical turning point in this tradition, of course,

was the 1843 A Christmas Carol by Charles Dickens, which depicted the ghosts of Christ

Past, Present, and Yet to Come, but many other supernatural tales circulated, particularly

from noted scholar M.R.James.

Using the Ghosts: Yog-Sothoth is the gate and the key, and Dickens‘ ―ghosts‖ are

shadows and fragments of a character who has stepped outside of time, and come back to

warn his self. Investigators who happen upon a trio of Christmas ghosts of their own are

essentially seeing a mirror image of their selves as they might have been, might be, and

might yet become—1d4/1d6 Sanity loss. The images are themselves intangible, but may

utter warnings or provide cryptic advice, remind the investigator of clues that they have

missed, or foreshadow events that the Keeper plans for later in the chronicle.

The Sacrifice of Shub-Niggurath A remnant of Mythos worship concealed by cultists in the Yule Goat tradition—indeed,

they claim it is the original rite from which the modern acts and ornaments derive. The

rite involves a true spawn of the Goat of the Thousand Woods, who is summoned by the

revelry (actually a form of the Call Spawn of Shub-Niggurath spell, requiring 1 Magic

point per participant). The presence of the Mythos-entity causes the wild celebration to

devolve into an actual orgy. At some point during the festivities the spawn's strength will

flag from its carnal celebrations, and the cult leader will kill it with an enchanted knife.

The cultists will then feast on the flesh of the spawn, and any children conceived during

the rite will be Spawn of Shub-Niggurath when they are born.

Using the Sacrifice: Should the investigators stumble across this rite—or its

preparations—they will likely be captured by the cult and stuck in a giant wicker Yule

Goat for the duration of the festivities. Of course, unless they manage to escape, the Yule

Goat will be set alight with the investigators still inside!

The Christian Christmas Most Christian denominations see Christmas as a high holy day, celebrated through

solemn masses, recitations of the scripture, and hymns of praise and thanksgiving. The

exact schedule of events depends highly on the country and church, for the many

different varieties of Christians have their own rituals and histories.

Tcho-Tcho Christmas Celebrated by a remnant of the Tcho-tchos who have converted to a particular Christian

sect. They believe that Jesus made pilgrimage to Leng, where he studied magic and the

lore of the Great Old Ones at the feet of the Tcho-tcho High Lama of Leng, and that his

worship incorporates aspects of the strange corpse-cult religion of their forefathers.

Considered nigh-heretical by the other Tcho-tchos, this sub-sect celebrates Christmas in

their own way, combining the traditional hymns, decorations, and mass with heretical

liturgies dedicated to Hastur and other entities.

Using Tcho-Tcho Christmas: On the surface, Tcho-Tcho Christmas greatly resembles

any other syncretized religion, investigators will likely not even be able to distinguish the

Tcho-tchos from any other Asiatic subgroup until they see sure signs of something

amiss—blood grooves on the altar, Tcho-tcho children proudly displaying Santa Claus

dolls with actual claws and sharp teeth, the abundance of missing children signs going up

around Little Asia in the days leading up to the holiday…

The Cthulhu Mythos is, at its origins and for the majority of its authors, a secular affair

unbound by human notions of religion and holy days. That is not the case for every

author, of course. Some choose to believe that Christianity bears with it at least some

potence against the Old Ones and their servants on Earth, and if ever that time was best to

prey on such sentiment, it's during Christmas.

The New Herod A Mythos-obssessed scholar wishes to kill all those children born on Christmas Day—for

fear that among them will be a new messiah, whose coming will herald the end of the

world. The exact details of their beliefs may be confused or unclear; the scholar may

believe that the child is a reincarnation of Cthulhu, or the actual spawn of Yog-Sothoth.

Whatever the case, he is intent on re-enacting Herod's massacre of the newborn.

Using Herod: Humanity, in its desperation and cruelty, can be as horrific as some of the

worst Mythos monsters. The terrible nature of Herod's intended crime should cause the

investigators to pursue them—in any given encounter the scholar will attempt to defend

his point of view with a mishmash of Christian and Mythos ideas and superstitions,

equating the Black Madonna with an avatar of Nyarlathotep and the child as "the heir of

the Old Ones." Whether he has any semblance of being right or not is up to the Keeper.

The Secular Christmas Despite over a thousand years of Christian domination in Europe, Christmas is seen by

many as a mere secular holiday, commercialized to the point of unrecognizability. In the

1920s, the popular conception of Santa Claus as we know him was beginning to gel, but

was not widespread—and would not be until Coca-Cola used him for advertising in the

1930s. However, the Christmas holiday was gaining more precedence and aspects of the

modern festive season we know today.

The Santa Prize White Rock Beverages began using the image of Santa Claus to sell Mineral Water in

1915. Very popular around Christmas time, the bottled water came from the White Rock

natural spring in Waukesha, Wisconsin. Native Americans and settlers in the area

believed the spring waters had magical powers, and was a source of thunderstones.

Using White Rock: The spring is actually a gateway to the Dreamlands, and the waters

bottled with Santa's image flow from the cold rivers in the lands of Mnar. The

investigators may discover this when they find a special Christmas present in their latest

bottle of White Rock mineral water around Christmas time—a small Elder Sign, shaped

as a stone five-pointed star with a curious cartouche in the center.

Department store Santas is a tradition begun in 1890, and by the 1920s around Christmas

time Santas can be found in every shape, size, and color on the streets and corners of

New York City and Boston. Whether thin Father Christmases or jolly old elves in the

Dutch and Nordic traditions, Santas are a very familar sight in the United States and even

in Britain.

The Tinsel of Yuggoth There are certain parallels between Christmas celebration and the bizarre activities of the

Fungi from Yuggoth—whether this be a mere outrageous chance, or something that

harkens back to before the age of man, remains a mystery to even the most dedicated

scholars. So it is…with the tinsel of Yuggoth.

In isolated northern climes, in the darkest forests far from human habitation there come in

certain seasons reports of trees decked out with ropes of curious metal, exactly like a

Christmas tree. The shredded metal is bright, and glimmers silver or gold depending on

how the light touches it, and is dreadfully cold to the touch—cold enough to burn any

ungloved hand that touches it! (1 HP damage for a brief contact, 1 HP/minute for

prolonged contact)

These tinsel-laden trees always mark the outer boundaries of certain mines (a successful

Occult roll will recall legends of silver mines guarded by gnomes). Erudite scholars of

the Mythos (successful Cthulhu Mythos roll) claim that the Fungi from Yuggoth deck

these trees themselves, playing it out with pole-arm like tools and curious scissor-blades

and that the tinsel-laden trees are rarely left out for more than four to six weeks, with the

Fungi emerging every few nights to bask in the moonlight reflected from the decked tree.

Using the Tinsel: A scrap of the curious tinsel (actually a radioactive ore with high silver

content, extruded by certain worm-like entities the Fungi from Yuggoth use in mining)

can provide the impetus to begin research into its origins; a trip to the library or

discussion around local wilderness men can turn up tales of the curious ―Christmas trees‖

and a general location for a more thorough search. Should the investigators take too long,

the Fungi from Yuggoth will be gone—leaving only a rough circle of trees marked with a

strange spiral burned into their limbs and trunk.

The Nativity is the principal focus of the celebration of Christmas, and since ancient

times a number of beliefs, myths, and extensions have been added to the original story.

Biblical scholars have debated and deliberated over every aspect and record, and

traditions from the early years of the Church to the Renaissance have elaborated on the

names, nature, and backgrounds of every participant—from the origins of the three Magi

to the dispensation of the Christ-child's umbilical cord. Some of these stories bear the hint

of truth, while others are more fanciful. One sure thing is that as the years pass, the

stories will be added to, forgotten, and perhaps rediscovered. There is a powerful

synchronicity between the portentous birth of Christ and the Mythos, which includes a

sort of blasphemous parody in the form of characters such as Wilbur Whateley.

The Dunwich Nativity The birth of Wilbur Whateley, and perhaps other children of Yog-Sothoth—children who

are typically conceived by unnatural means, in out-of-the-way places, and their births

marked by unusual astrological phenomena—a nova, a comet, or perhaps a conjunction

of planets and stars that mars the sky day and night. Time and space may bend around

such momentous events, and attract strange characters, wise in obscure arts, who can

divine their true meaning. Such a thing occurred in 1913, in the barn of a decrepit

farmhouse in Massachusett's Miskatonic Valley.

Using the Nativity: It's a cold night, possibly raining or foggy, and the investigators

become lost. They find themselves on an old country road, traveling with another—a

strange figure with an Eastern air and Oriental cast to his features, an erudite scholar who

is chasing a burning nova overhead toward some momentous event. With him he carries a

gift for the child—The Necronomicon, in the Latin translation of Wormius. The

investigators, placed in the beginning of an old and somewhat familiar story, will be

forced to come to terms with its bizarre twists and turns as they travel with their new

companion toward the 1913 Nativity of Wilbur Whateley…and his brother(s). Along the

way they may pass shepherds, whose flocks have suffered from stillbirths and bizarre

mutations—things with too many limbs or heads, that must be put down, and other wise

men may join them, bearing their own sinister gifts…at the end is Lavina Whateley, her

anxious father acting as midwife…

Alternate Mythos The heart of the Cthulhu Mythos is the Lovecraft Mythos, those stories personally written

(or ghosted) by HPL himself. Closely related and interwoven are those stories of his

contemporaries: the Robert E. Howard Mythos, the Clark Ashton Smith Mythos, the

August Derleth Mythos, the Robert Bloch Mythos and many others. Beyond that are the

more recent (and controversial) stuff: the Ramsey Campbell Mythos set in Goatswood,

the Dreamlands and Titus Crow stories of Brian Lumley, and the innumerable modern

takes by writers of more recent vintage. This material wends its way into the Call of

Cthulhu sourcebooks because it represents a core of recognized material, most of it dating

back before the internet and the advent of the internet.

However, there are other, mostly ignored Mythos. These creative universes tie into, or

more often parallel, the Lovecraft Mythos in strange ways. Manly Wade Wellman is a

contemporary of Lovecraft, Howard, and Smith, a Weird Tales writer who achieved his

modest piece and left a respectable body of work behind him. William Hope Hodgson

and A. Merritt preceded Lovecraft, and in their own ways were influential on him (or

might have been, if Lovecraft had discovered Hodgson earlier), and some of their

material fits quite neatly into the Mythos, or at least a Call of Cthulhu campaign.

The final material represent some concepts for CoC games that may strike Keepers and

players alike as outré. Even if you never use it, I would encourage Keepers to read it, and

consider the possibilities I've briefly outlined there, and the examples I've given.

The Hodgson Mythos William Hope Hodgson was part of the weird fiction tradition that preceded H.P.

Lovecraft, along with such luminaries as Lord Dunsany and Arthur Machen, and while

Lovecraft discovered Hodgson rather late in life, he was a tremendous admirer of

Hodgson‘s works. Hodgson‘s most memorable work, particularly in recent times, are the

wonderfully cosmic and bizarre The House on the Borderlands, and his Thomas Carnacki

stories, tracing the adventures of one of the earliest occult detectives in his experiments

ghost-busting with electric pentacles and the aid of the ancient Sigsand Manuscript.

Most of Hodgson‘s work isn‘t terribly useful for a Mythos game—Hodgson specialized

in tales of the sea, piracy, false hauntings, strange murders solved by unlikely people, that

sort of thing. The House on the Borderlands, while marvelous, is basically unusable,

whereas a good bit of the Carnacki material has already been mined for a good bit of

what it's worth. There are a few really good stories that could stand to inspire, or have

elements utilized in Call of Cthulhu chronicles though, so I'd like to address a few of

them here.

The Case of the Chinese Curio Dealer is rife with Mythos material—a secretive Chinese

brotherhood called the Nameless Ones, strange characters, a living mummy, a beautiful

little god-idol, and another of a bronze goat-god…like I said, beautifully suggestive and

easy to fit into any Mythos game, if you're in a city with a Chinatown. One lovely little

excerpt:

There is no actual name for this Monstrosity; which is, indeed, indicated only by a

curious ugly guttural. It is known literally as the Nameless One. There is no real

equivalent in the letter sounds of any nation for the guttural which indicates this

embodiment of the most dreadful of the Desires — the elemental appeal of the Blood

Lust — a lust that has been atrophying through weary centuries, under the effects of the

Codes of Restraint, which are more popularly termed Religion. (Hodgson)

The two Captain Jat stories are also very minable. The Isle of the Ud deals with a South

Pacific cult that worships Ud, a giant sea-crab (a relatively common Hodgson motif);

some priestesses of the cult wear the cast-off claws of giant crabs as sort of ritual gloves,

while others are alleged to actually have the claws grow naturally…excerpt:

But the monstrous and horrid thing that caught the boy's eye was something he saw as the

women came nearer, running. They had faces so flat as to be almost featureless. At first,

if he thought at all, he supposed that they were wearing some kind of mask; but as they

ran, the nearest woman opened her mouth and howled, the same disgusting sound that he

had heard earlier that night. As she howled, she brandished both the hand that held the

torch, and the other hand, above her head. But she had no hands; her arms ended in

enormous claws, like the claws of a great crab. (Hodgson)

The Ud-women are wonderful substitutes for the traditional Deep Ones as far as creeping

players the frick out, but are close enough in weirdness that they can use practically the

same stats.

The other Captain Jat story, The Adventure of the Headland, contains a peculiar corpse-

cult ready-set to add a bit of flavor to any adventure that normally calls for ghouls. The

cult uses sacred dogs named Iils, fed on human sacrifices, to prey on interlopers—

running among them as part of the pact and answering their baying howls are

cannibalistic priests. Both Iils and priests are afraid of the light—and should one of the

priests die or fall injured, the rest of the pack are likely to turn on and consume them. The

idea is beautiful from a Keeper perspective—the corpse-rending canines and cannibal

dog-priests can give every impression of ghouls to investigators that think they know

everything, without making the scenario too much more dangerous. And, of course,

there's every possibility that in time the cannibal-priests do deal with ghouls, or in time

become them…Iils use standard stats for dogs, the priests may use the following stats:

New Mythos Creature 1 Iils (Human Cultist) Iils (Human Cultist)

STR 12

CON 12

SIZ 13

INT 12

POW 12

DEX 13

SAN 15

Move 9

HP 12

Damage Bonus: +1d4

Weapons: Bite 60%, damage 1d6+1d4*

*On a successful bite, the Iils-priest will hang on to chew and worry the victim with their

sharpened teeth, doing 1d4 damage automatically.

Skills: Cthulhu Mythos 5%, Hide 60%, Jump 75%, Listen 70%, Scent Decay 50%, Sneak

80%, Speak Ghoul 50%, Spot Hidden 50%

Spells: Some Iils-priests know the spell Contact Ghoul, and particularly powerful

sorcerers may know other cannibalistic spells such as Consume Likeness

The Wellman Mythos Manly Wade Wellman was a prolific pulp author who, unlike some of his

contemporaries, lived a long life and achieved a full career. While never as famous

among the Weird Tales circle as Seabury Quinn, Robert E. Howard or H.P. Lovecraft,

Wellman was a contributor to that and other magazines, struck up friendships and

engaged in literary swaps and inside-references. Like the works of Lovecraft, much of

Wellman's supernatural fiction was subtly interconnected, often through his heroes: John

Thunstone, the occult detective; Judge Pursuivant, Lee Cobbett, and John, sometimes

called by others Silver John or John the Balladeer. At times these personages met each

other to battle common foes, such as the strange and old Shonokin, and thus one series of

stories would be put in line with another.

The Wellman Mythos exists on the very fringes of the shared Cthulhu Mythos. In his

stories, Wellman only made two explicit references to Lovecraft—both times the

Necronomicon—and one of those was a pastiche and tribute to Lovecraft himself, and

outside of his interconnected stories. Although this connection is tenuous, Wellman did

sometimes make good use of Lovecraftian tropes, particularly the notion of things from

outside intruding on reality, the prominence of cults, and strange survivals. These

elements make it relatively easy and attractive to incorporate ideas from Wellman's

Mythos into a Call of Cthulhu chronicle.

Aside:Wellman's characters John Thunstone and Rowley Thorne (and Wellman himself!)

also were made reference to in the stories of Jules de Grandin; Seabury Quinn's occult

detective.

Wellman‘s Mythos, like Derleth‘s, focuses on the struggle between good and evil. Where

Derleth focuses on cosmic opposites, Wellman‘s focus is almost always on the human

individuals, their characters and choices. The almost unconscious racism and sexism

found in Lovecraft's works are absent from Wellman‘s stories, with men and women of

all races and ethnicity enjoying their own heroes and villains. These are positive qualities

for Keepers and investigators interested in fighting the Mythos. Wellman‘s characters

often, though not always, persevere and triumph due to strong Christian principles and

associated occult devices, but this is not an absolute requirement for his Mythos and

should hopefully not turn off anyone.

Of Manly Wade Wellman's John stories, the one that was most similar to Lovecraft was

One Other. In the story, John climbs Hark Mountain to view the Bottomless Pool.

[…] it was blue as the sky, but with a special light of its own; how no water ran into it,

excusing some rain, but it stayed full; how you couldn't measure it, you could let down a

sinker till the line broke of its own weight. […] Down in the Bottomless Pool's blueness

wasn't a fish, or a weed of grass. Only that deep-away sparkly flash of lights, changing as

you spy changes on a bubble of soap blown by a little child. (Wellman)

The soap bubble metaphor comes up a good deal in the short story, as John and the girl

he tries to save from herself try to come to grips with One Other, a strange being,

dripping with water from the Bottomless Pool and with one arm and one leg. John

postulates that the creature is from another world, that the Bottomless Pool is a kind of

bubble-skin where the two dimensions meet, and that One Other is a traveler from that

other place—and that the one arm and one hand isn't its true appearance, but as close as it

can manage under the circumstances. One Other is limited in his ability to act in this

dimension, and so needs human helpers—some of them he gets by providing precious

stones of prodigious size from his place, others he helps in different ways, which the

back-country people he deals with see as witchcraft. John finally drives One Other back

into the pool using fire.

It's a curious little story, with a number of different Lovecraftian elements in place,

although the presentation is pure Wellman. There's a great bit of play on superstition

versus science, with the normally slightly occult John falling back on a book called

Expanding Universe and whose arsenal of charms against evil fail him completely when

he meets something from outside, and One Other whose abilities may seem like magic

but which John thinks are just natural in its own place.

Keeper's Note: Using the Wellman Mythos The primary difference between running a game based on Wellman‘s stories than more

Lovecraftian works is that the emphasis is on the Occult skill, not the Cthulhu Mythos

skill. The investigators may well see some sanity-bending sights, come across dark

tomes, encounter ancient living relics, and encounter dark cults with strange powers, but

for the most part these critters, cultists, and creepy books are rather more mundane than

the average Cthulhu Mythos offering. This isn‘t always the case, and some liberties have

been taken with the material provided to emphasize the most prominently Lovecraftian

aspects, but it does present a major difference in how to run the two games.

Normal Call of Cthulhu games, like the stories themselves, hinge on the sanity-bending

revelations as the investigators peel back the onion-skins of horror. Wellman's stories are

more action packed, the threats typically have more human and understandable

motives—it is when this is not the case that the protagonists have their greatest troubles!

A Wellman Mythos adventure can thus serve as a lighter interlude between darker stories

or as an introduction into darker stories. The novelty of Wellman's creations can be used

to throw a slight curve ball to the dedicated Mythos-phile among the investigators, to

suggest to them that there is yet more to the Mythos than they know.

What follows below are a few bare selected items from the Wellman Mythos, which can

be easily incorporated into most games.

New Mythos Creature 2 The Shonokin

The Shonokin Lesser Independent Race Source: The Dead Man's Hand, The Shonokins, Shonokin Town, After Dark (novel)

The Shonokins are an old race, old before the First Peoples came to North America, and

wise and evil. The United States Government has mislabeled them as a Native American

tribe, and given them lands where they have settled into small, isolated townships. Once

they rules North America, and now they wish to return. They are generally human in

appearance, except for their cat-like eyes and the fact that the longest fingers on their

hands are their index fingers. Shonokins are typically dressed in concealing homespun

garments that might hide other, more inhuman features.

The Shonokins are ageless and have a strange, inhuman mindset. They do not believe in

the soul or spirit, and death is anathema to them—a dead member of their own race is

taboo to them, a thing they will not touch or even approach. When one of them dies by

accident or combat, they avoid the corpse entirely, or hire humans to remove it; the

Shonokins will even avoid the grave where a dead Shonokin lies, and give it a wide

bearth. The method of their reproduction is unclear and apparently assexual; humans may

be transformed into Shonokin or something similar through a strange rite.

Char Rolls Averages

STR 2d6+6 13

CON 2d6+6 13

SIZ 2d6+6 13

INT 2d6+6 13

POW 3d6x2 20-22

DEX 2d6+6 13

Mov 6 HP 13

Av. Damage bonus +0

Weapons: Grapple 20%; some may carry firearms or other weapons

Armor: None

Spells: INT% chance of knowing 1d4 spells, though never any involving spirits or the

dead

Skills: Hide 70%, Listen 50%, Occult 50%, Sense Dead Shonokin 100%, Sneak 70%,

Spot Hidden 50%

Sanity Loss: Seeing a Shonokin costs no Sanity points; if the character sees a Shonokin

they had previously met before as a human, the cost is 0/1 Sanity point.

Pow-Wows, or The Long-Lost Friend Source: Numerous stories, notably The Valley So Still; see also the full text

Wellman conducted rather more work into researching magic than Lovecraft did during

his lifetime, but focused especially on a few volumes that were especially prevalent in the

American occult tradition, the Egyptian Secrets of Albertus Magnus and Pow-wows, or

The Long-Lost Friend.

New Mythos Tome 7 Der Lange Verborgene Freund Der Lange Verborgene Freund—German, Johann Georg Hohman, 1820 Principally, this book and its various English translations are a collection of receipts,

cantrips, charms, and advice drawn from multiple books of spells and the prodigious

German charm tradition. Hohman, a literate and pious German immigrant to the

Americas, printed the first editions in German (1820) and English (1846) as a pamphlet

or chapbook, but many more illegal copies followed, so that it is rather widely available

in the 1890s and even the 1920s. Sanity loss: 0; Occult +3 percentiles (original German

edition), +1 percentiles (1846 English translation by Hohman himself), or +2 percentiles

(1856 and later English translations, by more fluent translators). Spells: Bind Enemy,

Charm Animal (dogs only), Cure Blindness, Heal, Healing, Heal Animal, Warding the

Eye.

Note: Special thanks to Dan Harms for his work on the subject; I look forward to his

book.

The Deep School Source: Letters of Cold Fire, Twice Cursed, School of Darkness (novel)

The Deep School is an academy of the dark occult arts, located in a cellar beneath a

cellar. Many begin their studies there, but few finish. The students live and learn in

darkness for years, with never a stray shaft of light—for light would destroy what was

taught there. The scholars remain until they are taught, or until they go away into the

dark, never to be seen again. Once a day, a trap door opens, and a hand shaggy with dark

hair thrusts in food. Those few who survive for seven years are given, written in letters of

cold fire, which can only be read in the dark.

New Mythos Tome 8 Schoolbook of the Deep School Schoolbook of the Deep School—Letters of Cold Fire, author unknown, date

unknown. This book is not larger than a school speller, and is bound in a dark, untanned

hide from which grows a rank, coarse black hair. When looked at in the light, the book

appears blank, but in the darkness the pages burn with letters of cold fire, that anyone can

read. Some occultists think the schoolbooks of the Deep School are suitable substitutes

for the Necronomicon—at least for some applications. Sanity Loss 1d6/1d10 Sanity

points, Occult +18 percentiles, average 52 weeks to study and comprehend. Spells:

Endarken

New Mythos Spell 6 Endarken This spell may only be cast when reading from a schoolbook of the Deep School, and

only in pitch darkness without any source of light, and costs 10 Magic Points. The reader

of the book may then duplicate the effects of any Cthulhu Mythos spell of which they

have knowledge save those that create light, without expending any Magic Points or

POW. These effects are completely illusory—they cannot cause any damage, or summon

or banish any Mythos creature (although illusions of Mythos creatures may be made to

appear and disappear). Sanity costs from spells or "summoned" creatures affect the

wizard or any nearby investigators as normal.

The above are only a small sampling from Wellman's body of work. Much more could be

done, for I have not really touched any of the various spells, artifacts, rites, and creatures

used in Wellman's work—such as the Hand of Glory, sin-eating, or the fiendish gardinel.

Creatures like Khongabassi, the Frogfather, can easily fit into the Mythos as a spawn or

avatar of Tsathoggua.

Scenario: The Terrible Parchment The Terrible Parchment is a 1937 story by Manly Wade Wellman, written as a tribute to

Lovecraft the year he died. This brief scenario basically allows the players to replay the

events of the short story, which is sufficiently obscure that most of them won't be familiar

with it. In short, a page from the Necronomicon arrives in the mail—and tries to get the

players to read it.

Scenario Considerations This is a relative brief scenario which is primarily designed as a humorous one-off game,

but can also serve as an aside to a longer campaign or even an introduction to the Mythos.

The scenario is suitable for characters of any experience level, though preferably ones

that have not read the Necronomicon yet.

The Terrible Parchment is set in 1937, but can work unchanged from 1923 to the present

day. If set before 1923, the delivery magazine should be different.

Keeper's Information One of the investigator's receives a copy of Weird Tales in the mail. As the characters

retrieve is, a page will flutter to the floor—not pulp paper, but a rectangle of tawny, limp

parchment, grained on one side with scales, like the skin of some unfamiliar reptile; the

other side is a smoother surface with pore-like markings and lines of faint, rusty Arabic

text. One Greek word at the upper edge of the page stands out in all caps:

NEKPONOMIKON.

On close inspection, the page is weird. The ink is fresh, almost wet. If any of the

investigators have less than 100% in Arabic, then the will notice that the last line of the

text, which at first appeared to be Arabic, will be in Latin. If the investigator(s) have

trouble with Latin, the text will change again—this time to English or whatever other

language is native for the investigator. Once the page settles on a language the

investigator(s) can read, the text quickly translates itself one line at a time, starting from

the last line. Whatever language it is in, the meaning of the sheet of parchment is clear—

it wants to be read.

The page has a life, awareness, and mobility of its own. If laid down or filed away, it will

slither and slide back into view. Initially it will do this as innocuously as possible—

slipping out from under paper weights, flopping down from tables onto floors with a

quiet, stealthy rustle. If actively opposed, it will attempt to force itself into sight, crawling

along the ground in a gruesome parody of an inchworm, even climbing up an

investigator's leg. The page is immune to most damage, such as from cutting or fire, and

is implacable. If trapped, it will do its best to escape, displaying unnatural agility and

intelligence. While an investigator owns it, the terrible parchment acts as a stone tablet

subject to the Enchant Stone Tablet spell (p.235, CoC).

When the terrible parchment fully translates itself into a language the investigator can

read, the briefest glance at the text costs 1d10/2 Sanity points (as if the investigator had

skimmed the Necronomicon itself). If the full text is read (this takes about five minutes),

the investigator gains Cthulhu Mythos +1 percentiles and loses 1d10 Sanity points. The

page contains the spell Contact Cthulhu. Unlike other versions of this spell, when read

directly off the terrible parchment this spell will always be successful.

In the original short story, the parchment is destroyed when a priest is called and douses

the unholy parchment in holy water, causing it to crinkle and burn as if exposed to acid.

Investigators are likely to find their own methods to deal with the terrible parchment—

certain magical spells can be effective to bind or damage it, and it will avoid the Elder

Sign—indeed, if brought in contact with an Elder Sign, both the parchment and the Elder

Sign will be destroyed. Because of the page‘s connection to Cthulhu, it may be destroyed

by an appropriate invocation to an opposing entity such as Hastur (either Contact Hastur

or Call Hastur)—although such an action has its own consequences, and the players are

unlikely to have the means readily at hand to make use of such a gambit!

Ultimately, the keeper should allow the investigators their own head and let them use

whatever resources they have available to contain, destroy, or even use the terrible

parchment. If imprisoned or escaped from, the terrible parchment may even be a

recurring character.

Left unanswered is the question of who sent the terrible parchment and why—this could

be part of a larger Mythos-based plot, or a single bizarre, inexplicable episode. Each

Keeper should craft their own answer, dependent on the content and needs of their

campaign. Possibly a cultist or Mythos entity intended the terrible parchment as a trap or

blasphemous award to the investigators for their efforts so far.

Investigator Information An immediate glance at the parchment will show that it is not a normal page from Weird

Tales magazine, and that it is not even a regular sheet of parchment—either the sheep it

came from suffered from a degenerative skin disease, or more likely the skin is not from

a sheep at all. Anything more than a cursory physical examination is difficult, and the

parchment itself will resist any chemical or scientific analysis.

The Weird Tales magazine itself does not give much of a clue; if the investigator is not a

regular subscriber, then the mailman will claim it must have been delivered by mistake.

The magazine itself has not been otherwise tampered with, although slight stains show

where the parchment had been inserted, between a poem by Ward Phillips at the end of

one story and the start of another story, a reprint of "The Burrower Beneath" by Robert

Harrison Blake. A call to the magazine offices (the phone number is inside) will not

reveal any additional information, treating the investigator as if they are pitching a story

(the Keeper, in character, may suggest some methods for ―ending‖ the story, i.e. give the

readers some clues to how they might destroy the terrible parchment).

The last line of the parchment, when it can be read, says ―Chant the spell and give me life

again.‖ The rest of the page, read line-by-line, is an invocation—the Call Cthulhu spell. A

successful Cthulhu Mythos roll will identify the spell contained therein, and the

consequences of using it. Experienced investigators will be able to pick out the name

―Cthulhu‖ even before the parchment begins translating itself, which may give them

some clue as to the contents and strange nature of the terrible parchment.

New Mythos Creature 3 The Terrible Parchment The Terrible Parchment

STR 2

CON 20

SIZ 1

DEX 20

INT -

POW 20

SAN 0

HP 1

Damage Bonus: None

Weapon: Paper Cuts 10% damage 1d2

Spells: Dominate (Read itself only)

Skills: Climb 35%, Cthulhu Mythos 18%, Dodge 50%, Hide 45%, Library Use 100%,

Sneak 55%, Track 40%

Sanity Loss: 0/1d4 to see and examine parchment, 1/1d4 to glance at text when in a

language the character knows, 1d10 to actually read the full text of the parchment.

The Terrible Parchment is immune to normal physical damage from any sort of weapon,

fire, or acid. It is however still vulnerable to magic and some unusual methods of

destruction. While not very strong, it can apply its strength at any point, so as to slip out

from under heavy objects.

The A. Merritt Mythos Abraham Merritt‘s novel The Moon Pool (1919) actually began as two short stories, The

Moon Pool and Conquest of the Moon Pool, which were patched together and printed as a

single book. Merritt's work was very popular for its day and it is easy to see how the

prose, particularly the first half, could have had an influence on H.P. Lovecraft. The

content of the book is fairly compatible with the Mythos as popularly conceived, and the

purpose of this post is to pick among the book for elements that can be introduced by

Keepers into a Mythos campaign.

Murian Technology Murian tech is ancient, and derived from the wonders of the Ancient Ones. Few examples

of it remain, and the followers of the Shining One enforce their authority in part by

hoarding what artifacts remain.

The Keth She dipped down into her bosom and drew forth something that resembled a small cone

of tarnished silver. She levelled it, a covering clicked from its base, and out of it darted a

slender ray of intense green light.

It struck the old dwarf squarely over the heart, and spread swift as light itself, covering

him with a gleaming, pale film. She clenched her hand upon the cone, and the ray

disappeared. She thrust the cone back into her breast and leaned forward expectantly; so

Lugur and so the other dwarfs. From the girl came a low wail of anguish; the boy

dropped upon his knees, covering his face.

For the moment the white beard stood rigid; then the robe that had covered him seemed

to melt away, revealing all the knotted, monstrous body. And in that body a vibration

began, increasing to incredible rapidity. It wavered before us like a reflection in a still

pond stirred by a sudden wind. It grew and grew—to a rhythm whose rapidity was

intolerable to watch and that still chained the eyes.

The figure grew indistinct, misty. Tiny sparks in infinite numbers leaped from it—like, I

thought, the radiant shower of particles hurled out by radium when seen under the

microscope. Mistier still it grew—there trembled before us for a moment a faintly

luminous shadow which held, here and there, tiny sparkling atoms like those that pulsed

in the light about us! The glowing shadow vanished, the sparkling atoms were still for a

moment—and shot away, joining those dancing others.

Where the gnomelike form had been but a few seconds before—there was nothing!

(Merritt)

The Keth is a ray weapon with a maximum range of about ten meters. A successful attack

deals no damage, but in a number of rounds equal to their Size the subject disintegrates

completely. The Keth is only effective against purely material victims, and will not affect

Mythos entities that are intangible, energy-based, or that consist of purely non-terrestial

or extradimensional matter (such as most Great Old Ones and Elder Gods). A typical keth

has a maximum of 100 charges and may not be recharged.

Cloaks of Invisibility ―The material simply admits all light-vibrations, or perhaps curves them, just as the

opacities cut them off,‖ I answered. ―A man under the X-ray is partly invisible; this

makes him wholly so. He doesn‘t register, as the people of the motion-picture profession

say.‖ (Merritt)

Certain Murians make use of light-bending cloaks, which allow them to move invisibly.

This is excellent camouflage, and individuals wearing a cloak of invisibility

automatically pass all Sneak rolls unless special precautions or perceptions are in order,

and enemies that rely on sight halve their chance to hit the wearer.

Yekta Almost every bather in Southern waters, Northern too, knows the pain that contact with

certain ―jelly fish‖ produces. The Yekta‘s development was prodigious and, to us,

monstrous. It secretes in its five heads an almost incredibly swiftly acting poison which I

suspect, for I had no chance to verify the theory, destroys the entire nervous system to the

accompaniment of truly infernal agony; carrying at the same time the illusion that the

torment stretches through infinities of time. Both ether and nitrous oxide gas produce in

the majority this sensation of time extension, without of course the pain symptom. What

Lakla called the Yekta kiss is I imagine about as close to the orthodox idea of Hell as can

be conceived. The secret of her control over them I had no opportunity of learning in the

rush of events that followed. Knowledge of the appalling effects of their touch came, she

told me, from those few ―who had been kissed so lightly‖ that they recovered. Certainly

nothing, not even the Shining One, was dreaded by the Murians as these were—W. T. G.

(Merritt)

The yekta is a plant-like jellyfish, smaller versions of which may be worn wrapped

around the arm of those who know the secret to controlling them, and which will attack

(80%, damage 1d4+venom) at the wearer's command. The speed of effect is 1 round,

POT 3d10. The subject is paralyzed and in seemingly endless agony until they die or the

effect wears off.

Denizens of Muria Muria is a typical ―lost world,‖ but it has many prominent and noteworthy entities that

can be popped into a Mythos game.

The Shining One (The Dweller in the Moon Pool) And then, for the first time—I saw—it!

The moon path stretched to the horizon and was bordered by darkness. It was as though

the clouds above had been parted to form a lane-drawn aside like curtains or as the waters

of the Red Sea were held back to let the hosts of Israel through. On each side of the

stream was the black shadow cast by the folds of the high canopies And straight as a road

between the opaque walls gleamed, shimmered, and danced the shining, racing, rapids of

the moonlight.

Far, it seemed immeasurably far, along this stream of silver fire I sensed, rather than saw,

something coming. It drew first into sight as a deeper glow within the light. On and on it

swept toward us—an opalescent mistiness that sped with the suggestion of some winged

creature in arrowed flight. Dimly there crept into my mind memory of the Dyak legend of

the winged messenger of Buddha—the Akla bird whose feathers are woven of the moon

rays, whose heart is a living opal, whose wings in flight echo the crystal clear music of

the white stars—but whose beak is of frozen flame and shreds the souls of unbelievers.

Closer it drew and now there came to me sweet, insistent tinklings—like pizzicati on

violins of glass; crystal clear; diamonds melting into sounds!

Now the Thing was close to the end of the white path; close up to the barrier of darkness

still between the ship and the sparkling head of the moon stream. Now it beat up against

that barrier as a bird against the bars of its cage. It whirled with shimmering plumes, with

swirls of lacy light, with spirals of living vapour. It held within it odd, unfamiliar gleams

as of shifting mother-of-pearl. Coruscations and glittering atoms drifted through it as

though it drew them from the rays that bathed it.

Nearer and nearer it came, borne on the sparkling waves, and ever thinner shrank the

protecting wall of shadow between it and us. Within the mistiness was a core, a nucleus

of intenser light—veined, opaline, effulgent, intensely alive. And above it, tangled in the

plumes and spirals that throbbed and whirled were seven glowing lights.

Through all the incessant but strangely ordered movement of the—thing—these lights

held firm and steady. They were seven—like seven little moons. One was of a pearly

pink, one of a delicate nacreous blue, one of lambent saffron, one of the emerald you see

in the shallow waters of tropic isles; a deathly white; a ghostly amethyst; and one of the

silver that is seen only when the flying fish leap beneath the moon.

The tinkling music was louder still. It pierced the ears with a shower of tiny lances; it

made the heart beat jubilantly—and checked it dolorously. It closed the throat with a

throb of rapture and gripped it tight with the hand of infinite sorrow!

Came to me now a murmuring cry, stilling the crystal notes. It was articulate—but as

though from something utterly foreign to this world. The ear took the cry and translated

with conscious labour into the sounds of earth. And even as it compassed, the brain

shrank from it irresistibly, and simultaneously it seemed reached toward it with

irresistible eagerness. (Merritt)

In the hidden caverns of Muria, the Shining One resides, a pillar of light, crystal, and

sound, a consuming force that hungers to spread its touch to all that lives. It was initially

created by members of a great and ancient subterranean race, the Silent Ones, in an

experiment similiar to that which led to the creation of the Shining Trapezohedron, to

discern the secrets of the cosmos. Their success proved their undoing.

Cult: The cult of the Shining One is strong in Muria, where it has supplanted the ancient

worship of lunar and solar gods, and fragments of this worship remain in the outer world,

hidden in the rituals and initiations of certain secret societies in Asia, and even parts of

Eastern Europe. The Shining One wishes only to be free on the surface again.

New Mythos Creature 4 The Shining One The Shining One

STR 50

CON 35

SIZ 50

INT 30

POW 30

DEX 15

Move 10

HP 45

Damage Bonus: As energy, not applicable

Weapon: Moontouch 80%, damage special*

Effective at 100 feet or less; 1 attack per round. The light of the moontouch may be

dodged. With a sucessful attack, the target becomes moontouched and loses 2d10 POW

permanently, which are added to the Shining One's POW. If the subject loses all POW,

they become a zombie under the Shining One's control. Metal armor may be proof

against the moontouch, provided all of the skin is concealed.

Armor: The Shining One is constantly protected by an effect identical to the Cloak of

Fire spell, and is also immune to heat, cold, and acid. Electricity and magic affects it

normally. If the Shining One is ever brought into contact with the Shining

Trapezohedron, both are destroyed.

Spells: None; the Shining One's great weakness is its inability to use Mythos magic.

Sanity Loss: 1d3/1d20 Sanity points to see the Shining One

Other Qualities: The Shining One can fly, and move on or through air, water, and

through any gap or crack wide enough for light to spill, but it cannot move through earth

or other dense materials. As currently bound, the Shining One can only venture forth

from Muria in the moonlight, and must return before the moon sets.

Moontouched He ripped open his shirt.

―Look at this,‖ he said. Around his chest, above his heart, the skin was white as pearl.

This whiteness was sharply defined against the healthy tint of the body. It circled him

with an even cincture about two inches wide.

―Burn it!‖ he said, and offered me his cigarette. I drew back. He gestured—peremptorily.

I pressed the glowing end of the cigarette into the ribbon of white flesh. He did not flinch

nor was there odour of burning nor, as I drew the little cylinder away, any mark upon the

whiteness.

―Feel it!‖ he commanded again. I placed my fingers upon the band. It was cold—like

frozen marble. (Merritt)

Anyone struck by the Shining One‘s moontouch attack is permanently marked with dull,

marble-like flesh where the light struck them. The flesh is always cool and numb. Should

a victim lose their entire POW to moontouch attacks, they will become a zombie under

the Shining One‘s control. The Shining One will always pursue victims it has touched but

not claimed first, given the opportunity. Magic, and perhaps alien science, may cure the

moontouched, but no cure exists in human science or medicine.

The Three Silent Ones …down upon me, gazed three faces—two clearly male, one a woman‘s. At the first I

thought them statues, and then the eyes of them gave the lie to me; for the eyes were

alive, terribly, and if I could admit the word—supernaturally—alive.

They were thrice the size of the human eye and triangular, the apex of the angle upward;

black as jet, pupilless, filled with tiny, leaping red flames.

Over them were foreheads, not as ours—high and broad and visored; their sides drawn

forward into a vertical ridge, a prominence, an upright wedge, somewhat like the visored

heads of a few of the great lizards—and the heads, long, narrowing at the back, were

fully twice the size of mankind‘s!

Upon the brows were caps—and with a fearful certainty I knew that they were not caps—

long, thick strands of gleaming yellow, feathered scales thin as sequins! Sharp, curving

noses like the beaks of the giant condors; mouths thin, austere; long, powerful, pointed

chins; the—flesh—of the faces white as the whitest marble; and wreathing up to them,

covering all their bodies, the shimmering, curdled, misty fires of opalescence!

―Not like us, and never like us,‖ she spoke low, wonderingly, ―the Silent Ones say were

they. Nor were those from which they sprang like those from which we have come.

Ancient, ancient beyond thought are the Taithu, the race of the Silent Ones. Far, far

below this place where now we sit, close to earth heart itself were they born; and there

they dwelt for time upon time, laya upon laya upon laya—with others, not like them,

some of which have vanished time upon time agone, others that still dwell—below—in

their—cradle.‖ (Merritt)

The Silent Ones are scientists, of a sort, remnants of an ancient race that arose in the

warm caverns near the center of the earth. These three are the greatest explorers of their

race, but their great creation to probe the cosmos, the Shining One, turned against them.

Now they sit in uneasy truce, unwilling or perhaps unable to destroy their great creation.

Cult: The Silent Ones are worshipped mainly by the Akka, giant bactrachians that are

distant relatives of the Deep Ones.

New Mythos Creature 5 The Silent Ones The Silent Ones (Greater Independent Race)

STR 40

CON 45

SIZ 25

INT 60

POW 60

DEX 15

Move 10

HP 25

Damage Bonus: +5d6

Weapon: The Silent Ones are pacifistic, and do not normally engage in battle, but if

forced or necessary, they have Aim 100% for casting spells or targeting superscience

weapons.

Armor: 10 point scales; the luminious and opalescent mists offer 50% protection from

any energy weapon. The Silent Ones are immune to the moonlight touch of the Shining

One.

Spells: The Shining Ones may be considered to know or reproduce the effects of all

spells, but accomplish their ends through the use of their supernatural science and

manipulation of unusual forms of energy, not typical Mythos incantations and

paraphernalia. In addition, the Shining Ones communicate nearly entirely through

telepathy, often through a chosen human speaker.

Sanity loss: 1d3/1d10 to see the Shining Ones

Akka ―Then there came the ancestors of the—Akka; not as they are now, and glowing but

faintly within them the spark of—self-realization. And the Taithu seeing this spark did

not slay them. But they took the ancient, long untrodden paths and looked forth once

more upon earth face. Now on the land were vast forests and a chaos of green life. On the

shores things scaled and fanged, fought and devoured each other, and in the green life

moved bodies great and small that slew and ran from those that would slay.

"They searched for the passage through which the Akka had come and closed it. Then the

Three took them and brought them here; and taught them and blew upon the spark until it

burned ever stronger and in time they became much as they are now—my Akka.‖

(Merritt)

The Akka are giant, highly social bactrachians who serve the Silent Ones. They are

highly distant cousins of the Deep Ones, whose evolution diverged hundreds of

thousands of years ago. They are larger than most Deep Ones, and more intelligent, either

because of or in spite of not breeding with humans, and spend more time out of water, but

have no knowledge of magic to speak of. An Akka may be accidentally summoned by a

Contact Deep One and similar spells.

New Mythos Creature 6 Akka Akka (Lesser Independent Race)

Char Rolls Averages

STR 5d6 17

CON 4d6 14

SIZ 4d6+6 23-24

INT 3d6+3 15

POW 2d6 6-8

DEX 3d6 10-11

Mov 10/10 Swimming

HP 16-17

Damage Bonus: +1d6

Weapon: Claw 25%, damage 1d6 + db; Spear* 25%, damge 1d6 + db

*Impaling weapon

Armor: 1-2 point skin and scales; Akka armed for combat typically wear another 3-4

points of armor in the form of helmets, braces, pectorals, and the like.

Spells: None

Sanity loss: 0/1d6 Sanity points to see an Akka; Akka are considered Deep Ones and vice

versa for purposes of sanity loss when first seeing one.

Mystery Men Mythos Before the advent of four-color superheroes, the world of pulp adventure belonged to

masked vigilantes. These men and women brought justice to their streets, fighting crimes

and criminals too weird for the police, using methods the cops could not. Some of the

costume adventurers wove an aura of mystery and half-truths around themselves, using

fear and intimidation to gain an edge over the superstitious and cowardly criminal

element; others hinted at mystic abilities or relied on homebrewed superscience to defeat

their foes.

Mystery men slip relatively easily into the Mythos. Early pulp heroes were rarely

superhuman in their attributes, and concerned with secrecy, weird crimes, mysteries, the

latest scientific breakthroughs and sometimes the strangest mystic beliefs. A given

masked crusader might have stumbled onto a Mythos-cult or Mythos-based crime, such

as a theft from a local museum, the death of a prominent local scientist, the strange

disappearance of a group of bootleggers in the strange tunnels on the outskirts of town, or

any other odd occurrence. Alternately, the masked vigilante might be empowered by the

Mythos in some fashion, and thus become the subject of the player‘s investigation, or the

investigators and the players could appear to be facing the same cult or individual and

decide to join forces and information.

Whatever the case, Mythos-based mystery men are generally secretive, egotistical,

adventurous, and well-prepared. These are people who have the knowledge and ability to

fight crime or pursue their own goals, and the desire (or perhaps common sense) to

conceal their identity while doing so; this bespeaks a very driven nature. Imagine what

precautions you yourself would take if you seriously decided to become a masked

crimefighter or villain. Any mystery men that operate for a few months without being

caught, while not necessarily any better than the average investigator, will have made

emergency arrangements that give them an edge on others—much as how modern-day

survivalists stockpile of weapons and canned food might pay off if civilization does take

a dramatic turn for the worst.

The following Masked Mythos are given as examples that Keepers may choose to

incorporate in their games, however they see fit. Investigators may end up working with

them, or facing off against them; they may be the heroes or villains of an encounter as

necessary.

The Asp Turf: Paris

Description: An athletic, dark woman who wears a wig and black cotton dress somewhat

in the style of ancient Egypt, with her eyes blacked out by kohl. She bears a small

revolver crafted like a spitting serpent, and a sword-stick whose handle resembles and

asp‘s head.

Legend:A dusky-skinned female adventurer, the Asp is a notorious vigilante who strikes

down art thieves, dealers in the trade of illicit paintings and antiquities, and

counterfeiters. Both client and purveyor are equally guilty in her gaze, and liable to feel

the bite of the Asp. Her victims are often discovered killed by blade or bullet, each

marked with an unknown but deadly snake venom. The French newspapers would be

unanimous in their praise for the Asp‘s work, had her exploits not coincided with the

disappearance of several ancient Egyptian artifacts and paintings at the same time. As it

stands, those few in Paris who know of her activities half believe her a thief herself.

Secret Identity: Julienne Dupois, an attendant herpetologist at the Ménagerie du Jardin

des Plantes in Paris. Julienne traces her heritage to Napoleon‘s expedition to Egypt, when

one of his lesser officers brought home a pretty young Egyptian wife. Julienne pretends a

limp, requiring the use of a cane (her sword-stick) and disguising her natural agility.

Mythos Connection: Julienne‘s ancestress was part of an ancient and degenerate cult of

Yig, subsumed in a morass of Egyptian superstition. While Julienne inherited the cult‘s

rites and lore—her costume as the Asp is a modern variation on the ancient priestess

garments—she also inherited terrible feuds with rival cults, such as the Brotherhood of

the Black Pharaoh, and the duty to see that their gods do not awaken. Her half-brother is

a Child of Yig that Julienne cares for in a hidden chamber at the Ménagerie, and it is his

venom that coats her weapons.

The Asp

STR 13

CON 13

SIZ 9

INT 16

POW 20

DEX 18

APP 18

EDU 18

SAN 55

HP 11

Damage Bonus: None

Weapons: Sword-stick 80%, damage 1d6*; Asp pistol 75% (7.65mm revolver), damage

1d8*

*A successful hit also delivers a dose of venom from a half-human Child of Yig. There is

no known antivenin for this poison, and the afflicted will die in agony with a few minutes

if cut or stabbed by the blade, and in few days if shot (most of the venom oxidizes when

the bullet is fired, lessening its effects).

Skills: Ancient Egyptian 20%, Art History 85%, Climb 55%, Cthulhu Mythos 17%,

Disguise 60%, Dodge 66%, English 50%, French 90%, Herpetology 80%, Hide 65%,

Jump 45%, Library Use 35%, Occult 80%, Persuade 75%, Sneak 60%, Spot Hidden 33%

Spells: Charm Reptile (as Charm Animal, but only works on snakes and other reptiles,

including Serpent Men and the Children of Yig); given 1d3 months of research and

practice, the Asp can create and learn a Command Animal spell for any specific species

of snake.

Equipment: Asp stick (sword-stick, contains Child of Yig venom reservoir), Asp Pistol

(7.65mm pistol, bullets soaked in Child of Yig venom), collection of Egyptian magical

scrolls describing the rites, spells, and cults of Yig (Ancient Egyptian; Cthulhu Mythos

+10 percentiles; -1d10/1d20 Sanity points; Spells: Charm Reptiles, various Command

Animal (snake species) spells.

The Dream of Justice Turf: Washington D.C.

Description: A shadowed figure, half-remembered from the lands of sleep, never seen

clearly.

Legend: In the heart of America, the bad sleep well—racketeers, gangsters, corrupt union

officials and common murderers and thieves rest after their days and nights of terrible

labor, only some never awaken, their bodies found riddled with bullets. Others who have

survived their encounters whisper of being stalked in their dreams by a thing out of

nightmare, a tyrannical figure that beat the confessions of their crimes out of them—and

sure enough, several times the police have received cryptic tips and evidence via

anonymous mail, enough to send dozens of criminals to jail for their crimes.

Secret Identity: Dr. Sidney Lee Josephs, a genial older psychologist whose bright smile

hides a broken heart: his wife and children were taken from him, murdered in his home as

they slept by a thief. The thief was never caught, but Josephs found justice all the same,

through his dreams.

Mythos Connection: Josephs, with the aid of a certain mystic pillow, the deft use of

narcotics (making good use of his prescription pad), and certain things he has learned

though correspondence with an experienced dreamers has gained access to the

Dreamlands and certain related abilities, which he uses to waylay and punish sleeping

criminals. As he continues in his adventures, the Dream of Justice will no doubt

encounter stranger creatures from beyond the fields we know.

The Dream of Justice

STR 10

CON 17

SIZ 12

INT 18

POW 18

DEX 12

APP 14

EDU 25

SAN 66

HP 16

Damage Bonus: None.

Weapons: Syringe 75%, damage 1 + contents

Skills: Chemistry 20%, Credit Rating 50%, Cthulhu Mythos 3%, Dream Lore 53%,

Dreaming 58%, English 100%, German 30%, Library Use 50%, Medicine 60%, Persuade

90%, Pharmacy 60%, Psychology 88%

Spells: Brew Dream Drug, Dream Vision, Implant Fear, Implant Suggestion, Mesmerize,

Nightmare, Send Dreams, Snare Dreamer

Equipment: Odic Pillow (allows the sleeper to use the Wandering Soul spell when they

sleep with it under their head; unlike the regular spell the pillow allows the user to move

in time rather than space, so as to view past events), collection of letters with Randolph

Carter and Moris Klaw (English; 25 weeks to study and comprehend; Dream Lore +16

percentiles; 1d8/2d8 Sanity loss; Spells: Brew Dream Drug, Dream Vision, Nightmare,

Send Dreams, Snare Dreamer).

Mason & Dixon Turf: London

Description: Mason is a tall, older gentleman with auburn hair going to grey at the

temples and blue eyes, often impeccably dressed and never without his trademark cane,

and often a small revolver or two in his pockets. Dixon is younger, shorter and with a

more slender build than Mason, sporting light brown hair and brown eyes, his clothing

often finely made but shows signs of wear and neglect. When ―in character‖ the two wear

matching tuxedoes, with half-capes, white gloves, and domino masks.

Legend: Mason & Dixon are gentlemen detectives, aesthetes who move about the

different strange social circles of London, picking up on unusual and clever crimes and

solving the mysteries behind them, preferably by abetting the police rather than in spite

of them. While not afraid of a spot of danger, particularly Mason, the pair prefer to leave

actual arrests and the like to the coppers and Scotland Yard, a cooperative attitude which

has endeared them to certain of the officials that would otherwise frown on their

activities.

Secret Identity: ―Mason‖ is Sir Edwin Holland, one of the Holland Baronets; and

―Dixon‖ is Conn de Genkell, third son of the Baron Aghrim. De Genkell‘s older brothers

were killed in the Sudan, leaving him as heir to the title when his father dies.

Mythos Connection: Mason & Dixon mostly concern themselves with the elaborate

frauds, murders, and blackmail that preoccupy London‘s upper classes, but in their time

have run into quite a few unusual—some would say supernatural—elements which have

tested their resolve and mental fortitude, including encounters with ghouls, the by-blow

last heir of the De la Poer line, and the terrible Worms of the Earth.

Mason

STR 17

CON 17

SIZ 15

INT 15

POW 14

DEX 13

APP 12

EDU 20

SAN 73

HP 18

Damage Bonus: +1d4

Weapons: Fist/Punch 60%, damage 1d3+db; .45 revolver 85%, damage 1d10+2

Skills: Credit Rating 75%, Dodge 35%, Drive Automobile 25%, English 100%, French

14%, German 14%, Greek 25%, History 30%, Know London 75%, Latin 25%, Law 40%,

Listen 80%, Occult 18%, Persuade 50%, Sneak 22%

Equipment: Cane (conceals a small flask of American whiskey), automobile, matched

pair of .45 revolvers

Dixon

STR 10

CON 10

SIZ 10

INT 19

POW 19

DEX 13

APP 14

EDU 25

SAN 64

HP 10

Damage Bonus: None.

Weapons: Fist/Punch 30%, damage 1d3; Cane (Bartitsu) 60%, damage 1d6

Skills: Credit Rating 45%, Cryptography 75%, Dodge 15%, English 100%, First Aid

25%, French 36%, Hebrew 15%, History 75%, Irish Gaelic 50%, Law 60%, Library Use

88%, Occult 55%, Spot Hidden 90%

Equipment: Fighting cane, notebook

The Prince in Yellow Turf: Chicago

Description: A dandy clad in a suit of raw yellow silk, the lower half of his face

concealed by a yellow silk veil. His skin has a particularly jaundiced tint, like that of an

old Chinaman or well-aged parchment, and his eyes are strange with an almost Asiatic

cast to them, as you sometimes see in those with Indian blood, but the eyes are yellow.

He often appears and disappears in a cloud of choking yellow smoke.

Legend: The Prince in Yellow is a vigilante of the old school, making war on Chicago‘s

organized crime. He appears suddenly and without warning wherever criminals gather in

numbers, reeking terrible carnage with his awesome machine weapons or poisonous

yellow gases.

Secret Identity: John Hermann Meville, a chemist and soldier who works at the Eight

Regiment Armory. Meville‘s weapons are of his own design, and forged in secret at the

Armory. He uses a sulfur compound to change his skin color and special contact lenses

that allow him to see through his billowing yellow smoke.

Mythos Connection: Meville‘s actions have caught the attention of various Mythos

entities and cultists in Chicago, though he is not directly aware of this yet. His

appearance and mystique have led several to believe he is no less than an avatar or

servant of the King in Yellow. Several of his organized crime targets held some position

in local cults or powers, particularly ―Big Fish‖ Marsh (whose ties ‗back east‘ were

widely speculated on), which have further cemented this notion.

The Prince in Yellow

STR 13

CON 15

SIZ 14

INT 17

POW 12

DEX 14

APP 12

EDU 20

SAN 63

HP 13

Damage Bonus: None.

Weapons: Fist/punch 75%, damage 1d3; Head Butt 50%, damage 1d4; Machine pistols*

85%, damage 1d10

* These hand-crafted weapons are equivalent to an Uzi SMG, and are unique for the time

period.

Skills: Climb 50%, Credit Rating 18%, Chemistry 89%, Conceal 75%, Craft Firearms

90%, Disguise 50%, Dodge 75%, Drive Automobile 50%, English 100%, Hide 70%,

Jump 25%, Know Chicago Streets 76%, Throw 50%

Equipment: Yellow contacts (negate vision penalties for gas), yellow veil (negates

penalty of breathing in gas), primitive bullet-proof vest (6 H.P. armor for the chest and

back only), two machine pistols (equivalent to Uzi SMGs), supply of gas capsules.

Yellow Gas This is a clear liquid which, when exposed to oxygen, quickly forms a billowing cloud of

toxic yellow gas that smells strongly of brimstone. A single capsule thrown on the ground

is sufficient to completely conceal an adult human (about a 2 meter sphere), and settles

and dissipates in 3 rounds, depending on local conditions (lack of moving air causes it to

last longer, up to 10 rounds in heavily confined spaces). Unprotected individuals caught

in the cloud will feel their eyes water and throats blister: individuals take 1d4 damage and

must make a Suffocation Test while they remain within the cloud.

The Unsufferable Light Rumors that the Prince in Yellow drives around in an armored yellow Rolls Royce are

true, but the car is so conspicuous that he rarely brings it out of the garage, and even then

only at night. The vehicle is armored (6 H.P. all locations except windows and tires,

which are 2 H.P.), and has a ram attached to the front for breaking through wooden doors

or walls. A switch in the dash allows the vehicle to release clouds of yellow gas directly

behind it, allowing it to escape.

The Unspeakables Turf: New York

Description: Each of the Unspeakables appears as any other resident of New York, but

when ―in action‖ they pull up black scarves that cover their entire face, leaving only the

suggestion of eyes, nose, mouth, and other features.

Legend: The scene is like any other in New York, with a dozen people milling around

tending to normal everyday business. Then, half of them will pull strange black scarves

over their heads, and the blood will run in the streets. Despite never saying a word to one

another, the Unspeakables will engage in a highly coordinated battle with whatever

crooks they are after, usually capturing the entire gang and leaving them trussed up for

the police. When done, the Unspeakables break apart, each in a different direction, and at

some point takes off their scarf—disappearing into the faceless crowds of New York.

Secret Identity: The Unspeakables is a gang of at least a half-dozen individuals from all

walks of life. Individual Unspeakables are generally quiet, hardworking and self-educated

men and women from all walks of life who continue about their normal business until

contacted by the shadowy character ‗Y‘ through a strange voice in their heads.

Mythos Connection: Unlike many of the other mystery men, the Unspeakables were

created specifically to counter certain Mythos activity in New York, such as the cult in

Red Hook and the depredations of the Deep Ones near Coney Island. The mysterious

‗Y‘—possibly with technology loaned from the Mi-Go of Yuggoth or even the Great

Race of Yith—organizes the entire crew using advanced scientific equipment to spy on

and communicate with them without making a sound.

Average Unspeakable

STR 10

CON 10

SIZ 10

INT 15

POW 9

DEX 10

APP 10

EDU 16

SAN 70

HP 10

Damage Bonus: None.

Weapons: Fist/Punch 50%, 1d3; Pocket knife 50%, 1d4; .38 revolver 50%, 1d10

Skills: Conceal 50%, Credit Rating 16%, Dodge 20%, English 80%, Hide 45%, Listen

75%, Sneak 50%, Spot Hidden 75%

Equipment: Each Unspeakable has a small radio transmitter implanted in their skull,

which relays Y‘s orders and can relay their location to Y. On occasion Y may lend them

other equipment.

'Y', Leader of the Unspeakbles

STR 10

CON 8

SIZ 9

INT 19

POW 19

DEX 15*

APP 9

EDU 25

SAN 45

HP 9

*Y is paraplegic, and is limited in his mobility to how far he can get around in his

wheelchair, pushed by an attendant Unspeakable; his Dex generally applies to what he

can do with his hands.

Damage Bonus: None.

Weapons: Lightning gun 50%, damage 1d8 per charge*

*Y‘s lightning guns are similar, though more primitive, to those of the Great Race of

Yith. Each gun holds 15 charges, and any number of charges may be expended in a single

shot by means of a dial – every charge over 3 gives a 5% cumulative chance that the

lightning gun will be destroyed. Unspeakable lightning guns take 1 round to reload, and

has a basic range of 50 yards; for every 5 yards past that subtract 5 points from the

damage and 25% from the chance to hit.

Skills: Astronomy 50%, Chemistry 50%, Craft Radio 85%, Craft Lightning Gun 50%,

Credit Rating 100%, Electrical Repair 90%, Electronics 90%, English 100%, Medicine

50%, German 100%, Know New York 75%

Equipment: In addition to his radios and lightning guns, Y has made several other

advances which prefigure many important future technologies, such as radar, microwave

transmission, and color television. His laboratories feature a number of marvels for the

1890s or 1920s eras. The Unspeakable‘s omniscience is due in part to their spy network

and in part to a network of surveillance cameras and transmitters which feed back to Y‘s

command center.

Waterbug Turf: Boston

Description: A bug-eyed creature like a cross between a frog and a gorilla, with long

arms that hang beneath his bow-legged knees, barely recognizable as a hideously

deformed human being.

Legend: Most prevalent on the docks, the Waterbug is said to prey on smugglers, foreign

spies, and bootleggers—any crime that occurs in Boston Harbor is within his purview.

The strange Waterbug is said to not even be human. The police deny his very existence,

chalking Waterbug sightings and appearances as a ploy by criminals to cover up

infighting and incompetence, a sort of self-created boogeyman.

Secret Identity: James Penitence, an orphan whose parentage is unsure but resulted in his

terrible, deformed appearance. James escaped the orphanage, where he was viciously

bullied, at the age of twelve, and lived for a time in the salt marshes along the edge of

Boston, before his physical maturation allowed him to make a life for himself completely

in the waters. He maintains a hidey-hole in some ancient smuggler tunnels, accessible

only through an entrance beneath the waters of the bay. As the Waterbug, James preys on

those who bully the local fishermen and longshoremen, remembering how he was bullied.

His great love is a young blind girl from the same orphanage, Amelia Dalton, who makes

a living fishing out of the harbor.

Mythos Connection: James Penitence is a Deep One hybrid, although a hybrid of what no

one is quite sure; whatever his other parent was, they were not completely human either.

As a result of this mixed heritage, James does not hear the call of the Deep Ones quite so

clearly as his kin, and has a certain attraction to strange places and energies—often just in

time to stop a cult sacrifice, or battle some otherworldly beasty with his vast, unnatural

strength.

Waterbug

STR 35

CON 18

SIZ 18

INT 13

POW 11

DEX 12

APP 3

EDU 8

SAN 15

HP 18

Move 8/12 Swimming

Damage Bonus: +2d6

Weapons: Claw 65%, 1d6+db*

*These unarmed attacks count as magical for the purpose of harming unusual Mythos

entities.

Armor: 2 point thick skin & scales

Sanity Loss: 0/1d3 Sanity points to see the Waterbug

Skills: Cthulhu Mythos 13%, English 40%, Fish for Food 50%, Hide 85%, Sense

Dimensional Disruption 50%, Sneak 40%, Swim 100%, Swim Quietly 75%

As a Deep One hybrid, the Waterbug is vulnerable to spells and Mythos effects that target

Deep Ones—he can be the subject of Call Deep One, for instance, or the spell Enchant

Tablet. His other parentage, however, gives him inhuman strength, strange senses, and

the ability to harm otherdimensional beings.

Ten Views of Arkham, the Mythos City The Cthulhu Mythos is such a wide and varied body of literature, that Keepers and

players can easily get lost navigating the many and often contradictory avenues that the

stories follow. Most keep to the familiar downtown and streets of Lovecraft's own

established "canon" and the ringing neighborhoods of his close contemporaries—Clark

Ashton Smith, Robert E. Howard, and so on, though some who do go that way get lost

down strange alleys and find themselves in very different parts of town. Others like to

visit the Old City, the ancient quarters of Lovecraft's predecessors—Lord Dunsany,

Arthur Machen, et al. The stories by the different authors tend to cluster in the same

places—London and New York, west Texas and southern France, Goatswood and the

Miskatonic River Valley, called Lovecraft Country, with its capital of Arkham.

Arkham is a name to conjure with, and so a Keeper should. Setting is crucial to any

chronicle, and the ideas that a setting are based on and are introduced to the players set

the tone and define the nature of a campaign. This series of post posits ten possible—and

not always contradictory—ways of viewing and using entire cities as Mythos settings.

For the purpose of this thread, the focus is Arkham, but anyone that visits the source

materials given will find that the basic precepts are sound for any city with a little work

and a lot of imagination. Hopefully, this thread will spawn a few ideas for Keepers—

either in how they present their games, or maybe as the seed for an adventure or two to

come.

The Dreaming City Source Inspiration: The Dream Quest of Unknown Kadath by H.P. Lovecraft, Xuthal of

the Dust by Robert E. Howard

Much that man has loved and thought lost forever lies still Beyond The Fields We Know,

in the Dreamlands, accessible only through the wall of sleep. Dreaming cities are the

vibrant reflections of urban spaces living or dead, and dreamers from that place often find

themselves mirrored there during their waking and midnight hours. Indeed, some

residents become so skilled in their dreaming and so close that the cities begin to merge

within their mind, and some of their most important works are done while dreaming as

well as awake.

The Arkham of the Dreamlands is a quaint metropolis of the town's best and worst days.

The refined Arkham contains the energy the early town through its phases of growth, the

buildings and streets captured at their moments of highest beauty and most refined

dignity—and beneath it all, the darksome nightmares of the otherworldly that have

afflicted the town for centuries. There are horrors that haunt the waking Arkham that can

be encountered fully-fleshed in dreaming Arkham, witch-trees that bear ropes long since

rotten and taken down in the real world. Dreaming Arkham wears all its treasures and all

of its sins for the dreamers to experience…there are secrets and forgotten memories

walled up in little-used streets which can only be trodden in dream, and citizens who

walk those midnight paths every night, for their own reasons.

In a Dreaming City campaign, the urban setting is tightly tied to the Dreamlands echo or

reflection of the city, just as Providence was mirrored in The Dream-Quest of Unknown

Kadath. Player characters may be drawn to the dreaming city, or else find their way there

by spell or skill—and discover that they are not the only ones in the town who have made

their way there. Whatever the case, the actions of the player characters in both the waking

and sleeping worlds affects both. Keepers who choose to run a Dreaming City chronicle

are encouraged to populate the dreaming city not only with mystics, sorcerers, and

nightmare beasts, but ordinary townsfolk and urbanites, who are drawn to this place to act

out what they cannot in their waking hours.

Non-player characters, for instance, may not remember all of what occurs in their

dreaming, but the encounters they have with the player characters will still affect them.

Imagine how you would feel, to meet in the flesh a man you saw just last night for the

first time in a dream, or to encounter an old friend whom you had felt kill you in a

nightmare only a few hours before. Dreams may overcome the hurdles of

communication, and heal wounds of mind and spirit that leave many dumb—provided the

player characters can encounter those people in their dreams, and guide them through

their difficulties. For some, dreams are preferable to their waking life. A beggar on the

streets of Arkham who the player characters casually dismissed may be king in the

Dreaming City, one of the great dreamers whose knowledge of the place is so intimate

and their love so immense that they can recreate each cobble and brick of the old beloved

houses and landmarks—and unwilling to help those who refused to help him.

Dreaming cities are places of memory, and as such contains much of the history of the

town—when the library fails to supply the necessary volume for some incident, the

dreaming city may yet hold a clue to what really happened. Houses that burned down

may yet stand erect, and old stories may replay themselves on the streets of a younger

Arkham, should the right dreamer be found. Very old cities, like London, are built on the

ruins of older cities still, and at the Keeper's option a skilled dreamer could wander down

the right alley and so emerge in the dreaming Londinium of Roman times or an earlier

age—even to a prehuman settlement on the same geographic spot. Secret horrors

sometimes yet lurk in the dreaming cities that the investigators defeated in the waking

world, the echo of the pain and fear that the city felt and may still feel. Dreaming London

may have Jack the Ripper stalking his streets and racking up his astral body count, and

old Wizard Whateley—or something wearing his skin—may yet reside in dreaming

Dunwich, looking up at Sentinel Hill, which men once called Dagoth Hill.

The Alien City Source Inspiration: The Invisibles by Grant Morrison, Encounter At Farpoint (Star Trek:

The Next Generation) by D.C. Fontana and Gene Roddenberry

Cities are one thing that separate man from beasts. Some insects build vast hives, and

humans recognize the vague spiritual kinship between those sprawling complexes and

their own towns and cities, but few have any real understanding of the nature of the

connection. Cities are alien things, a disease infecting the human psyche from some other

place. We think we design them, build them to suit our purposes, but in truth the thing

behind the city dries us to our ends, a self-building pattern that incorporates us into its

design, not some random accumulation of buildings. A city's influence is quiet and

simple, as they desire only to maintain and grow at their own pace, perhaps someday to

be carried with man to new worlds, to build across fresh landscapes. When riled, though,

their power is immense.

There have always been those sensitives among us who were aware, at some level, of the

nature of cities. The more easily disturbed become arsonists, fighting back at what the

nightmare creatures that lurk in the artificial structures of wood and concrete. Others

accept the entities, entreat them, make contact and pacts in exchange for influence and

power. These sorcerers are more successful, but no less mad, for they have accepted the

inevitability of the city's dominion over man—or perhaps it is just contact with the city

itself which does such things to the mind of the wizard, for the mind of a city is an

inhuman thing, running at glacial pace on some lines, and fast as the speed of an electric

street light on others.

Arkham as an Alien City is nearly a weaker Great Old One in its own right. For centuries

it was imprisoned, unembodied, in the land and air and soil. At first it tried to work on the

lower orders of animals, with no success, but then it snared the minds of man, and by

subtleties it has built for itself a new body. First came the village of the First Peoples, and

later the strange constructions of the colonials. Now it draws to itself greater powers,

tying itself into the network of telephone and telegraph lines, gaining access once more to

the wireless spectrum of radio and experimental television channels. Now too, it has

talked to its great servants, the ghouls and unquiet spirits who occupy the cemeteries it

has caused to be raised. One of the more eccentric engineering professors of Miskatonic

University has caught a hint of Arkham's vitality, and likens it to the inorganic processes

of his analog computers, which may simulate certain functions of life; still, this is only a

pet theory of his.

Keepers who wish to this option may use it similar to Cthylla, Zoth-Ommog, or some

other lesser Mythos entity. In such chronicles may exist spells such as Contact Arkham,

Contact Dunwich, and others. The cities have much to offer to sorcerers, directing them

to secret places, hidden lore and wealth, and sharing with them the lost histories of

murder, adultery, theft, blasphemy and sorcery that can make even the meanest individual

a person of influence about town. In exchange, cities such as Arkham desire arcane

services, the dispatch of potentially dangerous elements—perhaps even the elimination of

rival communities to fuel their own growth. Like other Mythos entities, cities are

inhuman things—when they make pacts with human worshipers, their motives and means

are often inscrutable and against the rationale of human logic or the basis of human

knowledge. Many cities may work toward a point when a Call Deity spell may be cast—

which requires the construction of certain monuments, the alignment of many streets, and

a minimum population—and which almost always results in tremendous horror when

unleashed. Should a Call Arkham spell be cast, the people of the town would likely be

doomed, little more than fodder for the urban force now unleashed. In time, Arkham

would settle again…but this time, a ghost town in wait, eager to entrap passing visitors

for its own needs.

The Infinite City Source Inspiration: Grimjack by John Ostrander and Timothy Truman, Nexus: The

Infinite City by Jose Garcia, Robin D. Laws, Bruce Baugh, Ian Brennan, Rob Heinsoo,

Doug Hulick, Steve Kies, and Tim Toner

There are many worlds, beyond this one, some say parallel to this own planet. By some

symmetry, there are places that share the same name or spirit, that exist on more worlds

than one. In how many works of fiction are there New New Yorks, or Bostons of

different yet strangely similar character? In some of those works, one can travel through

such places, as Alice went through the looking glass, while in others they are all stitched

together, forming an infinite city—one city, reflected thousands of times on different

worlds, the strange geometry of their streets aligning and mapping one to another with

little escape.

In this chronicle, the center of the game is the Infinite City. It is the crossing-point of

worlds, the nexus of realities through which the investigators must pass, or perhaps are

trapped within. The Infinite Arkham sprawls through many worlds, and the Mythos

entities that occasionally plague the town are often but visitors from some parallel

Arkham. By going down the right—or wrong—alley, the investigators may find

themselves in a subtly different Arkham, with no apparent way to return home. Their

journeys through the infinite worlds can bring them to Arkhams were the Great Old Ones

reign, or their worship is widespread and open, or to Gernsbackian science fiction utopias

of crystal and togas. Their enemies are no doubt those few sorcerers or more mundane

villains who have learned somewhat to navigate these different worlds, moving back and

forth from one Arkham to another in order to fulfill their own purposes.

This is a much more fantastic campaign than many Keepers are accustomed to playing,

but for many it may be enough to limit the number of parallel Arkhams to a more

manageable figure—such as two or three well-defined towns. Unlike other elements,

Great Old Ones and other Mythos gods may not be represented on every parallel, but

have a single consciousness that transcends all of them. So for a Derlethian, dualistic

game you may have two parallel Arkhams, one "positive" and one "negative", influenced

by Kthanid and Cthulhu respectively, and the central Arkham of the player characters is

the neutral triplet that the two entities are attempting to influence through their minions,

so as to tip some cosmic scale in their own favor.

A key aspect to many "infinite cities" is the relative difficulty of leaving them—the city

as a setting becomes the character's universe, often cutoff somehow or for some period of

time from the wider worlds they hail from. The earthly Arkham familiar to the players

and player characters may simply be their entrance to a much more multiversal and

cosmopolitan Arkham, which different versions of the city fade in and out according to

some cosmological clock—forcing the player characters to survive in this strange but

familiar city until their home reality returns in synch once more.

Naturally, the Infinite City provides plenty of opportunity for introducing strange rules

and stage cross-over games. Even as a one-off, the characters may wander down a strange

alley and find themselves in the world of Conan the Barbarian, facing down some cult of

an Elder God, or in an alternate Cthulhupunk future, Trail of Cthulhu past, Cthulhutech

far future setting, etc.

The Incarnate City Source Inspiration: City Come a-Walkin' by John Shirley

The Incarnate City has a spirit that represents it, an avatar or expression of itself that

walks the streets in physical form to carry out its will. In the scope of its powers, this may

sound very similar to the Alien City above, but the alien city is by its definition an

outside supernatural force, disassociated with human wants, concerns, and understanding.

The Incarnate City, by comparison, is similar to the Gods of Earth. It is native to this

world, this fraction of existence, and it is tied intimately to the human beings that make of

up its populace, who build it up, tear it down, and keep it in repair. As a native being, the

Incarnate City faces different restrictions in using its powers and pursuing its goals. It is

generally limited to acting within the city limits, unable to do more than perhaps

communicate with neighboring urban spaces, and threats from other planes are beyond its

reach. The city knows much of what happens within it, and has great elemental powers,

but it is neither omniscient or infallible, and can be fooled by magic and dark science.

However, it can manifest itself, either as a physical entity, or by attuning to an

appropriately sympathetic person and channeling their powers through them.

The Incarnate Arkham most often takes on the appearance of a witch from centuries past,

and is one of the more unstable and inscrutable of city-spirits. Too many ghouls and other

Mythos entities have become a part of the city over the years, and their magic is deep

within the city's foundations and bones, right down to the layout of certain streets and the

strange geometry of certain houses. So Arkham wanders the streets and alleys, sometimes

helping her majority human populace from being wiped out by Mythos entities, and other

times assisting those some strange forces for her own ends. She prefers not to act herself,

unless forced to—and some investigators in the past have discovered a version of the Call

Arkham spell so as to summon her avatar to act directly against the avatar of a minor

Great Old One or other similar deity—instead, she directs investigators, sometimes

calling on the animals of the city to aid them (Arkham has a Command City Animal spell

that works on alley cats, rats, cockroaches, stray dogs, pigeons, and similar critters).

Investigators who meet Arkham (1d4/2d4 Sanity Loss) will find her a reflection of the

atmosphere of the city; her odd habits, smells, and behaviors will be oddly familiar to

anyone who has walked Arkham's streets for a time, and she will gladly answer any

question about the town and its history—though from the perspective of the streets and

pavement, buildings and trees.

Avatar powers are largely cinematic, consisting of supernatural knowledge of the city and

the ability to manipulate its physical stuff, and should not come into full play unless

something truly disastrous and cosmic is occurring—like Tsathoqqua being summoned in

the basement of Miskatonic University. An incarnate city is durable (100 HP), but not

invincible, and if destroyed the physical body or form requires time and energy to reform

(24 hours or a Call Deity spell; either way every permanent resident in the city loses 1

POW when the city manifests again). City avatars are vulnerable to magic, which makes

them leery of interacting with wizards—a skilled warlock could potentially call and trap

or bind them.

Keepers may find it useful for Arkham and neighboring towns in Lovecraft Country

(Dunwich, Kingsport, Innsmouth) to be part of a loose parliament of Incarnate Cities,

who cooperate for particularly large goals. Thus, an Incarnate Arkham might send the

investigators to take care of some business with the Mi-Go beyond her boarders, and

when they pass through Dunwich, the avatar of that town may track them down to render

some message or assistance asked for by his sister city. If the city does not physically

incarnate itself, it might make a connection between itself and the individual with the

greatest knowledge of the city (highest appropriate skill level), who gains the city's POW

and knowledge of spells for as long as they live and stay within the city limits.

The Elemental City Source Inspiration: Our Lady of Darkness by Fritz Leiber

Urban spaces are known for their density. People live one on top of another, move in

huge crowds through small channels, build upwards and dig downwards to cram as many

of themselves into a space as possible—and those people need food, water, paper, and a

thousand other things to survive. Cities are focal points in the traffic of the world, and

vast bulk amounts of raw materials, finished goods, food, electricity, people, and

information pass through them every day. In certain senses, cities thus accumulate or

centralize power into themselves. Not just political and economic power, but elemental

power as well.

Any Keeper or player familiar with Derleth's take on the Mythos is probably cringing at

the moment, but hear me out first. The elementals that haunt major cities are inscrutable

and impersonal forces attracted by the vast movement of raw materials—rivers are

diverted to city reservoirs, mountains are mined into pits to supply metal for wires and

stone for concrete, forests are felled to build stately homes and newspapers, tremendous

fires are harnessed to fuel electrical power plants or simply feed the ten thousand stoves

being sparked every night. These are nature spirits brought into an unnatural

environment, and like feral animals who gradually lose their fear of man, they adapt to

the urban landscape.

In one sense, the "elementals" are immaterial nature spirits that hearken back to old

Grecian, Hermetic, or Alchemical ideas about the elements (earth, air, fire, water); in

another sense it refers to entities that exist in those untouched environments when the city

encroaches on their home—or they are subsumed by it. In Elemental Arkham, the sewers

may host a tribe of Deep Ones who have never been to see, dwelling for a generation in

the turgid waters of man-made tunnels tied to the tides of the Miskatonic, or the Arkham

Steel Works may play host to fire vampires that dwell for the day in the vast furnaces,

escaping only at night, or some stunted dholes may root and dig through the asphalt of

covered streets, causing sinkholes. Witches and warlocks may have been attracted to

Arkham simply because of the "elemental" forces the city brings to it, like a spider that

waits in its web for the fly to become entangled. Cut off from their natural environment,

the confused and weak Mythos creature becomes more vulnerable to the NPC's will,

wiles, and magic.

More cunning, knowledgeable, and powerful wizards may attempt to use rituals designed

to channel specific elemental forces in the city. These are variations of the Summon/Bind

spells, but instead of summoning creatures to the magician, the elemental entities are

directed to a specific building, street, or target. This requires thorough knowledge of the

geography of the city, a little arcane geometry, and certain symbolic acts, usually by

multiple people operating at once. Modern investigators would recognize a superficial

similarity to feng shui, as they see henchmen raising mirrors at he ends of certain streets

to direct the forces to where those streets cross, or some similar action. Even if the exact

mechanism of the rituals is not understood, the quasi-scientific method involved would

be vastly appealing to certain CoC antagonists—greedy real estate developers,

politicians, Mafiosos, Miskatonic University professors of cruel and egregious

geography, etc. Warlocks of this stripe may make use of modified or custom-made

surveying gear, often with a bit of an occult bent—and possibly some enchantment that

can detect certain Mythos entities from afar.

The Dead City Source Inspiration: The Madness of Andelsprutz by Lord Dunsany, The Fallen God by

Greg Keyes

We've covered in some detail above how cities may have or be spirits and intelligences,

either alien to humanity or derived from them. A stranger question to ask is what happens

when that anima, that intellect, ceases? What happens when a city dies?

Death is not an on/off state, it is a process. Cities can be a long time dying, like a deer

wounded by a hunter's arrow and left to slowly bleed out, or to pass as disease spreads

through its system as the injury festers, and cities can die quickly by disaster, natural or

supernatural. Sometimes the death of a city is presaged by the movement of its populace,

people slowly filtering out and moving to more prosperous locales, the buildings falling

into decay around it, and at other times a blow is struck that simply destroys the spirit of

the community, the carefully crafted shroud of communal rules and lies that allow people

to function when living one on top of each other.

When a city is on the brink of death, there are some that will do almost anything to

preserve it. This is the familiar trap of Innsmouth, whose dour residents gave up things

they did not know they had and committed sins they did not know the names of in

exchange for good fishing and strange white gold. Part of the rituals of the Esoteric Order

of Dagon and similar cults may be vaguely necromantic rites, to bind a dying city's spirit

to the rotten bones of its decrepit buildings, and to sustain it long past the time when

nature would have broken down the old streets and seen the last of the inhabitants move

off to more fertile pastures.

Arkham, as a Dying City, is one succumbing to the long decay familiar to most who

know of Lovecraft Country. Decades of degenerate Mythos worship, bad weather, and

economic hardship have stifled the town and poisoned the metaphysical city entity to the

brink of death. The undegenerate families move out into more vibrant towns, sending

their children out to universities in Boston and New York, never to return to the old

homestead if they can help it. Cults plague the cities, spreading like a disease, and as the

spirit of community breaks down the crimes spread, families are torn apart by hidden

passions, law becomes corrupt and city services break down. Trash mounds in the street,

homes go unpainted, lawns uncut; drugs move in, and boys and girls turn to prostitution

and spastic vandalism to escape their homes. Dying cities are bleak places, zero sum

games where criminals and honest men prey on each other, and no one can make a profit

except at someone else's expense. It is a city in the grip of the Great Depression, a noir

city, and down those mean streets stalk men and women that are meaner still. Sometimes

madness grips the frightened and world weary populace, and that is when charlatans,

sorcerers, and cults are most openly accepted.

The above description works whether or not there is an actual spiritual or Mythos force at

work in the city, the basic idea holds equally well for a metaphysical approach—faced

with decline, a kind of hysteria can naturally present itself to the populace that leads to

the embrace of strangers willing—and sometimes able—to bring some kind of relief.

While sick and twisted beyond any normal virtue, the group activities of the Esoteric

Order of Dagon can forge social links that had been grown worn and frayed by

desperation. Maybe there is no Elder God buried in the concrete and brick of Arkham, no

spirits to be bound, fed, cajoled, or forced by virgin sacrifice or the reading of arcane

scriptures. What matters is that people believe in it, and thus people participate in it.

Every city is about two meals away from anarchy, and most will do terrible things if thy

have the courage of the mob to support them. The remainder? They don't have to be evil,

to ignore what their once-friends and neighbors are doing. They just need to shut their

ears and eyes, to ignore the missing children, at least until their neighbors come for

them…

On the other claw, you have Arkham as the Dead City. The process of dying has reached

its terminal stage, and the literal ghost of the town has left, leaving behind…what? A

shell of buildings and streets, people living there still but without any identity to bind

them together. When Arkham dies, the identity of Arkhamites dies with it. No one

expresses their love for the city, no matter how quaint and well-preserved its old gambrel

roofs may be. No one will identify themselves as a resident of the place, or conceive of

themselves or others as such, any more than you may claim to be a citizen of the hill your

house is built on, or of the river your boat is traveling down. With a dead city, Keepers

are given a wonderful opportunity…to get weird. On the fantastical end of the sliding

scale, there is the ghosts of dead cities, which may haunt strange deserts in this world or

the Dreamlands, and for a time the investigators may see what the city was, before the

Mythos or other factors led to its destruction. Ancient moors may contain strange

mirages, places that hearken back before history records men of building cities…if man

built them at all. On the horrific end of the spectrum, the death of the city's animus leaves

a spiritual void, which certain Mythos entities may then move to fill.

Imagine an Arkham filled with the essence of Shub Niggurath, the Black Goat of a

Thousand Woods. A dark fertility would creep over the city, slowly at first, and then in

increasingly bizarre occurrences. Nearby forests might encroach on the city, while wholly

contained parks would become overgrown and little-traveled places where fauns and

Dark Young dance at night. Street animals would become more feral, and packs of wild

dogs would raise their voices every night in imitation of wolves, fighting among

themselves, culling the weak stragglers from the human herd. A spate of unexpected

pregnancies would grip the town in the weeks and months that followed, along with a

rash of darker crimes—not just the depredations of sexual predators, but the unleashing

of jaded appetites which would arouse a new stratum of illicit bookstores, night people,

and those people who dwell in dark corners and private spaces with knowing eyes,

waiting to offer people those things they want to do, and to have done to them.

The Heart of the City Source Inspiration: The Lupercal (Rome), the London Stone (London), Declare by Tim

Powers

Some cities have a center. Not necessarily a geographic center, but a physical place or

object which embodies the city and its history on a metaphysical or symbolic level. While

rarely recognized as such, these keystones carry with them a momentum that seems to

preserve them throughout the history of the city. While these hearts contain a certain

nostalgic and civic historical value, to occultists they tend to have a more concrete value.

The Heart of the City is a symbol of the city, an integral part of it, whether the city knows

it or not. A wizard who has dominion over the city's heart can target anyone in the city

with their spells, whether they can see the person or not. More frightening, with the

proper expenditure of power (Magic Point or POW cost x 100) they can cast spells that

affect the entire city. A warlock could summon ten thousand fire vampires, or send entire

city blocks into the Dreamlands to seal a pact with the Moon-Beasts or Men of Leng.

Perhaps easier on Keepers is the Heart of a City which also bears some trace of Mythos

influence, and which may itself be a Mythos artifact. In shadow-haunted Arkham, the

city's heart may be the Arkham Drogue, an ancient, rudely carved stone anchor. The

Drogue was said to have been brought (or, sometimes, found) by the first colonists to

settle in Arkham, and throughout the two hundred odd years of the town's existence, the

Drogue has never left the city limits, making instead a stately ambit from park to private

residence, memorial garden at the Arkham Sanatorium to a storage room at Miskatonic

University. The Drogue is ancient, beyond most human reckoning. A scholar of

Egyptology at Miskatonic declared it was the exact same ancient form that the Egyptians

used on their own vessels, while a professor of Geology will claim it is older even than

that.

Keepers can use the Arkham Drogue and similar monuments, which is fairly immobile

without considerable physical strength (a single shoggoth or ten strong men with tools

might lift it, less if a crane or hoist is involved), as a focus for Mythos events, without

needing to give it any particular powers. Or perhaps the Drogue is tied to Mythos activity

in the city, and the stone acts as a protection that keeps the worst of the cultists and

monsters to Arkham's outskirts—like a less powerful version of the Eye of Light and

Darkness, but which does not require recharging. Alternatively, the Drogue may attract

otherdimensional beings, serving to "anchor" them to this plane—provided they stay

within a certain area around it—but when they are drawn into its immediate vicinity, they

become so attuned to this dimension that their supernatural defenses leave them and

entities formerly immune to magical weapons are now vulnerable, and vanquishable.

The City Source Inspiration: Streets of Fire, Dark City, Tron: Legacy, Pleasantville, Act II: The

Father of Death by The Protomen

The City is a universe into itself, self-contained and self-absorbed. It exists alone, without

reference or explanation to its history and past. The smallest details of life become

mysteries that unfold slowly over the course of a chronicle—where did the city come

from? Where did the people come from? How does it get milk, water, bread, meat? What

do people do during the days and nights, how does it operate by itself? The bulk of the

populace does not concern itself with these existential questions; the city simply is, and

they have their place and positions in it. The girl at the ticket window at the Arkham

Cinema does not ask where the films come from, or what strange places may be shown

there. The insurance salesman knows nothing beyond his beat, has never been outside the

city or doesn't think of leaving. The details of life and history become unasked, unknown,

and no one registers consternation until such issues are brought up—there is no talk of

the country outside the city, no discussion of foreign nationalities at all. The Latin

Quarter of Arkham may be filled with people who speak French and Spanish and Italian,

who carry about themselves the stereotypes and cultural trappings of cultures that carry

no name or identifier to the inhabitants of the city. They simply are the way they are.

Keepers on the lookout for a way to throw a curveball at their players might enjoy

playing with this concept. A campaign set in The City of Arkham…and beyond Arkham,

there is nothing. It may be wilderness, or utter barren desolation, the inky depths of

space, or just the unwritten blankness before creation. Whatever the case, there is

Arkham, and then there is the Outside. Here, an encounter with the Mythos may be as

simple as traveling to the city limits, provided the investigators can find them, as the city

streets may loop back around, or the outermost inhabitants may refuse to acknowledge,

by glance or word, the very existence of some direction that leads outside the city. Faced

with the vast empty plain or space outside the city may alone be sufficient to drive the

inhabitants mad—imagine living your whole life in the shadow of towers, in a herd of

people, and for the first time feeling the terrible, emptiness of being alone. The City of

Arkham might have a high degree of agoraphobics indeed.

The residents of The City of Arkham may or may not have truck with the Mythos, but

here at least the Keeper and players are breaking fresh ground. Instead of replaying all the

old stories of Lovecraft, Derleth, etc., they can approach the case from a fresh

perspective—as actual investigators, actual explorers, mapping out this new world they

find themselves in, with all that is familiar and weird about it. Keepers may develop some

hints of history to perplex and intrigue the players—Arkhamites speak of "The War," and

by dint of appearance and context players may at first think they speak of World War I,

or perhaps in an 1890s campaign the Crimean War. But in a world with only the city in it,

what was the War that everyone knows of but no one will talk about? If there are veterans

with stumpy limbs and terrible wounds, what weapons caused those, what enemies? It is

up to the investigators to find out…if they choose to. The City of Arkham can still be

simply a backdrop for a Call of Cthulhu campaign, a bit of fun kept in the background as

the player characters bust cults and attend to grisly events at Miskatonic University, so

long as they do not try to leave the city. A famous recurring thought throughout the

campaign might be "Where is Dunwich?" or "Where is Innsmouth?", as references to

these mysterious buroughs can be found here or there…but not the places themselves.

The City works in part because of the nature of fictional narrative and the role playing

game process. Keepers provide certain details and descriptions to their players, and the

player's imaginations fills in the rest. What most Keepers and players don't realize is that

what is left out of a description can be every bit as important as what is provided. False

assumptions and the outward glamour of a 1920s urban space are sufficient for most

players as they sit down to a campaign, it is only after a little while that the slight

absences begin to make themselves apparent—and then there is room for sudden and

terrible revelations, as players come to where the sidewalk ends, and see what lies

beyond.

The Eternal City Source Inspiration: To Rescue Tanelorn and other stories by Michael Moorcock, the

Amber novels by Roger Zelazny

The Eternal City is the one, true city—one which exists perfect and forever, inviolate,

with some pale reflections on every plane or dimension. In some cases, the city may be a

nexus of realities, the sole "zero" point where many dimensions intersect; whereas in

others the city is primal, the first and always. Because of this primacy, as the fundamental

frequency and archetype of which all other versions of it are but pale shadows, any

change to the Eternal City is reflected in each of its parallels and derivatives. Because of

its inviolable nature, such changes are difficult, and many strange entities and travelers

come to rest there. For all the differences between the Eternal City and its shadows, the

Eternal City remains evocative and recognizable as a relation to the others—the buildings

may be of strange stone, and the inhabitants alien enough, but the streets are laid out in a

template that all other versions of the city follow, and some Miskatonic wends through it.

When the Eternal City is unique to all realities, with no shadows, it become a special

instance of the Infinite City, a single city that connects to all dimensions.

Eternal Arkham is the axis mundi, a limbo between dimensions where physical and

metaphysical laws permit many otherwise exclusive entities to exist. The Arkham of this

world is but a reflection of that supernal, Eternal Arkham, which will continue to exist

long after this Arkham has been destroyed, or replaced and rebuilt as New Arkham in

some strange country. Should the investigators ever discover the Eternal Arkham, they

will find a quiet village where even the young child may be classed among the greatest

sorcerers and scientists of this Earth, or else an abomination beyond all ken. The Eternal

Arkham is a place where humanity and the Mythos have struck a superlative balance, and

all the dark arts and sciences have long been mastered and understood by a populace that

is no longer completely human, either in body or understanding. Such an Eternal City

may resemble a far future even by Cthulhutech standards, or else a golden-tinged past

reminiscent of popular fables of Atlantis and Mu.

Keepers may use the Eternal City as a goal for the investigators in particularly cosmic

cases (stop Cthulhu before he eats Eternal Arkham, for if it falls all Arkhams shall be

destroyed!), or perhaps a source of supernatural assistance and enlightenment—the wise

Eternal Arkhamites may provide the proper counterspells or artifacts to defeat Mythos

entities, provided the investigators can find and trust them

The Real City Source Inspiration: The Innswich Horror by Edward Lee, The Wolves of St. August by

Mike Mignola

The Real City exists in our world, or as close to it as the Keeper is willing to come. In

this world, Lovecraft and his circle existed and wrote their stories, then passed away to

leave their literary legacy behind them. Here, the Mythos are fiction, by those few Weird

Tales aficionados aware of them, and even Arkham House has yet to be founded. Arkham

is a fiction, based mostly on the real-life town of Salem, Massachusetts, where nary an

otherworldly horror has ever dwelled.

…and yet, might still exist in some form. It is an old trope of fiction that the writer knew

more whereof than they wrote, and that the adventures and horrors they penned were

based more on their own factual recollections and experiences than their fevered

imaginations and innate talent. So investigators traveling in Massachusetts may be

shocked to find a sign pointing to Dunwich, or some town with eerie similarities to

Lovecraft's own Innsmouth.

Here again, the Keeper has the opportunity to approach the Mythos with a fresh

perspective, and to cover fresh ground. The player characters may be assumed to be

familiar with the Mythos, or if can be given actual Mythos tales as in-character

documents—but in this setting, those tales are just that, fictions which may have some

horrible kernel of truth, but which need not be completely accurate—and indeed, may

even be misleading. The investigators will be forced to confront new horrors, guided only

by unreliable tales and half-truths, forced to question what they know and believe against

what they actually see and hear as the Keeper describes their encounters.

The Real Arkham may by Stockton, Massachusetts, a sleepy enough town too small for

too long to be listed on most maps…but which is larger and older than most people

suspect. Indeed, it was once known as Arkham, though the inhabitants have long worked

to cover up this fact, systematically removing references from state and county records.

Arkham had witches in its time, and refused to attract the attention that Salem or any of

the European states suffered, and so engaged in a tremendous effort to avoid infamy…but

in covering its sins, the town of Stockton has permitted other, less wholesome practices to

flourish. There are witch-houses here, as Lovecraft and Derleth discovered, and strange

survivals. The town is a tinderbox, and all it takes to release the flame of horror beneath

its skin is the tiniest spark…which the investigators may provide, by looking too closely

at a half-effaced monument to a Joseph Curwen, or finding the old Indian name for the

local river is the Miskatonic…

Keepers in a Real Arkham campaign should probably work with their players to make

more realistic characters—perhaps by frankly telling them that this new game will take

place in a world where the works of Lovecraft et al. are known and fictional, and that the

focus will be on historical roleplaying, not pulp adventure or occult exploration.

Encourage players to be academics, ethnographers, linguists or folktale collectors

interviewing the backwoods people and Indians for what scraps of their heritage

remain—but don't insist upon it, because ultimately the players play as they will, and any

character type can be accommodated with a little work and skill.

Keeper’s Option This penultimate chapter is where I've tinkered and played with the system of Call of

Cthulhu. These rules lack something in playtesting, but in polish they're as fine as most of

what you might read in any hardcopy rulebook or official monograph. Adopting, or even

testing any of these rules in a campaign does require an extra effort on the part of the

Keeper; that is the price of experimental rulesets, and the best advice I can give for those

intrepid few who decide to see how these work in their own games is to weigh things

carefully, move slowly, and be prepared to wing it when the players do something

unexpected.

Most of the rules here fall into the broad categories of New Skills or Alternatives to the

Cthulhu Mythos Skill. Skills and the Sanity mechanic are the hallmarks of the Rolemaster

system, at least as used by Call of Cthulhu, and are the natural aspects of the system to

target for tinkering. Not to cover up or eliminate any flaws in the rules (perceived or

real), but merely to attempt to extend the system to cover new but related concepts. Each

section is sufficient to stand by itself. Keepers that use more than one new rule in a game

at once might want to make notecards or a cheat sheet for the table so that everyone

knows what house rules apply, and can review them before rolling the dice.

Cthulhuology Cthulhology is a new skill that acts as a complement and counterpart to the traditional

Cthulhu Mythos skill. Where the Cthulhu Mythos skill represents actual experience and

understanding, as much as is possible, of the Mythos and the creatures, entities, and

forces involved, the Cthulhology skill represents an academic knowledge of the various

myth-cycles, tomes, and authors—but only as myths, legends, and academic subjects, not

with any understanding or full knowledge of the horror behind them.

Cthulhology (01%) This skill gives the user a chance to recognize Mythos tomes, entity references, and

possibly even artifacts, and to recall relevant myth-cycles, literary histories, and any

academic treatment of the subject in professional journals, articles, and lectures.

Cthulhology may not be used in place of the Cthulhu Mythos skill, nor used to cast

spells—it deals with the known and acceptable knowledge of the Mythos, not the actual

realities. When reading a Mythos tome, a character may choose to add the percentiles to

their Cthulhology skill instead of their Cthulhu Mythos skill; if they do so they only gain

half the percentiles (rounded up), lose no Sanity points, and cannot learn any spells from

the tome. Unlike the Cthulhu Mythos skill, Cthulhology does not reduce the character's

maximum sanity.

Shauna Livingston has Cthulhology 16% and decides to read a copy of Cthulhu in the

Necronomicon (+6 Cthulhu Mythos percentiles) as part of her graduate thesis in

anthropology. Shauna adds (6/2) 3 percentiles to her Cthulhology skill, raising it to 19%.

In a game with the Cthulhology skill, investigators gain Cthulhu Mythos lore at a more

gradual pace, based on their exposure to actual Mythos entities. The Cthulhology skill

allows characters to gain some basic understanding of the Mythos without ending up in

the insane asylum, and the Cthulhology skill is a useful supplement to Cthulhu Mythos

skill for literary and academic types for tracking down particular volumes or references.

Forensic anthropologist Russ Morgan Gemdyke (Cthulhology 20%) and “occult

detective” Squamous Smith (Cthulhu Mythos 20%) both examine a cultist crime scene,

and succeed on their rolls with their respective skills. Gemdyke recalls seeing very

similar markings and motifs in the literature of certain rare and exotic Polynesian sects

that worship the “Demon Triad”" particularly a subsect or offshoot called “the Black

Seal” and recalls that a book called the Ponape Scripture might have more information.

Smith recognizes the terrible sigils of Zoth-Ommog, Ghatanathoa, and Ythogtha, the

“Demon Triad” of ancient Mu, and that the scene was the site of some terrible spell or

ritual—probably meant to release something! This could only be the work of one cult…a

degenerate offshoot of the worshipers of dread Cthulhu…the occult terrorists known as

the Black Seal!

Crisis of Belief At some point, an investigator will realize that Cthulhology just doesn't cut it, they need

the Cthulhu Mythos skill to succeed—or they've seen too much to keep believing that

everything they've considered just myth up until now isn't real. Basically, a player will

want to convert Cthulhology into Cthulhu Mythos. This is a crisis of faith and sanity, the

disbeliever accepting as fact things they were heretofore only comfortable dealing with as

fiction, and it can destroy people. Mechanically, divide the character's Cthulhology skill

by 2, then add it to their Cthulhu Mythos skill and subtract it from their current Sanity.

Such a conversion can only happen once in a person's lifetime, even if they later raise

their Cthulhology skill again.

Dr. Bill Blakely has Cthulhology 30%, Cthulhu Mythos 3%, and Sanity 65. The

revelation of the ghouls haunting his family crypt is too much for him to take, and those

queer passages in the family annals repeat themselves in his brain. Eventually, he breaks

down and accepts the truth of all that he has seen and heard and read. He adds 15

(Cthulhology/2) percentiles to his Cthulhu Mythos skill and subtracts 15 points from his

SAN, leaving bill with Cthulhology 30%, Cthulhu Mythos 18%, and Sanity 50. The

sudden loss of sanity prompts an Idea roll, which Bill fails: he goes indefinitely insane

from the realization.

Specialized Cthulhu Mythos Knowledge The Cthulhu Mythos Knowledge skill is one of the central aspects of Call of Cthulhu, and

as a basic mechanic its function is well-defined, straightforward, and simple to use.

However, it does not differentiate what sort of knowledge that the characters may have

accumulated; the Cthulhu Mythos skill represents a generic collection of disturbing

legends, arcane lore, readings from forbidden literature, and terrible truths. In Mythos

fiction itself, the dread knowledge gained is generally much more specific, a function of

either the threat the character faces or their own specific interest. What follows below are

some optional rules the Keeper may use to represent this specialization of Cthulhu

Mythos knowledge in their game. These rules provide greater specificity, but will also

complicate the game, and should be thoroughly read, understood, and considered before

use in game.

The single Cthulhu Mythos knowledge skill is replaced by multiple Mythos knowledge

skills known as Cycles. Each Cycle is a separate skill, and represents the character's

learning in a specific area of the Mythos, usually focused around a single race of deity—

this does not preclude the character from having heard or knowing of other Mythos races

and deities, but only with respect to their history and interactions with the object of their

specialization.

Professor Sara Walton-Marsh has the R'lyeh Cycle skill, and would know something of

Cthulhu, the star-spawn of Cthulhu, Cthulu's progeny (Zoth-Ommog, Cythlla, etc.), and

possibly his enemies (Hastur, Kthanid, etc.), but would not know anything about the

Fungi from Yuggoth, the Hounds of Tindalos, etc.

Beyond this, each Cycle skill would give some chance of knowing about various texts,

cults, objects, and sites relevant to the area of interest.

Each Cycle is a percentile skill, and can be used and increased in the same way as the

Cthulhu Mythos skill, principally from reading Mythos texts. Like the Cthulhu Mythos, a

Cycle skill lowers the character's maximum Sanity rating—unlike the Cthulhu Mythos

skill, only the highest Cycle skill applies.

Prof. Sara Walton-Marsh has R'lyeh Cycle 20% and Dream Cycle 15%; her maximum

Sanity is 80 (100—20 = 80).

When reading a Mythos text, the Keeper squares the Cthulhu Mythos percentile listed

and divides the percentiles among different Cycles; keeping in mind that no text can grant

more than 100%—and few should grant that much!. In this way, a relatively minor tome

that focuses on a specific Cycle is generally more valuable for understanding the lore of

that cycle than a larger tome covering more Cycles in less depth. A simple break down

for ease of use is that a given book grants the same number of percentiles in an equal

number of cycles.

The Book of Eibon (English edition) grants Cthulhu Mythos +11 percentiles when

studied and understood. The Keeper would then have 121 percentiles (11 x 11 = 121) to

divide among various Cycles as they see fit. A possible breakdown would be:

Hyperborean Cycle + 55%, R'lyeh Cycle +11%, Tsathoggua Cycle +55%.

If the character studies the entire tome they gain all the Cycle skill percentiles and suffer

the normal Sanity loss. However, investigators may also choose to focus for reference to

their particular Cycle of interest, adding only percentiles in that Cycle (if any), and taking

only half the normal Sanity loss (rounded up).

Prof. Sara Walton-Marsh has spent most of the last year at the Miskatonic University

Library, studying their copy of the Book of Eibon for references to the R'lyeh Mythos

cycle. After 32 weeks of study, she adds 11 percentiles to her R'lyeh Cycle skill (bringing

it up to 31%) and has lost 1d4 San.

This Keeper‘s Option works out a little better for minor tomes. Cconsider something like

Massa de Requiem per Shuggay—which normally grants Cthulhu Mythos +4

percentiles—but converted to Cycles might grant Shan Cycle +16%. The Book of Eibon

is an example of a tome that focuses heavily on a few subjects (to the point where the

reader would be leery of cracking any other Mythos book!), but most of the "major"

lorebooks would contain vast amounts of lore on a variety of subjects—the English

translation of the Necronomicon, for example, could give +15 percentiles on 15 different

cycles!

Mythos Cycles The terrible legendry of the Mythos is often broken down into myth-cycles, collections of

stories, tales, and literary works with similar subjects, origins, or themes. The following

ten myth-cycles are only suggestions, and Keepers may create their own based on their

favorite Mythos stories or the needs of their campaign. Each cycle also includes a few

key texts.

Dream Cycle The myths covering the Dreamlands, the geography from Ulthar to the high plateau of

Leng, the means to descend the Seven Hundred Steps of Deep Slumber, and the nature of

dream-creatures such as the ghouls and the hideous moon-beasts.

Key Texts: Dhol Chants, On Astral and Astarral Co-ordination and Interference, On the

Sending Out of the Soul

Hyperborean Cycle The legends of the lost continent, its cults and strange gods, and its final strange doom.

Stories focus on Mount Voormithadreth, the dwelling-place of the Voormi, Atlach-

Nacha, and Abhoth; as well as the arch-sorcerer Eibon.

Key Texts: Book of Eibon, Parchments of Pnom

Klarkash-Ton Cycle The tales of Atlantis, as epitomized by its arch-priests Klarkash-Ton. Deals broadly with

wars with other ancient peoples, particularly the Serpent Men and followers of Yig and

various cults of the "dark gods."

Key Texts: Unaussprechlichen Kulten Cultes des Ghouls

R'lyeh Cycle The story of Cthulhu and his various spawn, allies, and enemies, centered around the

rumors of the sunken city of R'leyh in the south Pacific.

Key Texts: Necronomicon, Cthäat Aquadingen, Unaussprechlichen Kulten

Yithian Cycle The stories of the Great Race of Yith, their many enemies and triumphs.

Key Texts: Pnakotic Manuscripts, Eltdown Shards

Zanthu Cycle The tales of Mu, recorded mainly by Zanthu,. Deals with the worship of Zoth-Ommog,

Ghatanothoa, and Ythogha.

Key Texts: Zanthu Tables, Ponape Scripture

The Little Mythos Scientists and philosophers find infinities at all scales, and mysteries in the mundane.

Every pursuit, every lore and discipline of knowledge has, if you take it far enough into

obscure corners, some occult element. Often, these "little Mythos" are only of interest or

comprehensible by those truly versed in the minutiae of the subject—but then again,

often there are strange connections between many disparate fields of study, strange facts

and instances which bridge the gap and establish a common ground between those,

professionals or amateurs, who are familiar with them. In this way all of life is full of the

Little Mythos, if you look hard enough or long enough.

A painter, art professor or dealer, for example, may have the Art History skill. While

mostly innocuous, Art History does brush up against the Mythos—in the form of Richard

Upton Pickman, objects d'art from distant times, places and cultures, and even certain

illustrations, woodcuts, etchings, engravings and the like from ancient, banned books. A

truly puissant master of the Art History skill will be aware of all of these many strange

items, which represent strange mysteries…why do two cultures, with no connection to

one another, depict the same figure? How could this "Zoth-Ommog" be the subject of a

painting by both an old and obscure Flemish master and a recent California sculptor,

when the latter could not possibly have heard of the former because the sketches were

only revealed last year? In this way, a master of the mundane slowly builds up a set of

facts, theories, and mysteries, knowable only to someone truly in-depth in the field, and

able to draw some very strange conclusions.

In Call of Cthulhu, when a character masters a skill they gain Sanity, a reflection of self-

confidence and discipline. They need it, because at the far reaches of their discipline (95-

100% skill rating) the character becomes ever more acutely aware of the "Little Mythos"

associated with their chosen discipline. For every point in a skill above the 95th

percentile, the character gains a "virtual" Cthulhu Mythos rating point. This point stacks

with whatever Cthulhu Mythos skill the character may (or may not) already have, but

only with regards to the character's area of expertise. "Virtual" points, as they are not

"real," do not reduce maximum Sanity.

Harriet Waite is a post-doctoral fellow at Miskatonic University, and has Psychology

98%. Her "virtual" Cthulhu Mythos rating is thus (98—95 = ) 03%, which applies only if

she encounters a Cthulhu Mythos test that applies to Psychology. As part of her studies,

Harriet does an exhaustive reading and study of the Necronomicon, which gives her a

Cthulhu Mythos skill of 16%—or, with her "virtual" points, 19% when dealing with

issues of psychology.

If a character has mastered multiple skills, the "virtual" points stack—but only for those

disciplines in question. "Virtual" Cthulhu Mythos skill percentiles gained through skill

mastery cannot raised the character's effective Cthulhu Mythos rating higher than 50%.

Jack Archer is a jack-of-all-trades, with 100% skill ratings in Occult, History, Latin, and

Law, and a Cthulhu Mythos skill of 25%. If he was called on to examine a Mythos tome

concerning the ancient Roman laws against a particular brand of pagan maleficum, he

can bring all of his studies to bear on the problem(25% + 5% Latin + 5% Law + 5%

History + 5% Occult = 55%)—but, given the cap, his effective Cthulhu Mythos skill for

this test is only 50%.

Using the Little Mythos in the Game The Little Mythos are ideally a way to ease new characters into the Mythos. Players

might be encouraged to max out one skill during character creation, which helps establish

the character's role and purpose in the group, while the "virtual" Mythos percentiles allow

them to maintain an edge in their particular field of expertise. This evens the playing field

somewhat, as it prevents book-smart characters from taking the bulk of the scenes as

games progress, which sometimes happens. It also gives many good excuses for games,

as a character with "virtual" Mythos percentiles may be used to generate one-off plots

involving a Mythos entity or mystery relevant to their own interests—a character with

Firearms 100% may discover The Stregoicavar Gun, for instance, while a character with

Library Use 100% may become embroiled in a murder concerning Reference Works,

which might lead to a major Mythos tome.

False Mythos Tomes Marcus glanced at the shelves in awe. Here were the forbidden tomes, the ancient

manuscripts he had sought for a lifetime. Terrible names were writ large on that infernal

library: the Book of Eibon, Nameless Cults, Cultes des Goules, the Book of Dyzan, and

others he had never even heard of: the R'lyeh Gospels, Prayers of the Toad God,

Whateley's Cthulunomicon…how had such volumes passed his notice all these years?

They must be exceedingly scarce, limited printings in strange corners of the world.

With care he pulled down a black leather volume, the parchment pages brown and the

iron clasps rusty with age, that claimed to be no less than the dread Necronomicon of the

mad Arab. Opening to a random leaf, Marcus read a few lines, and his brow furrowed

further. It spoke of the Hand of Kaä as 'the key of Yok-Sokkott'—but surely that was the

Silver Key. Here was a mystery! Perhaps a fault of the translator, who undoubtedly

worked from Dee's own handwritten pages…or then again, perhaps Marcus was

mistaken and this was a great and hidden truth he had failed to grasp in his own

researches…

Source Concept: The Club Dumas by Arturo-Perez Reverte

Every now and again, it's helpful to remind player characters that they don't know as

much as they think they know. While small, there is a market for Mythos tomes, and

markets attract thieves and conmen. The supply of such volumes is limited, and the men,

women, and things that deal in them are less likely than most to scrutinize where a

particular book comes from—or, even better in the mind of book dealers and

counterfeiters, are willing to accept damaged and partial works. So, from time to time a

library may be seeded with one or two false Mythos tomes. Particularly gullible would-be

sorcerers may own dozens of such works, sifting through the counterfeits for what gems

of truth the printer might have accidentally left behind, or else desperate to stock their

shelves with the great forbidden books of lore.

Faking A Mythos Tome The first step to counterfeiting a Mythos tome is to have some genuine idea of the

contents—either an authentic Mythos tome, or enough genuine books and materials with

Mythos information to form a convincing thesis. More ambitious or desperate

counterfeiters might try to make do with little more than a few Mythos names and a

generous amount of imagination. Whatever the source, from this seed material the

counterfeiter can generate the basic content of the false tome.

In this, certain elementary mistakes can be in part covered up by the very nature of

Mythos books and the gullibility of the investigators. Many anachronisms or errors of

fact can be put down to mistakes in translation; the juxtaposition of disparate material

from far corners of the globe are natural to many Mythos tomes (such as Nameless Cults),

and do not generally alarm the reader familiar with this sort of abrupt connection. If the

supposition of the book is strange enough (―Millions of years before the rise of man, an

ancient race of flightless waterfowl held dominion over the islands of Lemuria…‖) the

player characters may accept it wholesale without looking to any facts or better research

to support it.

The physical fabrication of the hoax is much more difficult, and this is where most

counterfeits fall away. Superficially, the use of old hand printers and parchment or

vellum died and stained with tea or coffee will do for many—true antiquarians and

professional historians and archeologists will not be taken in by such measures, however.

Any book being sold for thousands of dollars or more must be made from paper and

materials from the period, in the technology of the period (a decided difficulty for tomes

supposed to predate man!), which are hard to acquire quietly and raise the cost of the

book to be sold.

An easier method for many counterfeits is to publish not counterfeits of original Mythos

tomes, but modern translations of such. The cost and risk is less, since modern printing

techniques can be used, but the value of selling such books is less as well. Poor

translations of existing Mythos tomes are unlikely to sell well to the general public, but a

―limited printing‖ of an ―obscure‖ Mythos tome can be worth much if the counterfeiter

knows their market.

Less often found, and more difficult to spot, are ―restored‖ Mythos tomes—the actual

text is (mostly) authentic, but damaged or missing pages, which the counterfeiter

creatively replaces. In this case, terrible errors may creep into an otherwise worthwhile

text, and the price to acquire it goes up.

In general, creating a false Mythos tome requires a successful Craft (bookmaker) skill

roll; the fake can be made more beautiful (and valuable) with a successful Art (Painting

or Illumination) skill roll, and more accurate with a successful Cthulhu Mythos skill roll.

Spotting A False Mythos Tome Investigators likely have limited access to the scientific equipment necessary to spot a

skilled fake, but a certain healthy skepticism and a few wise skill checks can uncover

many fakes. Few cults should have copies of major texts—none of them needs to have

three copies of the Necronomicon on the shelf, and an abundance of Mythos riches is

generally a sign that at least some of the libraries have been ―padded.‖ Tomes

investigators have never heard of that contain information that goes against what they

have heard or experienced may in fact be incorrect—judge the text against the Mythos

books already read, and Mythos entities yet encountered.

Simple chemical analysis to detect the presence of any modern materials is the easiest

way to detect a physical fake—the presence of plastics, artificial fibers, aluminum, etc. in

the 1920s is a particular warning sign. The text of the book can tell much to librarians and

antiquarians, who can pick apart the smallest discrepancies in the period of the language,

the use of modern idioms, the evenness (or lack thereof) of the printing, revealing the

fake. Even the history of the book, as postulated by the seller, can be picked apart by

antiquarians and historians who are intimately familiar with the catalogs of major

libraries, public and private.

In effect, a successful Library Use skill role can detect any gross errors in the text, and a

successful Archeology roll can detect any gross errors in the physical book. A successful

Chemistry roll (with the necessary equipment and time in the lab) can detect a false tome

if it was created recently. Determining that the contents of the text are wrong with respect

to the rest of the Mythos requires skimming the book and a successful Cthulhu Mythos

roll.

False Mythos Tomes in the Game The basic place for a false Mythos tome is in the library or a cultist, sitting innocuously

on the bookshelf of a library or bookseller, or perhaps offered for sale to the player

characters as the hook for an adventure. Aside from being a trap for investigators, a false

Mythos tome may also be created and used as a bait or trap for cultists.

For the purposes of game mechanics, false Mythos tomes either have a negative or a

positive Cthulhu Mythos percentile modifier. A false tome with a Cthulhu Mythos

percentile of +00% or higher contains actual Mythos knowledge from some source, even

if it is fragmentary, unintended, or in some cases misleading. Treat these as normal

Mythos books for purpose of study.

An example of such a work would be a copy of the Book of Eibon (English edition) has

been damaged, and the missing pages were replaced by a bookseller to increase the price

of the ―complete‖ work. The book would have a Cthulhu Mythos percentile of less than

an actual complete edition (so, less than +11%).

False tomes with a Cthulhu Mythos percentile of -01% or lower are actively false,

confusing, and liable to get an investigator or cultist killed. When done studying a tome,

have the investigator make a Cthulhu Mythos skill roll—if successful, they recognize the

book as the rubbish it is, and do not suffer the penalty for reading the book. If

unsuccessful, reduce the character's Cthulhu Mythos skill by the correct amount, to a

minimum of 01%. The best (perhaps only) way to ―undo the damage‖ so to speak is

either to get a more factual source for reference and comparison (i.e. read some more

Mythos books, which will add percentiles normally), or from experience (―By Hoggoth!

Deep Ones are not repelled by a barrier of salt as the Scroll of Dagon claims!‖) where the

lost points might come back when you next succeed at a Cthulhu Mythos roll.

Only false Mythos tomes with a positive Cthulhu Mythos percentile rating cost sanity

points, and very few if any have spells—most counterfeiters would only include a spell

accidentally, and would often compound any errors in the spell with their own mistakes,

or leave out crucial portions.

New Mythos Tome 9 Chants of Tsathoggua Chants of Tsathoggua—in English, trans. "James Churchward", c.1898 (1919)

Bound journal, supposedly Churchward's translation of an ancient Naacal tablet from Mu

he discovered in Hawaii. Actually written by an unscrupulous clerk at an occult

bookstore, using the hieroglyphics in the Golden Goblin edition of Nameless Cults as the

source for much of his material. Sanity loss 1/1d2; Cthulhu Mythos +01 percentiles;

average three weeks to read and comprehend. Spells: none.

New Mythos Tome 10 Necronomicon (False) Necronomicon (False)—in English, trans. Jebediah Whateley, c.1917

Modern book bound in black leather with vellum pages in a heavy, gothic font. The

introduction gives it as a copy of John Dee's translation, but in fact the book is entirely a

work of fiction, based on a dictionary of freemasonry and a poor translation of the Book

of Coming Forth by Day. Sanity loss 0; Cthulhu Mythos -03 percentiles; average eight

weeks to read and comprehend. Spells: none.

New Mythos Tome 11 Second Book of Eibon The Second Book of Eibon—in French, trans. Jean-Jaq de Yeovil, c.1666

This spellbook promises that it is a supplement to the original Book of Eibon, a ―lost

work‖ of the Hyperborean wizard only recently discovered and translated. In fact, it is an

ancient counterfeit, a false tome put together by an unscrupulous French sorcerer to seed

among his rivals. Sanity loss 0/0; Cthulhu Mythos -05 percentiles; average twelve weeks

to read and comprehend. Spells: Summon Formless Spawn of Zhothaqquah

(Tsathoggua), Contact Deity Zothommoqqua (Zoth Ommog), Contact Deity

Ghatanatoqqua (Ghatanothoa), Contact Deity Kthulla (Cthylla), Contact Deity Ythoqqua

(Ythogtha) All spells contain carefully crafted errors that render the wizard who uses

them open to psychic attack; upon casting the spell the wizard loses all Magic Points.

Alternate Mechanics For Keepers leery of negative Cthulhu Mythos percentiles, another option is to give the

readers of false Mythos books false Mythos percentiles—leading the character to believe

that their Cthulhu Mythos rating is higher than it actually is, and the player character

might actually fail a test they believed they passed. However, this method requires a bit

more bookkeeping on the part of the Keeper.

Reference Works Major Mythos tomes are, as any Keeper knows, rare, difficult to find, and hard to read.

They tend to be in foreign, dead, or alien languages, and even the library copies extant

are kept away from public view and under lock, key, and quite possibly some serious

wards. Finding one is usually an adventure, and the threat to the character's sanity that

comes with the cosmic revelations within means that the player characters should be

wary and respect of the book and its power. The inherent difficulty of obtaining these

prizes is part of their allure and mystique; keeping the books rare adds to their value and

impact when the investigators do come across a copy in some cultist's library, or are

finally (after having shown many proofs) been granted access to the copy of the

Necronomicon at Harvard or Miskatonic.

Rarity is also a problem, because the overuse of these tomes dampens their appeal.

Experienced players may well be checking off their lists like pokemon, hoping to collect

all the major tomes before the campaign is over. Campaigns set in the 1980s or later

worry about the underground electronic dissemination of books, which has exploded in

recent years. When everybody can download the Book of Eibon or Google Translate

Cultes de Goules, some of the fire goes out of the game.

A possible solution to ―tome-fatigue‖ can be found in August Derleth: reference works.

These are standard, scholarly papers, articles, documents, and books which are based on

the more famous tomes, but which contain only a fraction of the actual lore—and that as

glimpsed through the biases of the author and the context of their paper. Some examples

from Mythos stories include:

An Investigation into Myth-Patterns of Latter-Day Primitives with Especial

Reference to the R'lyeh Text by Prof. Laban Shrewsbury (August Derleth)

Cthulhu in the Necronomicon by Prof. Laban Shrewsbury (August Derleth)

Polynesian Mythology, with a Note on the Cthulhu Legend Cycle by Harold

Hadley Copeland (Lin Carter)

The Prehistoric Pacific in Light of the „Ponape Scripture‟ by Harold Hadley

Copeland (Lin Carter)

Study of the R'lyeh Text by Phillips (Randall D. Larson)

The idea here it to give players partial glimpses of what are available from the greater

tomes, while preserving their awe and mystery. These books grant only a fraction of the

Cthulhu Mythos percentile ratings (and cost on a fraction of the Sanity points), and

generally contain few spells—but those spells they do contain would be immediately

relevant to the content of the specialized reference work.

Without access to the actual Necronomicon, characters could build up libraries of these

reference works in an effort to replace it—a flawed exercise, just as fans today might

collect excerpts and quotations from the Necronomicon in hopes of one day having a

complete text (anyone fond of this, Dan Harms actually made a go at it in the back of The

Encyclopedia Cthulhiana). Picking up major Mythos works piecemeal whets the

investigator's appetites for the real thing, without unbalancing a campaign. In a modern

setting, these reference works can be more readily available, so that the actual source

materials remain obscure. No one in 1989 can download yhe Necronomicon, but with a

little digging and the right contacts you might be able to find Cthulhu in the

Necronomicon.

Making Reference Works The following is an optional procedure for making a reference work based on a Cthulhu

Mythos tome. This reference book may be introduced into your own campaign, or

inserted into a published adventure in place of the major source book.

Step 1. Pick A Major Source Choose a major Mythos tome, such as the Necronomicon or Book of Eibon. Ideally, this

should be a book with +10% or more Cthulhu Mythos percentile rating

Keeper Jackson needs a new Mythos tome for Masks of Nyarlathotep, because he doesn't

want the player characters getting their hands on the complete Seven Cryptical Books of

Hsan, but they still need some of the information and spells within. With that in mind, he

picks the Seven Cryptical Books as the major source tome.

Step 2. Pick A Focus and Name Select a focus for the reference volume. It may be a specific Mythos deity or race, or a

particular real-world geographic area, ethnic group, or subject such as art, literature, etc.

Feel free to be as general or specific as you choose. The name of the volume should

contain both the focus and the title of the source Mythos tome.

The most important aspect of the Seven Cryptical Books of Hsan in Jackson's adventures

are its details about the Order of the Bloated Woman, so Jackson decides that's his focus.

With that in mind, Jackson decides the title of the reference work will be: The Bloated

Woman in the Seven Cryptical Books of Hsan: An Historical Analysis.

Step 3. Calculate Statistics Divide the Cthulhu Mythos percentile of the source book by 3, rounding down. Then,

select up to 1/3 of the spells in the source book to be present in the reference work. For

each 2 spells the tome contains, increase the Cthulhu Mythos percentile by 1.

The sanity loss and average reading time for the tome should be determined by the

following table:

SanLoss CM+% Weeks

0/1 0 1d3

1/1d3 1-3 6

1d3/1d6 4-6 10 + 1d3

1d6/1d10 7-9 12 + 1d6

1d6/2d10 10-12 24 + 1d10

1d10/2d10 13-16 48 + 2d10

These are beginning statistics and may need to be tweeked by the Keeper. As a rule, the

reference work can never have a Sanity Loss, Cthulhu Mythos percentile Bonus, or

average duration of study equal to or greater than the source text.

The Seven Cryptical Books of Hsan have Cthulhu Mythos +8 percentiles. Jackson

divides this by three (8/3 = 2.66…) and rounds down (2). Looking over the spells, he

decides the book will only contain the spells Contact Deity/Nyarlathotep and Door to

Kadath, which raises the Cthulhu Mythos percentiles of the book to +3. Consulting the

table he notes the book will have a sanity loss of 1/1d3 and require six weeks of reading

to study and comprehend. Jackson's stats currently look like this:

The Bloated Woman in the Seven Cryptical Books of Hsan: An Historical Analysis Sanity loss 1/1d3; Cthulhu Mythos rating +3 percentiles; average 6 weeks to study and

comprehend. Spells: Contact Deity/Nyarlathotep, Door to Kadath

Step 4. Develop Backstory Time to fill in the gaps! Start with a brief description of the book's contents, then add an

author, language, and date of publication. This is the fun step, so be creative! Remember

that the author's perspective is important to the work; you might use a respected Mythos

scholar from a short story, one of your NPCs, or something more clever and bizarre.

Jackson brainstorms the details behind the reference work's contents and history. After

an hour and a trip to wikipedia, he's satisfied with the results.

New Mythos Tome 12 The Bloated Woman in the 7 Cryptical Books

of Hsan The Bloated Woman in the Seven Cryptical Books of Hsan: An Historical

Analysis—in English translated by Lafcadio Hearn (1903) This book was a translation of a scholarly Japanese text that Hearn discovered during his

exploration of Japanese folklore. Considered too macabre even compared to some of his

earlier publications, it only received a small print run at the University of Tokyo shortly

before his death. It deals with the folklore of the Bloated Woman cult, as given in the

forbidden scrolls of Hsan.

Sanity loss 1/1d3; Cthulhu Mythos rating +3 percentiles; average 6 weeks to study and

comprehend. Spells: Contact Deity/Nyarlathotep, Door to Kadath

To represent an article, paper, or except based on one or more of these books, simply

repeat the procedure. These tertiary texts rarely include spells, and those that do often

contain flaws which limit their use or place extra requirements upon the wizard.

Oral Histories of Cthulhu Writing was a profound and relatively late invention of the human species. The ability to

record ideas, stories, and information in a durable form transformed human civilization

and culture. Before writing, mankind relied on oral traditions—cycles of story, myth, and

legend to pass on history, concepts, and ritual. Storytellers were the historians and

newsmen of their day, and every child would become familiar with the stories and songs

of their people as they grew up. As time went by, memories would fade, details would be

changed and substituted, and the leys and songs generally change. To combat this

degeneration, pre-writing cultures developed specialists to memorize and carry on the

lore using mnemonic and poetic techniques. Some of these castes were destroyed by war

or circumstance, the rest were replaced by the invention of writing.

In the Cthulhu Mythos, the primary focus of Mythos lore is in books. By the time of

Lovecraft's writing, oral traditions were in steep decline, and the medium of the pulp

periodical and novel lent itself more to the concept of forbidden texts and mouldering

scrolls. Books also lent themselves well to sharing; the same work (or versions with the

same title) could appear in multiple stories by different authors. The long periods of time

encompassed by the Mythos—tracking cultures that were dead before the first human

being appeared—also lent themselves more to durable communications, as the entities

and events chronicled in tomes such as the Necronomicon were gone from most living

memory. Not always, though. Oftentimes, Lovecraft used folk tales and verbal

recollections (and revelations) to good effect, such as in The Shadow Over Innsmouth and

The Picture in the House.

Oral Traditions and the Mythos Oral traditions present an alternative to standard Mythos tomes in a campaign. Rather

than tracking down an ancient tome in a dusty library, the investigators will have to hunt

down an actual person who knows what they need, and convince them through word and

action to share that knowledge with them. Oral traditions are especially appropriate for

cults who recruit from the dregs or outskirts of society, who have limited literacy and

education, but who may retain the folk tales and legends passed down from their

grandparents. Surviving "primitive" cultures could potentially retain more complete and

extensive cycles and songs of Cthulhu Mythos lore carried on from earlier days, but in

the days of CoC most of those cultures are dying out. Mythos cults in the midst of such

cultures may even contain fragments of oral histories from pre-human cultures and races.

Using Leys In Call of Cthulhu, a complete cycle of stories in an oral tradition is considered a Mythos

tome, and is known as a ley. Like with other tomes, leys are only truly understood after

weeks of study, and may grant percentiles in the Occult or Cthulhu Mythos skills, along

with knowledge of spells and rituals. Complete comprehension of a ley brings with a

commensurate Sanity loss. The more complex the lore (and higher the Occult/Cthulhu

Mythos percentile rating/Sanity loss), the longer the student must listen and study the

stories as they are told to them. Likewise, oral traditions are best understood in their

original language, and details are often lost or skewed in translation. ―Skimming‖ a ley is

not generally possible, unless it has been recorded onto a wax cylinder, phonograph

record, or some other medium; if this is the case then the standard rules for skimming

apply.

The individual reciting a ley has memorized the dangerous knowledge, and has both the

attendant Cthulhu Mythos/Occult skill and Sanity loss. Memorizing a ley requires a

complete study of the tome and a successful Artisan (Storytelling or Poetry) skill check.

If the check fails the would-be storyteller must go through the entire ley again (no

additional Sanity loss or Cthulhu Mythos percentiles, only time) and make another check;

this process may continue until the character makes their check or gives up. A character

that has memorized a ley may repeat it at any time, passing it on to other characters.

Sample Leys

New Mythos Tome 13 Migrations of the Servants of the High-Priest Migrations of the Servants of the High-Priest-Who-Is-Not-To-Be-Named (Tcho-Tcho,

c. 500 BC) This ley recalls the travels and migrations of the Tcho-Tcho people through southeast

Asia, back to the mountains of Kunlun and the Himalayas to the mysterious and

forbidden plateau of Leng. All true Tcho-Tcho are taught this song as children. Sanity

Loss 1d6/1d10; Cthulhu Mythos +5 percentiles, average 12 weeks to study and

comprehend. No spells.

New Mythos Tome 14 Hymns of Leng Hymns of Leng (English, 1913) Orientalist Marie Laurent's translation, which suffered greatly from both her imperfect

mastery of the Tcho-Tcho tongue and her questioning of the historicity of the ley,

confusing parts of it with historical origin myths of Japan and the ancient Khmer

kingdom. Sanity Loss 1d2/1d4; Cthulhu Mythos +2 percentile, average 3 weeks to study

and comprehend. No spells.

New Mythos Tome 15 Songs of the Kraken Song of the Kraken (Greek, c. 1500 BC) This poem-cycle, parts of which are interspersed with incantations in an unknown tongue,

is highly reminiscent of Homer's epic the Iliad, but contains fragments of elder lore that

were preserved by the ancient mystery cults of Greece, and even today in the hinterlands

a few lone shepherds maintain the remains of their father's strange beliefs, leaving

unspeakable sacrifices at the old stone altars raised by no man when certain stars burn

bright in the sky. Sanity loss 1d6/2d6; Cthulhu Mythos +8 percentiles, average 20 weeks

to study and comprehend. Spells: Contact Byatis, Contact Ghoul

New Mythos Tome 16 Tales of the Horned Serpent Tales of the Horned Serpent (Iroquois, 1760s) Reputedly based on a Nahuatl long-chant that in turn came from some other, more distant

civilization, this long myth-cycle speaks of the mysteries of the Americas, and the old

races that existed there before the coming of man, and the tribes that warred, worshiped,

and dealt with them. A wandering shaman is said to have picked up the tales from the last

of the mound-builder cultures of Mississippi and Georgia, collecting the tales of dying

tribes so they would not be lost for all time. Sanity loss 1d6/2d6; Cthulhu Mythos +12

percentiles, average 45 weeks to study and comprehend. Spells: Command Animal (Bear,

Catamount, Fish, Frog, Snake), Command Ghost, Contact Horned Serpent (Yig), Contact

Water Brother (freshwater Deep Ones that live in the Great Lakes and Mississippi, may

be extinct), Contact Water Sister (saltwater Deep Ones that live in the Pacific Ocean,

such as Devil's Reef), Summon/Bind Child of Yig, Summon/Bind Servitor of the Outer

Gods

Tomes of Power Every book is unique. Even a mass-market paperback, through the years of handling and

various owners, acquires a character of its own in terms of stains, scuffs, bookmarks and

scribbled notes in the margins. Mythos tomes tend to be more unusual and distinctive

than others, simply because of their colorful history and eccentric readership. Still, at the

end of the day a book, even a grimoire, is little more than a collection of bound paper:

inert, lifeless, and impotent without a crazy wizard or susceptible mind nearby.

Such is not always the case. Many times in fiction and media do we run across tomes of

power—books which have a talismanic or magical property of their own, which bestow

certain abilities on their owners, which may in their own way live or think, or at least be

possessed of a certain anima. Often this is a result of the contents of the tome, or its

means of manufacture; sometimes it is just the result of long ownership and association

with a particular wizard or entity. In any event, these tomes do have some true magical

potency, above and beyond any spell-lore they may contain.

Using Tomes of Power in Your Game Keepers should probably keep a tome of power rare; the possession of one may be the

focus of a scenario (such as Scenario: The Terrible Parchment) or even a chronicle. Their

appearance and abilities work best when initially unsuspected by the investigators. Other

than that, place them like any other Mythos tome—slipped into a likely library or other

suitable locale, the book is as difficult to distinguish as one tree in a forest. Let the

players discover the book's abilities and/or personality for themselves during the course

of events—remember that if a book has a personality it has certain goals or directives it

will follow, and these should serve to dictate what its actions may be.

The exact powers of a given tome should be determined by the scale of the chronicle; a

book that opens itself and summons Cthulhu the moment the investigators gaze on it is

probably not appropriate for beginning investigators, whereas a book that stinks of rotting

meat and attracts ghouls probably is. Below are a few sample Tomes of Power, for

possible use in your games.

New Mythos Tome 17 The Corpse Cults The Corpse-Cults—in English, translated by Edwin Powers Jr., 1776 A weighty leather-bound volume, similar in heft and thickness to a family bible of the

period. Most of the work is taken up with a translation of the Comte d‘Erlette‘s Cultes

des Goules, filled out otherwise with certain rare stories of cannibalism and vampirism

from around the world, including the myth of the Iils of the South Pacific (in The

Hodgson Mythos). This particular volume is in somewhat poor shape—it was buried with

the author in his coffin, and various foul elements of decomposition have crept into the

book, staining the pages and covers, giving it a terrible odor of decay. However, the bulk

of it remains readable, and no other versions are known.

Sanity loss 1d3/1d8, Cthulhu Mythos +8 percentiles; average 16 weeks to study and

comprehend. Spells: Become the Dead (Consume Likeness), Join Unholy Feast (Contact

Ghoul), Resurrection

Power: The book has a supernatural attraction to ghouls, and any ghoul within a mile of

the tome will be attracted to it, most likely coming at night to retrieve it. A sorcerer who

knows this property of the tome may make use of it to enhance his power when casting

the spell Contact Ghoul; the spell only costs 2 Magic Points to cast when the book is in

their possession.

New Mythos Tome 18 The Complete Necronomicon The Complete Necronomicon—in English, Dr. Ambrose Tilden, 1942 This limited press edition combines within its rather plain green covers the bulk of

professional scholarship on the Necronomicon in English, with some reference made to

German and French studies. It takes the form of a nearly complete translation of the work

in English—Tilden had apparently a copy of the Dee translation—with wide margins to

allow for substantial annotations to the text, drawing heavily from sources such as Laban

Shrewsbury‘s Cthulhu in the Necronomicon. The annotations and commentary note

differences in various translations and elements of the text, pointing out—and in places

attempting to reconstruct, with the aid of other sources—lost or incomplete sections.

Regrettably, the paper shortage during the war made publishing the book problematic,

and Tilden only managed to print and bind a single copy at his own personal expense

before he died.

Sanity loss 1d10/2d10; Cthulhu Mythos +17 percentiles, average 68 weeks to study and

comprehend. Spells: Call/Dismiss Nyogtha, Call/Dismiss Yog-Sothoth, Contact Cthulhu,

Contact Deep Ones, Contact Ghoul, Contact Nyarlathotep, Dominate, Dust of Suleiman,

Elder Sign, Powder of Ibn-Ghazi, Summon/Bind Servitor of the Outer Gods, Voorish

Sign

Power: All of the spells from the Complete Necronomicon work perfectly if read aloud,

by anyone regardless of education, training, or Cthulhu Mythos skill percentiles. The

book provides the Magic Points to fuel the spell, but the sanity loss to the reader is

doubled.

New Mythos Tome 19 Exorcisms of the Black Monk The Exorcisms of the Black Monk -in abbr. Latin, Black Monk of Averoigne, c.1150 This small leatherbound manuscript booklet resembles a Medieval breviary, or abridged

book of prayers and rites. It belonged, and was supposedly created by, the notorious

Black Monk of Averoigne, who in the last half of the 12th century performed many

unusual exorcisms against cases of nymphomania and unexpected pregnancy in the

wooded villages of that backwards province. The Black Monk was notorious as a

magician, and claimed that his booklet provided him protection against the devils he

sought to exorcise. Local authorities disagreed, and after a particularly botched exorcism

that led to the ruination of a set of 13-year old triplets, the death of their mother, and four

prostitutes, the Black Monk was excommunicated and burned at the stake. His breviary

was retained by the authorities, where it was rediscovered in the archives in the early 20th

century.

Sanity loss 1d2/1d4; Cthulhu Mythos +2 percentiles; 6 weeks to study and comprehend.

Spells: Prinn‟s Crux Ansata, Summon/Bind Dark Young.

Power: The breviary acts as Prinn‟s Crux Ansata when carried about their person; any

Magic Points spent by the user to combat Mythos creatures using this tome are doubled.

Contact Deity Variants The Contact Deity spells are different than the vast majority of Mythos-based magic.

Where the effects of some other rituals may not be immediately obvious or explained

away as coincidence, the Contact Deity spells offer the investigators a direct connection

with the major powers behind the Mythos, entities of obscure myth and terrifying reality.

To help maintain the deities' mystique—and the occult aspects of Mythos spells—

Keepers may consider the following alternatives to the standard Contact Deity spells.

Aside from the cosmetic differences, each variant has an associated advantage and

disadvantage.

Oracle As the final alien syllables are formed on their lips, the character's mind opens like a

flower. Their layers of psychic defense peel back to allow their mind's eye to gaze

unfettered on the vast intellect of the deity. While in communion with the deity, the

character acts as a medium or oracle, and other characters may pose questions to the

character under the spell. Unfortunately, the scale of the entity's presence overfills the

character's senses, and their answers often make little sense.

Advantage: The character gains (POW x 5%) random language and knowledge skills

determined by the Keeper for the duration of the spell.

Disadvantage: The character babbles in every language they know, including any alien

languages gained by the advantage of this spell. The character cannot communicate

normally for the duration of the spell, and others will have to translate their cryptic

answers.

Cheval In casting this spell, the character empties their mind and spirit, letting the presence of the

deity wash over them. In this state, the character is protected from the worst ravages of

the entity's existence, but surrenders their physical body to their use. Cults often groom

specific members to act as chevals for their gods.

Advantage: The character suffers no loss of Sanity points from casting the spell.

Disadvantage: The character cannot control their physical actions for the duration of the

spell; the entity they have contacted moves in their stead. The entity cannot use magic

directly, but may utilize existing tools and technology, or create new ones.

Impression of Reality As the character intones the spell, reality twists around them, bringing them into contact

with the deity. The wizard may find themselves floating in the vast void of space,

orbiting the chaos at the center of all, or walking the non-Euclidian byways of a R'leyh

above the waves.

Advantage: The spell brings all within immediate vicinity of the wizard into contact with

the deity.

Disadvantage: The alien reality is a one-way trip, unless the character has additional

magic or means to escape. Keepers may be kind and allow the characters to find their

way back from some exotic, though earthly locale or the Dreamlands.

Metamorphosis The character chokes on the last word. The character enters a coughing fit which goes on

for several minutes, and ends with the character retching blood and flesh. Over the next

few hours, the character undergoes an unsubtle metamorphosis. The exact details depend

on the deity and the individual, but the corrupt flesh is essentially an extension of the

deity itself, and communicates in some way with the character. In time, the corrupt flesh

will fall off and die.

Advantage: The spell costs zero Magic Points to cast.

Disadvantage: Sanity loss from the spell is double.

The Corruption Attribute The Sanity mechanic in Call of Cthulhu is a measure of mental degradation; the

sometimes slow and often rapid derangement of the mind and senses when exposed to

things the human brain just wasn't designed to cope with. Sanity is a major theme in the

Mythos stories, and madness a constant sword of Damocles dangling over the heads of

the investigators. Entire plots and adventures can be built solely on the consequences and

causes of sanity loss.

Another theme Lovecraft and others were fond of is physical degradation; early hints of a

body of transformative literature that began with early tales of disfigurement and

eventually blossomed into the subgenre of body horror. Some of the most insidious and

memorable Mythos entities and effects did not just mentally unhinge the people they met,

but they left a more lasting mark on them as well. Physical deformities, mutations,

cancers, supernumerary bits, wasting diseases, witch marks, and strange, slow descent

from the human normal to something both supernal and subhuman, or perhaps inhuman.

Keepers may choose to represent the physical dissolution and degeneration of the Mythos

on characters with the Corruption mechanic; a complement to the already existing

Sanity (SAN) attribute. All characters (except, at the Keeper's discretion, those with a

non-human ancestry) begin with a Corruption (COR) score of 0. When the character is

exposed to a source of Mythos corruption—knocked into a vat of Mi-Go chemicals,

touching the slimy trail of a Shoggoth, bathed in the transformative light of Azathoth,

etc.—the character makes a Corruption Gain roll.

The player rolls 1d100. If the roll is at or above their current Corruption score, they

succeed. If the roll is below their current Corruption score, then they fail. Corruption

Gain rolls are shown as two numbers or rolls separated by a slash (example: 1/1d4+1).

The number to the left of the slash is the amount of Corruption points gained if the

Corruption roll succeeds; the die total to the right of the slash is the number of Corruption

points lost if the Corruption roll fails. Thus, a successful roll means that the investigator

gains a minimal amount of Corruption, and a failed Corruption roll always means that the

investigator gains a few Corruption points.

Eddy Fassbinder (COR 0) happens upon what he thinks is an illegal still, and

accidentally drinks concentrated Deep One adrenal gland extract. The Keeper tells him

to make a 1/1d6 Corruption Roll. Eddy automatically succeeds, and only gains COR 1.

The Keeper and Eddy's player discuss it and agree that Eddy now emits the slight odor of

some sea creature.

Corruption takes a toll on the character, and at higher ratings in this attribute, the

character ceases to be really human. To reflect this, Corruption attribute has the following

effects:

The character has a chance of being affected by the Elder Sign and similar wards

as if they were a Mythos being. When a Character with a COR score encounters

an Elder Sign, they must make a 0/1 Corruption Gain roll.

For every 5 points of Corruption, the character's Appearance attribute

permanently drops by 1.

For every 5 points of Corruption, the character's maximum Sanity attribute

permanently drops by 1, and they gain +1 percentile in the Cthulhu Mythos skill,

as their terrible degeneration lends insight into the Mythos.

A character with a Corruption rating of 100 is no longer human, but a new

Mythos being, and automatically becomes an NPC under the control of the

Keeper.

The Keeper and player are also encouraged to work together and determine what exact

physical deformities or ailments are affecting the character, and how. What starts as

small, unsightly blemishes on the inside of a character's wrists (COR 10) might in time

turn into teribble abscesses (COR 20), and these fleshy pits may in turn eventually sprout

mouths or eyes (COR 40), and then full-fledged tentacles (COR 80).

At the Keeper's option, certain medical or magical treatments may be able to reduce a

character's Corruption rating, at least for a time. Desperate characters have been known to

take a hacksaw to particularly terrible growths.

The Investiture Skill Magic, or the dark sciences so obscure and advanced that they may as well be magic, are

a staple of the Mythos. Many a lone wizard or cult leader has distinguished themselves as

an NPC with their use of magic, casting terrible spells while the investigators race to stop

them. For all that though, magic troubles many Keepers. PC sorcerers are a tricky lot to

deal with, and the doom of many a campaign. NPC wizards often serve as little more than

ready sources of spells and magic items for mystically-inclined PCs, and without too

much effort an entire adventure can be derailed and sidetracked because of a lucky bit of

applied occult force.

A possible solution to the Keeper is the Investiture skill. Not all the cultists in the

Mythos become wizards by studying learned magic; others lead and effect dark wonders

by forming a connection with a particular Mythos entity. Their bodies become

impregnated with foreign radiations, invested with some of their substance in a black

baptism, attuned to the dreams and desires of their chosen deity, and through force of will

and personality can sometimes channel or direct that power to their own ends. The upshot

of this connection is that characters with the Investiture skill gain access to a limited

ability to cast spells, without having to actually learn those spells (or be able to transmit

that knowledge). NPCs with the Investiture skill can thus serve as a successful foil to PCs

without inundating the campaign with magical knowledge.

Investiture (10%) Characters may only gain this skill after making a personal connection with a major

Mythos entity, such as Cthulhu, Hastur, Nyarlathotep, Azathoth, etc. Each major Mythos

entity has their own Investiture skill: Investiture (Tsathoggua), Investiture (Ithaqua), etc.

The character gains the ability to use the following abilities with a successful skill check:

Contact Deity—The character can attempt to contact the deity they are connected

to. This requires no additional trappings or equipment, although the timing,

environmental, and other factors mentioned in the spell description must be met.

Normal Magic Point cost when cast.

Summon Servants—The character can attempt to Call and/or Bind a servitor race

directly associated with their deity. For instance, a character with Investiture

(Shub-Niggurath) could attempt to cast Summon/Bind Dark Young. This requires

no additional trappings or equipment, although the timing, environmental, and

other factors mentioned in the spell description must be met. Double Magic Point

cost when cast.

Call Deity—The character can attempt to call their deity to them. The

requirements are the same as for the spell, but the character with Investiture

automatically expends all of their Magic Points casting the spell.

Dismiss Deity—A particularly powerful avatar of a Great Old One or Outer God

may attempt to dismiss or banish their opposites—a character with Investiture

(Cthulhu) could, for example, attempt to dismiss a manifestation of Hastur, but

not his spawn Cthylla or a neutral entity such as Athlach-Nacha. The

requirements are the same as for normally dismissing a deity, but the character

with Investiture automatically expends all of their Magic Points in the attempt.

These are abilities, and not spells like those that can be read in a Mythos tome. They

cannot be taught to others, and each character with the Investiture skill must discover

their own path to becoming one with their god. Investiture limits maximum Sanity in the

exact same way as the Cthulhu Mythos score. If a character has both skills, only the

higher one applies for determining the character's maximum sanity. If a character ever

reaches Investiture 100%, they transform into an avatar of their chosen deity, their very

essence and substance overwritten by the greater reality they have opened themselves up

to.

Five New Occult Skills Call of Cthulhu games tend to take place during periods of greater spiritual awareness in

Western civilization, when the popular public turns their minds to the occult, the powers

of mind and body, the oddities of religion, and the nascent possibilities of science with an

enthusiasm and belief bordering on fanaticism. For the majority of seekers, the journey is

ephemeral, the studies shallow, and the schools and mentors little more than misguided

fools or crass shams looking to make a buck. For dedicated seekers emerge the potential

of new disciplines, philosophies, and exercises that can transform their lives…if they

stick to it.

Many of the people who lived in those periods when swamis were swarmed and gurus

had groupies believed in the reality of occult skills and powers, and Keepers interested in

a more fantastic campaign may make some of those unpredictable but potent gifts

available to the investigators, or use them for non-player characters. For the most part,

the only requirement to take these occult skills (beyond the Keeper's permission) is a

suitable background or explanation for how the investigator discovered and developed

their particular talent. Trips to India, Tibet, and the Orient are popular excuses, but there

are many sources of mysticism in the world, and the investigator may even ascribe a

Mythos encounter to awakening their latent abilities.

Many of these skills require some additional work on the part of the Keeper and have the

potential to unbalance a campaign if abused, and they are advised to think carefully

before adding one or more of them to their campaign. At high levels, these skills lend

themselves to a more cinematic and fantastic campaign, suitable as a challenge for more

experienced investigators. I might suggest such skills be reserved for one-shot characters,

or players dropping in for a solo game among a group of very experienced investigators;

their unusual ability will help them keep their own with the rest of the player characters

and NPCs.

Summoning (05%) Most of the ritual involved with casting Summon/Bind spells is just that, ritual. The

empty movements, meaningless words, and worthless implements are designed solely to

disguise the true mechanism of the summoning, when the powerful intellect of the

character shapes a thought that the secret mathematics of the universe responds to. Those

who grasp this fundamental truth may do away with the tawdry requirements spoken of in

ancient grimoires, calling up the forces of the Mythos at will.

In effect, the character may cast any Summon/Bind spell they know using the

Summoning skill rather than the Cthulhu Mythos skill. The character ignores the normal

requirements of the spell for it to work, and if successful the entity or entities is

summoned, but not bound. Every attempt at using this skill costs 1 Magic Point per 10

percentiles (or part thereof) in the Summoning Skill and 1d10 Sanity points.

Aura Reading (05%) Time is but another dimension of space, and while most individuals do not perceive the

part of themselves that extends into the future an the past, some adepts develop a

glimmering awareness of time around them, often after heavy drug use. The effect is that

the individual no longer sees just the present of a person or object, but how the light has

fallen and will yet fall on it. With study and care, the adept may learn much from the

study of the slight "auras" that surround all things, the shadows and halos they cast

through time.

The character may use the Aura Reading skill to attempt and discern information about

the immediate future and past of individuals and places that they can view; the subject

must be viewed in person, photographs and even video broadcasts are insufficient. If

successful, they can clearly catch a glimpse of the object or individual as they will exist

in the next scene or did exist in the previous scene (generally, this is limited to the next or

previous 24 hours). Failure can result in an inaccurate or muddled reading.

Telepathy (05%) Some minds navigate as hunters in a thunderstorm on a moonless night, navigating by the

sudden and occasional flashes of lightning that illuminate the dark and noisome world. So

does the telepathic adept walk through daily life, with the occasional flash of insight as

the thoughts of another are laid bare for them. No human adept knows the secret of

directed telepathy, but with skill may tune their mind as a radio, becoming receptive to

the thoughts around them. Some hold the dreaded Necronomicon holds the secret to

unlocking this skill, while others believe the Theosophists and other prominent occultists

teach it to their inmost circles.

A character may use the Telepathy skill to try and open their mind to the thoughts of

others within a dozen feet of their self—on a successful roll, the Keeper will inform them

of what thoughts those around them are thinking, while on a failure nothing happens.

Should a nonhuman character—or a human character who is casting a spell—be present

when a telepath succeeds, they suffer the same sanity loss as seeing the nonhuman or

casting the spell would cost.

Mental Defense (05%) Many occult traditions hold of dangers that attack the unprepared mind, and school their

initiates in techniques that will prepare them for the challenges they may face. The

occultist skilled in Mental Defense has learned to treat their mind as an object, and to

manipulate their thoughts in ways that beguile even Mythos entities. Unlike other occult

skills, Mental Defense is always "on" unless the character chooses to "lower their

defenses."

When a Mythos entity, spell, alien artifact, etc. attempts to read or influence the

character's mind (no, Sanity Checks don't count, but the Telepathy skill most certainly

does), the Keeper rolls their Mental Defense skill. If successful, the character blocks the

contact or effect from happening—the spell, skill, ability, device, etc. fails to read or

influence the character's thoughts. If the roll fails, the character is affected as normal.

This test is made before any other test to see if the character is affected by the spell,

device, etc.

Ectoplasmic Extrusion (05%) A popular subject matter for séances and spiritualists, ectoplasm is the matter of the

deceased, the very stuff of spirits expressed in a viewable form. Such mediums as can

manifest ectoplasm utilize it in many ways, but most commonly to manifest the dead.

Scientists often scoff at these claims, and have been quick to discredit the physical

mediums that are said to play with ectoplasm, but belief in their abilities endures.

A character with this skill may, on a successful roll, generate ectoplasm. This costs the

character 1 HP of damage, and typically, this manifests as a roiling, oily white smoke that

pours from the medium's orifices, leaving behind a damp mark wherever it touches and a

faintly medicinal smell. The character may direct the ectoplasm somewhat, but in general

it is strongly drawn to unusual energies, fields, and lines of force; almost invariably this

means it is drawn to super-scientific machinery, powerful Mythos entities, and magic.

The ectoplasm will drift toward the greatest concentration of such forces nearby at about

one mile an hour. Ectoplasm usually remains for about ten minutes, less in areas of high

wind, before dissipating. Failure at the roll means the character generates nothing more

than a cough, flecked with blood (1 HP of damage).

At the Keeper's discretion, ghosts and some disembodied Mythos entities may make

―use‖ of ectoplasm to present themselves in the physical world, although these forms are

fragile (1 HP worth of damage causes them to dissipate utterly) and they are limited to

using their spiritual or magical powers.

The Secret Language of Cats One of the hallmarks of fantasy, even the weird, near-science fiction fantasy of H.P.

Lovecraft, is to take a fanciful assumption and run with it. Once you assume that a certain

thing is true, it becomes a game in itself to come up with reasons and explanations for

how it works and interacts with other elements in the real world. A prominent example of

this in Lovecraft's dream cycle is Randolph Carter‘s ability to speak the secret language

of cats. From the simple step of assuming that cats do have a language, the purr and hiss

take on greater meaning. If cats can speak, it denotes an intelligence and a culture that

most people are not privy to.

Keepers may, at their option, allow player characters to take the secret language of cats as

a skill. This option is best for a more fanciful game, although it works perfectly well in

other chronicles, where people who don‘t Speak Cat assuming that the investigator is

either a very eccentric ailurophile or slightly touched in the head. In either case, there are

a few things to keep in mind.

Speak Cat (01%) The user knows the secret language of cats, and can attempt to communicate with

anything remotely feline. The user needs Int x 5 points in Speak Cat to be clearly

understood. Some ancient breeds and near-cats may still have difficulty understanding the

user (-5% to -15% penalty). Non-speakers will only hear the user hiss, spit, purr, and

meow softly. Each user must specify a source where they learned the secret language of

cats from—they may be the descendant of a cult priest of Bast, a were-cat, injected with

an experimental cat-serum, or perhaps they were taught the language by an old and wise

feline as a child. Anything remotely reasonable is fine so long as it does not conflict with

the rest of the character's background.

Cats and the Mythos Cats have a wide representation in mythology and occult lore, from the belief that black

cats are bad luck and the familiars of witches to the worship of cat-goddesses such as

Bast in ancient Egypt. Cats are often seen as threshold creatures, their sharp senses

making them appear to take not of things that are unseen to dull-witted humans. Because

of this, cats can have a wide variety of roles in the Mythos. Lovecraft himself was a great

ailurophile, and the majority of his cats in his stories are sensitive and intelligent beasts.

In most chronicles, cats are likely aware of the Mythos—they may not call things by

names familiar to humans, or be aware of the greater connections and cosmic

implications of all things, but cats can often sense the presence of otherworldly beasts,

the undead (dead things moving), and aliens (smells bad/funny). Many cats can travel to

the Dreamlands (and you wondered why the old tom sleeps half the day!), and some few

can seek out and communicate with darker powers, swearing themselves to Nyarlathotep

to act as a witch‘s familiar or perhaps guarding an ancient shrine to Bubastis.

Beyond the common house-cat, investigators may run into other felines as well. Feral

cats, including the predacious great cats—lions, tigers, jaguars, catamounts, lynx, etc.—

who have their own societies and are much more wary of men, but who may spare

someone that speaks the language of cats, if only for a moment or to perform some

service (such as taking a message to another group of cats far away). Ancient cat-breeds

may come up in time-travel tales, or be thrown into the future via suspended animation,

gates, or some curious atavism or degeneration; these primal felines may go back to the

saber-tooth tiger and other great predators that forever mark the fearful subconscious of

mankind. And there are the fey and otherworldly cats, such as the ancient Cats of Ulthar,

who have their own society and are more intelligent and powerful than the mundane

kittens of this world.

Talking to Cats Talking to cats should be more than just a roll of the dice. Characters with this ability

should address felines in the narrative directly, perhaps even seek them out for whatever

their insight is on the situation. Most normal cats will not be able to help much, but if an

investigator addresses them politely in their own language they will probably say what

they can about the situation. In this option, cats are essentially NPCs, and should be

treated as such.

Older, wiser, and stranger cats—including a few battle-scarred toms and feral cats—may

have a few points in the Occult or Cthulhu Mythos skill to represent their encounters with

lycanthropes, rat-things, ghouls, and such like. Those cats that act as familiars to wizards

are much more likely to have these skills, and may even know a few spells. Few cats can

use magic—they lack the right resources, not to mention opposable thumbs—but they

may still be able to make good use of spells that do not require gestures or ritual set ups.

In the Dreamlands there may even persist a tradition of cat-magic, with spells such as

Attract Cats, Charm Cat, Command Cat, etc. A cat willing to teach spells or lore to

investigators should be few and far between—either the cats of Ulthar in the Dreamlands

or some vaguely cat-like entity, such as a sphinx.

Odd Cat Ideas To finish off, some strange ideas about cats you can adopt for your chronicle:

Cats Are Aliens—In this scenario, cats are not native creatures to the earth, but

come from somewhere else. This may be another planet, or another dimension,

but the fact is that the cats are here on earth now…and they have access to

technologies rivaling the Fungi from Yuggoth, hidden right under our noses! The

investigator that can speak cat may be the only one who has stumbled upon their

conspiracy…

Cats Can Travel Through Time—The plot of the young adult book Time Cat, cats

naturally possess the ability to travel through time. The cats do this rarely, as too

much time travel will attract the attention of their most dire enemies, the Hounds

of Tindalos. The Great Race of Yith would be very interested in discerning the

nature of this natural ability, should they discover it. Elder cats warn their kittens

not to travel back too far, for the chronal energies can cause a cat to degenerate

and devolve into a monster—a saber-tooth tiger from out of the distant past!

Death is a Cat—Cats in mythology are often equated with witches, vampires, and

succubi, and in truth cats do possess a strange affinity for death and the undead.

Every so often, a rare cat is born to a litter with the ability to steal life (as the

spell), or to hold the soul of a witch, vampire, or other entity. These cats, if they

are intelligent, probably cooperate in exchange for the power that holding the

entity's soul gives them.

God is a Cat—Cats have been worshiped as gods in the past, and if cats do have a

religion it would make sense that their gods would be cats too. Nyarlathotep, in

his dealings with cats, likely has as an avatar a great black feline form (possibly,

if the Keeper wishes to re-use some Displacer Beast illustrations, with great

tentacles extending from his back), and the ancient Egyptian god Bast was made a

Mythos entity in its own right by Robert Bloch. Investigators may run across

these unusual expressions of the Mythos, and the cats that worship them—cats

which are likely to have more ghoulish tastes than normal.

Contacts Sometimes it's not what you know, it's who you know. Public libraries don't exist in a

vacuum. There are academic connections between institutions, so that scholars can

exchange correspondence and borrow volumes from a distant library for their

researches—or, at least, photostatic copies. Antiquarians too, have their web of their

connections, lists of buyers and sellers, catalogs of available and wanted books. The

criminal underworld lives on disparate connections, word of mouth, and under-the-table

deals for obscure items.

Contacts is a new skill which covers the character's web of contacts in a certain arena,

and their ability to acquire rare or useful items. Much like the Credit Rating skill, it also

measures to an extent the character‘s reputation and social currency—favors owed,

academic reputation, political influence, etc. The Contacts skill is usually applied via

correspondence, and as such it may take days, weeks, or months of ―in game‖ time to see

the results of a single roll.

Contacts (10%) The Contacts roll measures the character's personal web of contacts in a particular area,

and their reputation among those people, their ability to get the things they want. It is

primarily used to acquire assistance, in the form of political favors, specialized

information, and sometimes extra firepower; or difficult-to-obtain items, from illegal

liquor and firearms to photostatic copies of pages of Mythos volumes from major

libraries. There are Contact skills for Academia, Booksellers, the Military, Politics, and

the Underworld; the character must have an appropriate background to explain these

contacts and it must be approved by the Keeper.

A character may roll each Contacts skill they have once during a scenario, provided they

have a means (telephone, post office, etc.) and time to get in touch with people. Success

means that they have acquired some form of the desired assistance or located the desired

item; though the character may still have to pay for them (requiring a successful Credit

Rating roll).

Obtaining Mythos Books using Contacts Properly used, the Contacts skill can be used by an investigator to acquire some Mythos

tomes. A professor or librarian character could, for example, request to borrow the

Necronomicon kept in Miskatonic University using Contacts (Academia), or find a copy

of the Golden Goblin Press edition of Nameless Cults available for sale via Contacts

(Booksellers). The success of any such attempt, or the condition or completeness of the

volume, is up to the Keeper. Miskatonic University does not just lend out the

Necronomicon, but may allow for photostatic copy of select portions—provided the

character is familiar with the contents (a successful Cthulhu Mythos roll), they might

request a copy of a specific spell necessary to complete an adventure, and a willing

librarian may do so.

As a rule of thumb, investigators looking for a particularly rare and hard-to-find item—

such as a Mythos tome, but also, say, a field artillery piece—may require a series of

Contact rolls over several scenarios, as part of a campaign. The discover and delivery of

the item then becomes a sort of mini-climax, as the character's diligence and dedication

pays off. To emulate this, every roll after the first to look for the same item using the

same skill gets a cumulative 5% bonus. The rarer the item, the more difficult it will be to

find and obtain (-5 to -25% modifier); unique items will be impossible to place, and

would require a dedicated scenario to obtain.

Charles Stromm is in dire need of a copy of The Book of Eibon, for the adventures facing

him and his friends appears to be leading them toward a direct confrontation with

Tsathoggua! Stomm has Contacts (Booksellers) 45%, and sends out a request for the

volume. The Keeper judges the book is rare (-15%), and so his initial letters and calls

show no success, but in a subsequent adventure he tries again (+5%) and again (+10%),

and again (+15%), until one of his contacts reports back to him that a French version of

the Livre d'Ivonis is for sale! At this point, Stromm could continue trying for a specific

edition, or he could rolls his Credit Rating and attempt to purchase the volume.

Putting It All Together The various materials lumped together in this polygraph were not initially designed to go

together, in spite of the fact that many separate entries have carry similar themes and can

probably work together with little effort on the part of the Keeper. What I had hoped to

accomplish with the individual threads that make up this document was to provoke

thought and creativity in players and Keepers, to illustrate by example the possibilities

that exist for fresh ideas and approaches in their games, even as they stay true to the

source material that we all draw upon: the Cthulhu Mythos.

So as we finish up this document, I'd like to present my Three Rules of Keeping:

Rule 1: Know Your Material H.P. Lovecraft is dead, and so are many of the other seminal Mythos authors, their

contemporaries and inspiration. The works of H.P. Lovecraft, Arthur Machen, Lord

Dunsany, William Hope Hodgson, and Clark Ashton Smith, among others, are relatively

easy to find online, at Project Gutenberg and other archives. Familiarity with the setting

is vital to any Keeper, to maintain conscious of both the standard facts and to remain

flexible in the face of changing circumstances. Confidence is one of the cornerstones of

storytelling, and a Keeper that believes in their own knowledge of the material will be

able to project that confidence when behind the screen, and make the session better and

more convincing to the players. Even the tiniest detail of a Mythos or related story can be

enough for a scenario, and scenarios can be chained together to make a successful

campaign.

Rule 2: Do Your Research A number of my entries tie in real-world information that lends a degree of authenticity

and background that would be difficult if not impossible for me to have come up with on

my own. Most of these require only cursory research, painting in broad strokes and the

occasional detail to lend credence and depth to an item. The research is basic: a few key

searches in Google books or Wikipedia are sufficient to catch the gist of a subject, the

creative part of the exercise is finding a way to tie it into the Mythos. Players appreciate

these sort of tie-ins and many will respond in kind, making characters that fit better into

the setting and retaining their suspension of disbelief longer during the game.

Rule 3: Remember Motivations My personal philosophy of gamemastering is to allow the players the greatest freedom as

possible, to encourage everyone to participate in the game, and above all to keep things

fun and interesting. If a Keeper tries to force players to perform a certain set of actions,

the players will rebel, or worse surrender. To keep players active and in the game, the

game needs to be about the players, their decisions, their actions. The Keeper's job is to

provide the player characters with their motivation, to work at keeping that motivation

high throughout the game.

More than that, motivation is the key to non-player characters as well. While it is

sometimes difficult to ascribe motivations to Mythos entities or the more insane cultists,

the NPCs need to have definable goals, or failing that definable character traits that guide

their actions. The NPCs should pursue their own goals, and be forced to deal with the

PCs; the PCs should be made aware that they are part of something larger, a world that

does not revolve around them, but of which they are a part and which they can affect

through their actions. A tiny murder in the night can have far-reaching effects, and the

Keeper should be willing and able to pursue the consequences.

I hope that makes sense. Thanks for reading. - BD