ADAM ALEXANDER, DAVID CASTRO, ARIEL CELESTE, HIROMI COTA, ALISON CYBE, ERYKAH FASSETT, CHARLES GERARD, DANIELLE LAUZON, SPIDER B. PERRY, SAM RIORDAN, CHRIS SPIVEY, H. ULRICH, VERA VARTANIAN CREDITS Developers: Chris Spivey and Steffie de Vaan (aditional material) Additional development by: Eddy Webb Scion Lead Developers: Neall Raemonn Price and Hiromi Cota Writers: Adam Alexander, David Castro, Ariel Celeste, Hiromi Cota, Alison Cybe, Erykah Fassett, Charles Gerard, Danielle Lauzon, Spider B. Perry, Sam Riordan, Chris Spivey, H. Ulrich, Vera Vartanian Editors: Matt Click and Dixie Cochran Artists: Shen Fei, Alejandro Colucci, Darko Stojanovic, Digital Art Chefs Studios, Sam Denmark, Farri Lensen, Martina Scafa, Ivan Vegar, Laura King, Niko Pope Art Director: Mike Chaney and Maria Cabardo Creative Director: Richard Thomas SPECIAL THANKS From Chris Spivey To Jill and Zora Spivey for all your support, keeping my spirits high, and allowing me to burn away countless hours while working. REQUIRES THE USE OF SCION ORIGIN AND SCION HERO To Neall Raemonn Price for recommending me for this gig. To Eddy Webb and Richard Thomas for listening to Neall. To the team of this book for your incredible work, dedication, and vision. To the people playing the game — your willingness to engage in imaginary worlds makes this possible. © 2022 Onyx Path Publishing. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. “Scion” and all characters, names, places, and text herein are copyrighted by Onyx Path Publishing. Keep up to date with Onyx Path Publishing at theonyxpath.com. 2 SCION: MASKS OF THE MYTHOS THE BOG WOMAN 6 INTRODUCTION: THE MYTHOS VS. LOVECRAFT 8 CHAPTER TWO: CHARACTER CREATION Ready-Made Characters 28 29 Leena Galanis 30 The Mythos 9 Malcom Hodge 32 Themes 10 Maria West 34 Mood 10 Isaiah Baldwin 36 How to Use this Book 10 Marius Héroux 38 Media 10 Character Creation 40 Types of Scions 40 Dice Pools 41 Momentum 41 CHAPTER ONE: MYTHOS PANTHEONS Principal Members 12 13 CHAPTER THREE: MYTHOS TRAITS AND POWERS Albtraum 13 Azathoth 14 Bokrug 14 Cthulhu 15 Awareness 43 Ghatanothoa 15 Callings 44 The Greenish Flame 16 Lord of the Great Abyss 16 Mythos Fatebinding Basics 46 Nyarlathotep 17 Mythos Conditions 46 Rhan-Tegoth 17 Awakened 46 Shub-Niggurath 18 Herald 46 Yig 19 Tasked 46 Yog-Sothoth 20 The King in Yellow 20 Knacks 47 Mythos Path 21 Knack Skills 47 Cosmology 21 Heroic Creator 47 Disruption 22 Immortal Creator 47 Mythos Places 22 Heroic Guardian 47 Mythos Birthrights 23 Immortal Guardian 47 Creatures 23 Heroic Healer 48 Followers 23 Immortal Healer 48 Guides 23 Heroic Hunter 48 Relics 23 Immortal Hunter 48 24 Heroic Judge 48 Scions and Mythos Entities 24 Immortal Judge 48 Among Scions 25 Heroic Leader 48 Among Mythos 25 Immortal Leader 48 Traditional Gods 25 Heroic Liminal 48 Titans vs. the Old Ones 25 Immortal Liminal 48 Cults 26 Heroic Lover 48 Greatest Weakness 27 Immortal Lover 48 Relationships Traits Mythos Fatebinding Powers Table of Contents 42 43 46 47 3 Heroic Sage 49 Immortal Sage 49 Heroic Trickster 49 Immortal Trickster 49 Heroic Warrior 49 Immortal Warrior 49 Purviews Awareness Purviews Artistry Maddening Song Beasts Snake Pit Beauty Distracting Beauty Chaos Walking Disaster Darkness Shadow Minion Death Creeping Dead Deception Mental Prison Earth 49 49 49 50 50 50 50 50 50 50 50 51 51 51 51 Eerie Light Order Lawful Trespass Passion Lackluster Prosperity Eat the Rich Sky Fog Bank Stars Temporal Shift Sun Irradiation War Incite Water Tsunami Wild Feral Traces Mythos Signature Purview Arcane Calculus 54 54 54 55 55 55 56 56 56 56 56 56 56 57 57 57 57 57 57 58 58 58 51 Disturbing Visions 59 Stone Strike 51 Mouth of Madness 59 Epic Dexterity 51 ADDITIONAL RELICS 60 Clumsy Fool 51 The Alert (•••••) 60 Epic Stamina 52 Amulet of Dagon (••) 60 Infirmed 52 Amulet of the Hound (•) 61 Epic Strength 52 Der König in Gelb (•••••) 61 52 Elder Sign Amulet (••) 62 52 Erich Zann’s Viol (•••) 62 52 The Ivory Key (••••) 62 52 Masks of the Mythos (••• each) 63 53 Mi-Go Brain Cylinder (•••) 64 53 Smoking Mirror (••) 64 53 Sword of Kadath (••) 65 53 Yithian Mind Stone (•••) 65 Wrath and Fury Fertility Verdant Fields Fire Conflagration Forge Transubstantiate Fortune Twist Fate Frost Hibernate Health Transference Journeys Labyrinth 4 49 Moon 53 53 CHAPTER FOUR: THE MISKATONIC HOLLOW 66 53 Arkham 68 53 54 54 54 History 68 Modern Day 70 The Mythos in Arkham 71 SCION: MASKS OF THE MYTHOS Arkham Sanitarium 72 The Mechanics of Mysteries 106 Miskatonic University 73 Conspiracy of Mysteries 106 Background 73 What’s Happening Now? 74 Miskatonic University Library 74 Miskatonic Medical School 74 Awakening 109 Story Hooks 75 The Chorus 109 Mythos Influences 75 Locations of Note 110 Dunwich CHAPTER SIX: THE SCION JOB 108 76 Arkham 110 Background 76 Boston 110 Modern Times 78 Dunwich 110 People 79 Kingsport 110 Mythos Influence 80 Newton 111 Havenspoint 82 What Came Before 111 Background 82 Events Timeline 112 Modern Times 86 Rolling for It! 112 Mythos Influences 86 The Sojourn 112 Innsmouth 88 Too Little Too Late 112 Background 88 What the Neighbors Saw 114 The Esoteric Order of Dagon 89 Hollow Halloween 114 Revival 89 Crooked Law 115 Challenges 91 The Golden Gilman 115 Celebration Days 92 Smoke and Whiskey 116 Mythos Influences 93 Mythos Auction 117 Terra Incognita 93 Alone Again 120 94 Tea with Temperance 120 Introduction 94 No Bones About It 121 Background 95 A Vivid Green 121 Modern Times 95 Awake and Dreaming 122 Mythos Influences 98 Awakened 123 Kingsport CHAPTER FIVE: MYTHIC MYTHOS STORYTELLING 100 CHAPTER SEVEN: MYTHOS ANTAGONISTS 124 Narrative Structure 101 New Flairs 125 Nihilism vs. Heroic Myth 101 Suffocate 125 Blood of the Gods 101 Beyond Description 125 The Stars Were Right 102 Cosmic Mythic Horror 102 Antagonists Colour Out of Space 125 125 The Unknowableness (and Awareness of It) 103 Cthulhu Spawn 126 Mysteries and Truth 104 Cultist 126 Constructing Conundrums 104 Dagon 127 Structuring the Mystery 105 Deep Ones 128 What kind of whodunit? 105 Dholes 128 Investigative Fundamentals 105 Dimensional Shambler 128 Table of Contents 5 Elder Things 129 Erich Zann 157 Ghoul 130 Henry Antonio Wilcox 158 Gnoph-keh 130 Lavinia Whateley 159 Great Race of Yith 131 Roberta Olmstead 160 Hounds of Tindalos 131 Mi-Go 132 Night-gaunt 133 Rival Scion 133 Shoggoth 134 Terror from Beyond 134 Anri’kala 135 The Aubren Family 135 Cats of Saturn 136 Child of Mist 137 Children of Theia 137 Dreamthieves 138 Extradimensional Fauna 138 Flying Polyps 139 Living Lightning 140 Lunar Dolls 141 Mirror Men 142 Mrs. Moloch 142 The Nameless 143 Proto-Coleopterans 144 The Red 144 Sentient Crystal 145 Shantak 146 Gorgo, The Horror 180 Stellar Vampire 146 Hypnos 184 Triassic Penguin 147 The Maddening Music 185 148 The Moon-Ladder 187 New Qualities & Flairs APPENDIX ONE: DEMIGOD-TIER PLAY 6 150 APPENDIX TWO: TERRA INCOGNITAE 166 Y’ha-nthlei 166 Mythos 166 The Warm Gardens 169 The Busy Waters 170 The Unbound Structure 171 Dangers of the Deep 172 Zathitho 172 The Ichaatath Primacy 173 Shoggoth Uprising 173 Mythos 174 Lost City of Iretah 175 Lavender Sea 176 Zath 177 Realm Birthrights 179 Realm Effects 179 APPENDIX THREE: ADDITIONAL GREAT OLD ONES 180 APPENDIX FOUR: SCION:HERO CHARACTER CREATION 189 Playing Demigod-Tier Mythos 150 Step One: Concept 189 Fatebinding 151 Step Two: Paths 189 Omens of the Mythos 151 Step Three: Skills 189 Sancta and Terra Incognitae 151 Step Four: Attributes 189 Realm Birthrights 152 Step Five: Callings and Knacks 190 Storyguiding Demigod-Tier Mythos 153 Step Six: Birthrights 190 Styles of Mythos-Touched Apotheosis 153 Step Seven: Purviews 190 Cosmic Scion: Caelum Incognita 154 Step Eight: Boons 190 Demigod-Tier Antagonists 156 Step Nine: Finishing Touches 190 Legacy Characters 157 REPRISE SCION: MASKS OF THE MYTHOS 191 T T N A M O W G O B E H The old woman wandered the land for the last time while pondering possibilities. Her ancestors were among the early settlers in the region, fleeing the Salem witch panic rather than yielding their existence to it. Recent events forced her to seek new lodging; the ancestral homestead would become a casualty of supposed progress. Before her family occupied the land, it hosted a small colonial settlement that was preceded by a Penacook village. According to the family records, she descended from residents of both villages, the offspring of Indigenous Nations and white colonizer pairing. Heavy rains caused artifacts of these settlements to emerge from the soft, damp soil near the bog and she cherished each moldering treasure. Experts from the state told her the pristine bog’s rarity and the ancient archaeological sites on the land would stave off attempts to supplant her — but, in the end, corrupt officials do what they always do, this time under the auspices of economic development. She knew a similar fate had befallen some in the city, but until now the oldest families of the region were spared. Her mood darkened as she realized nothing would save the land. She passed through the aged family burial ground one last time, whispering final farewells and hearing faint sibilant susurrations in return. Then ambled to the bog, she explored as a girl, cataloging the various inhabitants. She recalled taking a small raft into the deeper waters in the center of the bog where, on certain nights, she saw a green glow emanate from below the surface. In recent weeks that glow had returned and seemed stronger than before; where once visible only on the darkest of nights, it was now strong and visible even when the moon was full. She had believed it to be a portent of something, but now thought it must have been a trick of an aging mind. She knew this land like no other had before; she and the land were one. Continuing her trek along the edge of the bog, she wove among the trees and shrubs, hoping to find something of significance that would stave off the impending takeover. It was then that she stumbled across a strange, green stone about the size of a newborn child. Elated to find one last artifact, she knelt to wipe away the mud and saw it was a carving. Looking closer, she marveled over the stone that must have lain just beneath the surface for centuries. Understanding immediately that this piece of statuary shared her connection to the land, she began to clean the wide-mouthed, lizard-like face and saw the bulging eyes emit a familiar green light. A strange name came unbidden into her mind and she knew she would have help saving the land. Her eyes began to glow a brilliant green as she proclaimed, “Bokrug, I am yours!” The Bog Woman 7 INTRODUCTION THE MYTHOS VS. LOVECRAFT “What lay behind our joint love of shadows and marvels was, no doubt, the ancient, mouldering, and subtly fearsome town in which we live— witch-cursed, legend-haunted Arkham, whose huddled, sagging gambrel roofs and crumbling Georgian balustrades brood out the centuries beside the darkly muttering Miskatonic.” — H.P. Lovecraft, “The Thing on the Doorstep” T he Cthulhu Mythos and Howard Phillips Lovecraft are interchangeable in the minds of many, stemming from pop-culture references and newer literature. That interchangeability is not quite right, as the Mythos has expanded well beyond the man who penned his first Mythos story in 1897, which sat unpublished until 1916. There is an intergalactic creation full of Gods, monsters, and beings beyond any existing definition that dwell outside the realm of humanity. Some may be familiar. Phrases like “Outer Gods,” “Elder Things,” and “Great Old Ones” are a bit more obscure but have found their way outside of their niche. There has been a wave of Cthulhu fandom, from Victor LaValle’s novella to Alan Moore’s comic books to T-shirts to “Cthulhu-For-President” bumper stickers. Let’s take a minute to discuss the man himself. Lovecraft, for those who don’t know, was an ardent racist, anti-Semite, misogynist, and held a slew of other backward beliefs. He was so racist for his time that some of his contemporaries, of whom a few were also racist, wrote to him about being too racist and misogynistic. There is no defending the man, his beliefs, actions, or hatred. The core of Lovecraft’s work is tied into his own beliefs under a thin layer of cosmic horror. In reality, his writing, while the foundation of this universe, represents a small percentage of Mythos writings. For all his faults, he believed in allowing others to help shape the Mythos and collaborated with other white writers. He did not want the Mythos contained to one person or company and believed additional ideas made it better. However, his explicit, self-expressed racism and xenophobia shaped the world he saw and created the Mythos. We don’t intend to ignore this reality; we intend to take it back. We’re not giving lip service but informing you, the reader, of our mission statement upfront. Lovecraft’s fear made him the writer he was. Masks of the Mythos builds on the world he only offered to white writers a century ago and takes the Mythos as our own. The world he created continued long past him and has been expanded on and reshaped by over 100 writers and artists, many of whom are precisely the people who would have been the target of Lovecraft’s prejudices. That’s how change happens; it’s not something that just occurs. It comes from people confronting it head on. The Mythos is changing with each generation to reflect the modern era and the actual diversity the world has always had, even if it was not reflected in the work. The state of the modern world has prompted some to say Lovecraft’s legacy received the most fitting retribution possible: He lost. White ascendency ended while immigration and diversity continued. The world today appears far more tolerant than his, and that would surely have made Lovecraft weep and faint like his protagonists. If the last decade in the United States has proven anything, it is that hate is alive and well and far too often living down the street from each of us. It turned from the violent, deadly force of 1920s lynchings to a more invasive one of redlining and an unbalanced prison system, and now in the 2020s, a merger of terrible aspects of both. It is clearly not so much that Lovecraft’s vision of the world did not triumph but has simply shifted. Like Lovecraft, many people are afraid of losing and constantly blame “the other” for an impending downfall. There’s been an increase in hate crimes and violent attacks against people of color, queer and trans people, and marginalized houses of worship. Threats and name calling make our communities feel hostile, and the outside world seems even worse. In Masks of the Mythos, there is an attempt at making it better. Masks shines a light on this legacy of hate that extends back to Lovecraft and beyond him. It holds it up and dare it to reflect at us the worst of who we are so we may create a Mythos that reflects the world we wish to see. Every word is a testament to a world full of patience, tolerance, inclusion, and most importantly, the interconnectedness that binds other to other: the hope for a better future for humanity. A future that looks as little like Lovecraft’s world as we can muster and one where he and his kind have truly lost. THE MYTHOS W hat is the Mythos? In short, it is a loose association of alien entities beyond comprehension, and its very existence alters The World. These beings are neither Gods nor Titans. In Masks of the Mythos, they exist in another dimension. That otherness, that distortion, swirls around them and expresses on the divine wavelength. The Mythos 9 At first glance, it seems this Mythos world has little meaning. It is full of beings, Gods, and Old Ones that do not require worshipers and are generally uninterested in humans, the plight of humanity or any of its related affairs — aside from an active few. The crux of Mythos stories involves regular folks encountering things beyond their keen and struggling against them, regardless of the cost, which is frequently madness. Lovecraft created a literary version of madness that is not reflective of real-world mental illness and other pain real people suffer. We’ve taken the root of that idea and altered it. The impact of strangeness still remains. This otherness, while not of their own doing, causes the creatures and those touched by the Mythos to disrupt our universe, breaking the natural order and laws of reality. Think of it as a clash between matter and anti-matter with fewer explosions and more unpredictable side effects. This creates the ability to find meaning in everything, and one’s place inside it. The Mythos is not an evil or enemy pantheon to be battled by bastions of the light, but rather a traveler into this dimension and these planets. Its creatures are boundless. Their Scions’ otherness disrupts non-Mythos Scions by destroying the very Fate that fuels their actions. What makes a hero? The legend, the tales woven into history about them, or the actual acts? Mythos Scions illuminate that moral quandary. THEMES Masks of the Mythos, much like the rest of the books in the Scion series, depicts humans touched by something greater and more powerful than they are. They have been gifted, cursed, or born into a mythology waiting for them to make their own paths. While the core Scion game focuses on bonding these humans into a group and sweeping others up into their legend; Masks of the Mythos is about the otherness of power. MOOD An atmosphere of uneasiness, eeriness, and menace should loom over games that include elements of the Mythos. Scions and mortals grappling with these forces walk a knife’s edge between the poles of awe and fear, disruption and resistance, wonder and dread. Despite this flavor, Mythos forces do not negate the heroic, mythic storytelling established in the world of Scion. Scions who are aware of Mythos entities must grapple with the knowledge that humanity’s niche in the universe is tenuous, a fragile mote swirling in a sea of overwhelming power. But heroism is not fearlessness. Courage does not dismiss or ignore threats; it stands against them despite fear and horror. In this way, Scions touched by the Mythos have the singular opportunity to show unfathomable heroism and sacrifice in the face 10 of unfathomable odds. They embrace the hard work of defending and thwarting and confronting threats from humans and their Gods, steadfast against the weight of a perilous cosmos. Storyguides should use these alien entities to add a layer of complexity to the Scions’ journeys, a contorted lens through which they can look, and a specific atmospheric flavor of otherworldly challenges with which Scions must contend. Unusual or conflicting descriptions can help evoke this sense of otherness. Words that mask or obfuscate the horrors are often more effective than a picture painted in full vivid color. Put details just out of reach: Shadows passing a window, the sound of scuttling in a closet, or a whiff of something tenebrous and foul are unsettling than a full-frame wide shot of some writhing monstrosity. Reveal horrors slowly and indirectly. Engage the senses in unusual, illogical ways. Try using synesthesia in description; a smell that is frothy, a color that is coarse, or a sound that casts shadows. Lean into the vastness of space and fallibility of the senses. HOW TO USE THIS BOOK M asks of the Mythos is a sourcebook for Scion: Origin and Scion: Hero. While the majority of Scion focuses on real-world mythologies and religions, Masks of the Mythos is a step off that path into a more fictitious World. The material presented here is as canonical to an ongoing Scion campaign as every individual Storyguide and group wish it to be. The book includes the information needed to create Mythos Scions and dive into the dread-soaked cursed towns that thrive under the insidious nature of the Mythos. It’s possible for Scions of other deities to fall under the sway of the Mythos and serve their alien needs. The threats and encounters in this book have been balanced to challenge those seeking Demigod-hood, and the Mythos Scions themselves seeking transcendence. MEDIA T here is a huge volume of possible media to dive into for a Mythos game. The below are some touchstones for a fuller understanding of the Mythos, and they can illustrate how to change it and apply it to your own Scion game. The Ballad of Black Tom, by Victor LaValle This novella follows a Black protagonist during the Harlem Renaissance as he struggles to get by while caring for his ailing father, enduring racism, and getting swept up into the Mythos. What choice will he make INTRODUCTION: THE MYTHOS VS. LOVECRAFT under the weight of it all? The story explores the racism and horror tropes from “The Horror at Red Hook.” Call of Cthulhu: Dark Corners of the Earth by Headfirst Productions with Bethesda Softworks This video game is one of the best adaptations of classic Mythos stories in this format. You play as a lone investigator exploring the town of Innsmouth. During the exploration and discovery of the Mythos, they must come face to face with reality and their place in it. It is not a matter of survival but doing the best one can before the end. The game is known for its difficulty and actual suspense. Cthulhusattva: Tales of the Black Gnosis by Ruthanna Emrys This anthology is about enlightenment through the Mythos and the madness it brings. The book highlights the concept as viewed through the eyes of those experiencing it rather than combating it. Focus on the mysticism and how it changes a person. Get Out by Jordan Peele This masterful horror film is about racism and objectification. It explores the journey of a Black man who stumbles into a cult of white suburbanites stealing the bodies of Black people through weird science. Hellboy by Mike Mignola The long-running comic book features a half-demon summoned to Earth from hell as a weapon by Nazis. Hellboy, rather than wreaking havoc on the world, becomes a paranormal investigator who aids humanity despite being an outsider. He frequently works with a group of other outsiders who face Mythos horrors, pulp adventures, and folklore. Lovecraft Country by Matt Ruff An anthology of stories that revolves around Black characters, touching on different aspects of the Mythos and race, and how they intersect. It highlights the area in which Lovecraft’s work frequently occurs. The Works of H. P. Lovecraft by Howard Phillip Lovecraft The originator of what we call the Cthulhu Mythos. Content warning for readers. Twin Peaks by Mark Frost and David Lynch A soap-opera drama about the impact and investigation of a murder in a small town. It is an example of how small-town life can move a story forward with a constant building undercurrent of the weird. The focus is not on the weird itself but the impact because of it. Winter Tide by Ruthanna Emrys A novel about being a descendant from the Mythos, living among the unawakened world only to be drawn back in. It plays with the established tropes and subverts them creating an engaging tale. Media 11 CHAPTER ONE MYTHOS PANTHEONS “Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.” — Harriet Tubman T he Great Old Ones are beyond the linear concepts of time, and their origins cannot be grasped by humanity. Some walk-through time: created after humanity and witnessing the birth of the universe at the same instant. Some exist at every moment and place in the multiverse: substantial and insubstantial all at once. entered her toothy maw, for she most resembles a grand and terrible version of the anglerfish complete with soft, phosphorescent glow. Though her temple is carved with the visage of a strong and athletic youth crowned with laurel, the bacchanalian statues surrounding the temple belie his trickster nature. This “pantheon,” as humans have labeled and gendered it, is neither God nor Titan but comprises extradimensional aliens whose horrific otherness warps everything it encounters. Their movements were traced and linked by humans believing them to be Gods in the form of others. These aliens do not have defined locations such as other Gods’ realms. Some reside in Azathoth’s court, listening to the maddening music; others walk the Earth, while some lie eternally asleep but never dying. In the times before, Albtraum was one of the lesser Old Ones of R’lyeh, serving under Azathoth. Her voracious appetite for all things unknown eventually saw her visit The World. But Fatebinding was a powerful deterrent for spending too much time around humans. So, she sought solace and to learn about The World from the bottom of the sea to protect herself during dormancy. From here she learned about The World, but she could not learn about the land dwellers, so she decided to bring them to her domain. Albtraum created hundreds of ivory statues of her likeness out of her own bones and scattered them to the currents. She always knows where these pieces of herself are, and if someone touches one, she forges a connection immediately. PRINCIPAL MEMBERS T he Great Old Ones are eternal and can forever lay dreaming. Their Calling is like a tide that seeps in around the fringes of one’s reality until they are drowning. They care little for right or wrong, only their own machinations. The mad Azathoth reigns supreme with its servant Nyarlathotep, executing countless plans in its name as it slumbers. The Great Old Ones act through their Scions by forcing their will upon them or offering more power for small, undefinable tasks. In this way, she learned everything she needed to know about humanity. Now, when she grows lonely — or hungry — she sends dreams through the talismans to their owners, drawing them to her. And when they enter the water, she sends dolphins to guide their way and protect their voyage until the person is firmly in her grasp. By the time they make the voyage, they are completely under her sway, and any with the will to resist are crushed to dust or turned to statues to decorate his temple. Those who come quickly and beg for mercy earn a place in the city dwelling forever in the depths — or a place in his vast stomach. ALBTRAUM Aliases: The Slumbering One, The Caller in the Wave, The Terror from Below Albtraum sleeps deep in the south Atlantic Ocean, in a city hewn directly from the valley floor covered in Hellenistic friezes, marble pillars, and pristine cobble paths. This city, often called Atlantis, but possibly a reflection of R’lyeh, is Albtraum’s home and lair. Few know what Albtraum looks like, save for those who have Albtraum does not grace the land and left the other Mythos Gods long ago. But he reigns free in his underwater city. Scions of Albtraum are beautiful, intelligent, and obedient — always chosen from those who heed his call after finding a talisman. Scions from other pantheons may find themselves under Albtraum’s protection after encountering such a talisman, without ever meeting him in the flesh. Principle Members 13 Callings: Corruptor, Liminal, Trickster Purviews: Artistry (sculpture), Beasts (dolphins), Beauty, Water AZATHOTH Aliases: Nuclear Firestorm, The Eye of Madness At the center of infinity, a twisted God slumbers, creating bits of reality from its dreams and destroying them when it wakes. This is Azathoth, the Demon Sultan of Chaos, head of the pantheon, dwelling with its court outside time and space. Manifesting as a voracious black hole, Azathoth is a God who knows only sensation and hunger, gobbling up anything around it unless placated by a court of musicians, who beat drums and play airy pipes to soothe Azathoth’s unrest. When Azathoth begins to awaken, its attention is attracted to places where the walls between the Outside and reality are thin, which often manifest as some sort of opening wherein the viewer can see the eternity of space and hear the infernal piping of Azathoth’s court. Azathoth is head of pantheon not because it is adored, but because it is the most powerful. Universes are born and destroyed as side effects of its dreams. Azathoth is the embodiment of the chaotic and destructive nature of the universe but is also the music of the spheres. Scions of Azathoth are creative and destructive. They might be experimental musicians exploring new forms of aural expression. Other Scions emulate Azathoth by being powerful and destructive influences at the centers of vast organizations. Unable to sate their appetite for power and chaos, these amoral Scions act on instinct rather than reason and can manage to rise to positions of power and influence to the detriment of everyone around them. Like Azathoth, they surround themselves with toadying courts of followers who protect the rest of society by placating the Scion. Among mortals, there are musicians who live in obscurity and squalor who are gifted by Azathoth’s power with the ability to compose and play exquisitely chaotic music that at once attracts and placates Azathoth. One such musician was the cellist Erich Zann, who, according to a firsthand account, would play wild music that was at was at once magnetizing and loathsome. From the single window in Zann’s attic apartment, the witness saw outside reality and realized it was Zann’s wild playing that kept the beings who lived in this place at bay. The power of Zann’s drive was so great that he continued to play beyond death. Such musicians exist in the present, playing in small clubs and dive bars to eke out a living while composing and playing music that saves humanity during the hours of darkness. Callings: Adversary, Destroyer, Liminal Purviews: Artistry (Music), Chaos, Epic Stamina, Stars, Sun 14 BOKRUG Aliases: The Great Water Lizard and The Lord of Monsters Bokrug was the God of the people of Ib, a race of voiceless humanoids characterized by their bloated, green-skinned flesh; bulging eyes; wide, flapping mouths; and small, oddly shaped ears. In prehistoric times, the people of Ib were butchered, their city was destroyed, and their lands were taken by the humans. The occupiers built a new city called Sarnath where Ib once stood and prospered over the next 1,000 years. At first, the people of Sarnath honored Bokrug, but through the passing centuries Bokrug’s memory became more of a humorous jest as people passed on the street. Still, Bokrug gave the occasional reminder of its presence by causing the waters of the lake that lay adjacent to Sarnath to emit a strange glow on the anniversary of Ib’s destruction. The Great Water Lizard is a being in tune with and inhabiting lands dedicated to it. These lands always contain a swampy body of water and somewhere on or beneath these lands can be found an idol depicting the God. Bokrug manifests through these idols when it is time for the God to rise. It is characterized by the desire to enact vengeance on behalf of worshipers who fall victim to those who would take their land, but also possesses great patience in taking this vengeance. It sometimes allow many generations to pass before acting against interlopers, but when vengeance comes it is swift and complete. Strange lights glowing from beneath the waters in its territories are a sign of Bokrug’s growing wrath and, when these lights are strongest, it is ready to strike. Within the Miskatonic Hollow, the deity was believed to have been venerated among Indigenous people as a spirit of the land. Few European settlers made the connection between legends about Bokrug from the Old World to the New and themselves venerated this little-known deity. Knowledge of Bokrug is scarce and worship of The Great Lizard even rarer. Still, Bokrug has affinity for those who are attuned to places once dedicated to it and may choose to manifest through them to enact vengeance on those who would corrupt these once-sacred spaces. Scions of Bokrug are avid protectors of the places they call home and all who dwell there eventually lose their humanity as the power of Bokrug grows within them. Over time, they take on a reptilian appearance, with wide mouths, bulging eyes, and small ears. The most powerful of Bokrug’s Scions can no longer speak any human tongue and become alien even to those who knew them. Callings: Guardian, Judge, Leader CHAPTER ONE: MYTHOS PANTHEONS Purviews: Darkness, Death, Fortune, Moon, Prosperity, Water, War GHATANOTHOA CTHULHU Ghatanothoa is a giant, chimeric monstrosity with a form so abhorrent that its mere image can paralyze and mummify witnesses alive. Those who succumb to its gaze are forever frozen but remain aware, looking out at the world from inside the prison of a desiccated body. Ghatanothoa dwells in an undersea fortress atop the submerged mountain called Yaddith-Gho, on the sunken continent of Mu. The Muvians treated the entity as a God, placating the creature over countless generations with sacrifices to prevent it from seeping out of its nest and destroying the Earth. Aliases: Master of R’lyeh, The Slumbering Titan Cthulhu does not speak directly to his Scions. How could he? He sleeps, dreaming, and through those dreams he makes himself known. Communions with the Old One straddle the line between dream and nightmare, strange dark curling shapes in deep water. The only semblance of words they hear are burbling sounds, low and gurgling, bubbles struggling to rise to the surface. Scions wake from these encounters gasping for air. These Scions awaken with an affliction worse after a shared dream, their bodies soaked, trembling, and the monstrous visage of Cthulhu temporarily burned into the underside of their palms, writhing and pulsating before fading. The Old One’s purviews, like his dream messages, are two-sided. His Scions are expert swimmers, but their prowess derives from a fear of being submerged and trapped as their patron was. His Scions gather close in sleep, empowered by their visions, but are as alone in the waking hours as anyone has ever been, isolated by the same knowledge that empowers them. Death is among his purviews, but for Cthulhu and his Scions, death is as temporary as sleep. Cthulhu promises awakening of all kinds. Cthulhu and his Scions are drawn together by their dreams, both literally and figuratively. Scions of Cthulhu often feel trapped by circumstance, waiting to be freed. Cthulhu promises freedom — if they work to secure his own return. Meanwhile, the Great Dreamer lives vicariously through them: walking freely with their feet, seeing the world through their eyes, and sowing the seeds of revenge with their hands. At times, his Scions feel him under their skin, cold and sluggish but making his presence known. In times of great urgency, Cthulhu can force sleep on his Scions to impart his desires or knowledge upon them more immediately. For the Scion, this experience is not unlike being dragged underwater. The more they try to tread water and resist, the more overwhelming their exhaustion — and the more violent their visions. Cthulhu is especially drawn to people the closer they live to R’lyeh, where he slumbers. His influence dwindles as his Scions move further away — but he can never be shaken. His stride is too great to be outpaced, and he can always reach his Scions in their dreams. Soon, he will be able to reach farther, out of dreams and water and into the waking world. Callings: Cosmos, Liminal, Monster Purviews: Darkness, Death, Epic Stamina, Epic Strength, Health, Water Aliases: Petrifyer, Burrowing Ooze The bodies of those who glimpse this horror turn into leathery corpses, and its image sears into their retinas, imbuing the victim’s eyes with the same Medusalike qualities. Over time, their trapped minds become twisted with desperation. Reaching out from isolation spurs many to develop a weak, whispering form of telepathy. Over eons, a psychic network of these mummified victims has spread across the globe, forming a thoughtcult of nattering corpses that relays messages across continents. These rantings hint at revenge conspiracies, of forming a resistance against the alien God, but there is little hope of any real coordination amid the chorus of unfocused telepathic blather. Ghatanothoa knows of this network, and taps into the signal for amusement, like an eternal radio station that plays concertos of suffering. Before Mu submerged, Ghatanothoa made enemies among followers of Shub-Niggurath, namely a high priest called T’yog who tried to shield themselves against the entity’s gaze with a magical scroll written on the inner skin of a lizard, stored inside a cylinder made of metal from the planet Yuggoth. But Ghatanothoa’s guardians switched the scroll and thwarted the priest’s attack. Since that time, followers of both entities have squared off against each other in far corners of the globe. Neither Ghatanothoa nor Shub-Niggurath take much notice of their followers’ rivalry. T’yog believed the scroll could help defeat the menace of Ghatanothoa and restore the humans who had fallen under the spell of its gaze. That scroll is lost to time. Scions entangled with Ghatanothoa tend to harbor quiet reflection and introspection. They are thinkers, keen observers, and valuable collectors of information and secrets. They sometimes tap into the network of ceaseless whispering voices for insight. However, listening in on those conversations comes with great risk to the Scion’s stability. Callings: Corruptor, Cosmos, Tyrant Purviews: Chaos, Darkness, Death, Deception, Epic Strength Principle Members 15 THE GREENISH FLAME Purviews: Artistry, Darkness, Deception, Forge, Journeys The Greenish Flame is a column of living energy whose light reveals hidden things and subtly reshapes the world it illuminates. It takes root in subterranean reservoirs like wells, springs, or cenotes. Lacking the ability to move easily, it reaches out to sentient minds, emanating signals like a psychic beacon. The Flame calls out to hosts for help providing protection and growing its power. It has what humans would call rudimentary intelligence: a seemingly simple reactor core with little more than self-protective instincts or programming. But the Flame carries out its higher, more sophisticated designs over generations and eons, working at a cosmic pace that makes plans inscrutable to humans. LORD OF THE GREAT ABYSS Aliases: Solstice Fire, Uncanny Light, The Gloaming The Flame can warp reality with its heatless radiation. It bends perception and over time even shapes the physical realm in its own image. For most, these effects may be minimal or impossible to detect. The Flame selects a particular number of hosts within its range to act as its stewards, maintaining no more than a few dozen at one time. The stewards build things. They tear things down. They choose unusual decorations. The Flame inspires Sisyphean impulses in these chosen crew members, so each believes they are acting under their own volition. They may have elaborate personal justifications for the tasks they carry out. For particular tasks, these jobs are done in a fugue-like state of waking dreams. The actions of the stewards may seem eccentric, obsessive, or even artistic. Some actions appear municipal in nature: digging ditches in the middle of the night, spray painting strange markers on roads, or braiding telephone wires. Other activities look more like art installations or amateur science experiments. The Flame has taken root in many cities on Earth, particularly those with subterranean networks. Kingsport, Massachusetts is a notable example. Like the Flame’s chosen stewards, Scions of the Greenish Flame can be driven, and singular of purpose to the point of obsession. They are trustworthy, but they work hard to gain trust from strangers. They tend to be playful, affable, flamboyant, or quixotic, but are also awkward and have trouble fitting in. Their plans and actions may seem eccentric or even absurd. They give generously and show kindness, but their help can take unusual or twisted forms. They hand out and stamp “loyalty cards” after performing good deeds. The Flame’s Scions are not always silly, but their good intentions are often misinterpreted. Callings: Liminal, Sage, Trickster 16 Aliases: Nodens A parasitic interdimensional construct known as the Lord of the Great Abyss mimics Gods and other targets of worship to feed on adoration. The entity rarely appears in its true form: a lattice of shifting alien algorithms that can only be perceived as pure thought with no sensory analog. To manifest a visual form, the entity probes the deepest corners of its target’s cortex and projects figures from the host’s mythology, using images like the luminous lures of angler fish to draw believers. Some targets perceive entire courts of characters and creatures gleaned from deep neural recesses. The projections sometimes unravel, allowing underlying structures to peek through. The Lord’s particular Fibonacci-like pattern often causes humans to interpret spirals, whorls, helices, or spoked wheels at the entity’s center. Common visual themes include chariots, seashells, spiral stairways, or the vortices of storms. Some merely perceive a clamor of strange repeating tones or unearthly music. The Lord of the Great Abyss tends to stay anchored to geographical “power” spots, such as summits, remote valleys, or islands, where it can funnel the paths of curious seekers. At the top of Kingsport Head in Massachusetts, one of the entity’s many roosting spots, residents have observed whole pageants of creatures from the courts of Nodens and Poseidon, who considers it an insult. In other parts of the globe, people have witnessed sea queens of island kingdoms, sun Gods in desert canyons, or chariot-riding cherubim on snowy peaks. Even perceiving the Lord’s tailored, illusory, mythical forms can send witnesses into fits of dream-like reverie that leave them permanently changed. Followers usually convince themselves that the Lord’s avatars are manifestation of deities or myths to which they are already attached. This is strong medicine. Such visions can disrupt core pillars of faith and existential stability. Those under the Lord’s influence must maintain constant self-delusion to ignore and justify glitches that belie its real form. People who experience this may appear to grow detached and increasingly despondent as the mind weighs dull tones of mundane life against profound feelings of divine bliss and awe. Scions of the Lord of the Great Abyss are excellent storytellers or word smiths, embracing paradox and allegory, walking a line between reality and illusion. They tend to be seekers and travelers with restless lifestyles. They are excellent mimics. They are convincing. They deflect. They misdirect. They outrun. They can CHAPTER ONE: MYTHOS PANTHEONS make nonsense seem like sense — at least for a fleeting moment. Callings: Cosmos, Guardian, Trickster Purviews: Darkness, Deception, Frost, Health Water NYARLATHOTEP Aliases: The Crawling Chaos, The Messenger Of all the pantheon, Nyarlathotep is most attuned to humanity. It is not clear whether this is because he finds humanity interesting, enjoys corrupting those seeking power beyond themselves, or has some reason beyond the ken of mere humans. What is clear is that he appears to people in a multitude of forms and is said to have 1,000 faces. In ancient times he was The Black Pharaoh; to medieval witches he was The Black Man offering power in exchange for entering their name in The Black Book. He is the showman, offering something new and exciting to people bored with quotidian life. He is the pseudo-scientist, offering new and outlandish theories intended to overthrow the consensus truth of the establishment and he is the politician, sowing dissent and hate. He is a Svengali, presiding over a worshipful cult or the gullible masses waiting to follow the latest fad and a movie star, attracting the adoration of millions. He is the ultimate trickster — he is corruption and deception and chaos personified. He does it all simply to undermine what humanity perceives as reality. It is impossible to provide a description of a typical manifestation of Nyarlathotep. His avatars are legion, and he is more easily identified by what he does than by his appearance. By sowing chaos, he causes those who are aware of him to suspect anyone with similar traits of being him. Many a would-be do-gooder has landed in prison believing they are thwarting the Crawling Chaos, only to learn that what they thought was a God was a two-bit con artist. His Scions are similarly challenging to identify as they have no common characteristic other than a desire to cause chaos and to deceive. Strangely, his Scions often work at cross purposes to one another, creating even greater chaos in the wake of their competing schemes. Knowingly or not, they simply follow the pattern of their progenitor, who could just as easily play the part of the crusader against evil combating another avatar of himself. Callings: Adversary, Corruptor, Sage Purviews: Chaos, Darkness, Deception, Epic Dexterity, Journeys, Order, Passion, Sky, War RHAN-TEGOTH Rhan-Tegoth came to Earth from Yuggoth, a gray planet of deep, warm seas and sunken cities. It came for one reason, and one reason only: to feed. Rhan-Tegoth has no peers, no family, and no friends. It doesn’t need them. It’s tied to its pantheon, like many of the Mythos Gods, only through loose association. Rhan-Tegoth is unlike anything else, and by dint of its uniqueness, it is more like the other alien beings than anything from Earth. Its body is shapeless and ever-shifting, covered in millions of tiny, squirming filaments tipped with asplike mouths. These are the mouths it uses to feed. Its face is implied by a loose arrangement of features: a triangle of three bulbous, fishy eyes; two sets of distended, bulging gills; and a drooping proboscis reminiscent of an elephant’s trunk or a howler monkey’s nose. Its six limbs function as both arms and legs and terminate in paws with black, crab-like claws. Rhan-Tegoth is used to worship and devotion in the form of sacrifices. It lives in pursuit of its next meal but is alarmingly patient. It knows it will eat; it’s only a matter of when. Rhan-Tegoth doesn’t need speed or desperation to hunt its prey. Its presence paralyzes its intended victims with fear and inspires devotion in others, who proceed to offer worship in the form of live sacrifices. When confronted with obstacles, RhanTegoth tackles them with single-minded determination and self-assuredness. There’s no rush. There’s no worry that it might go hungry. It doesn’t matter if its prey escapes; everything is prey. Everything can and will be consumed, crushed, and drained dry by Rhan-Tegoth’s many mouths. In the ancient Arctic, when Rhan-Tegoth first came to Earth, it was worshiped by towering, six-limbed primates. It sat on an ivory throne, awaiting eternal tribute. Its worshipers gained no special status through their devotion. Neither do its Scions. With a stroke of bad luck, even the most devoted follower could become Rhan-Tegoth’s next meal. Despite this ever-present danger, Rhan-Tegoth’s strange brand of self-confidence appeals to its potential Scions. Rhan-Tegoth attracts the desperate, the hungry. Its Scions may be literally or figuratively starving, desperate for something material or something more intangible. Whether acceptance, power, or wealth, Rhan-Tegoth’s followers draw on its strength to acquire whatever they desire. Callings: Hunter, Leader, Torturer Purviews: Beast, Death, Epic Dexterity, Epic Stamina, Frost, Passion Aliases: Terror of the Hominids, She of the Ivory Throne, The Many Mouthed Principle Members 17 SHUB-NIGGURATH Aliases: The Black Goat of the Woods with a Thousand Young, She of Endless Eyes Shub-Niggurath is the all-mother. It is rumored, she is the creator and destroyer of all that is nature and of the Earth. From the largest mountain to the smallest bacteria, these are her spawn. Not only is everything of her, she is in everything. There are those that believe she is the very creator of time, space and all that occupies it. She is a cosmic being of unknown origin, calling no particular place home, but is seemingly everywhere at once. She is worshiped across the stars. Her devout must be counted in multitudes of multitudes. She transcends divinity. Unlike most of the Gods in her pantheon, she hears and feels the adulation of her worshipers and at times even rewards their fealty, although not always in a manner they understand as one of appreciation. She may come when summoned but few are prepared for what her manifestation will beget. While she may be in this world she is not of this world 18 and her presence disrupts things at a cellular level. She will likely bring with her bounty and fertility and an unparalleled act of creation: reviving and expanding the field of a plagued crop, the spontaneous birth of a dozen calves from a single cow, a forest where before only barren land stood. It is also just as likely that the new field will strangle the soil for acres all around, killing everything; that some of those calves may have two heads; and the valley you live in, under those two mountain peaks, is suddenly one mountain shy. Little is known of her form, but these facts are true. Before she is seen, the air becomes thick and clogged with the smells of earth and grass, loam and rot. She appears in a dense cloud as if she is surrounded by a sandstorm. From this could extend tentacles from the top and four goat-like, hooved legs from the bottom. Her most dedicated can peer into that storm to make out her form, but no two accounts are alike. Some say she appears as you wish to see her, or that she merely reflects yourself back at you. All who have gazed upon her are either horrified or enlightened. CHAPTER ONE: MYTHOS PANTHEONS It is not known how many Scions are counted in her numbers how it is they are chosen, or how their powers develop. The same innocuous tree, piece of coral, or bacteria that thousands have encountered will change one individual’s life forever when they touch it. In exchange for her gifts, all she expects of her Scions are loyalty and that they protect her children as fiercely as she would. Callings: Creator, Primeval, Torturer Purviews: Beast, Earth, Epic Strength, Epic Stamina, Fertility, Wild YIG Aliases: Father of Snakes, Scaled Death Yig is a nature God affiliated with the Mythos. The myths surrounding the Father of Snakes claim he is one of a multitude of such deities. These legends say that all creatures, including humans, have a parent who count themselves among Yig’s siblings. Other Mythos deities tied to nature, such as Shub-Niggurath, are affiliated with Yig and his siblings. The whereabouts of these beings is unknown, and it is possible that Yig is the sole survivor of this family simply because people continue to venerate him out of fear of his children. Yig views all snakes as his children and takes terrible vengeance on those harm them. While more widely known in the Southwestern United States and Mexico, worship of Yig occurs anywhere snakes are present. Yig has several forms. To humans he is an imposing, hairless, man with mottled skin. His features bely his origins as even in this form he possesses large fangs and eyes with vertical slits. —Among his children, he appears as an extraordinarily large specimen of the species he is visiting. These visits are rare. According to tales and superstitions told by colonizers of the great plains, some tribes used ceremonial drumming and other rituals, including charms as a means of propitiating Yig for accidental harm they may have done to his children. These rituals usually occurred in the late summer and fall as Yig was known to take his vengeance around the time his children began to congregate in their winter dens. Those who did not practice Principle Members 19 these rituals or failed to find Yig’s forgiveness found themselves under the sway of the Curse of Yig: an effect whereby the victim slowly transforms into a snakelike creature “gifted” with long life. The most learned occult scholars know that veneration of Yig predates humanity, going back to the hidden people — the civilization of K’n-yan — who arrived on Earth with Cthulhu and lived on the surface when the world was young. This hidden race now lives deep beneath the surface in a subterranean world of decadence and boredom. Scions of Yig are uncommon. They are known for their dispassionate, rational natures. Each Scion tends to take on the aspects of a specific snake species, at first manifesting attributes of that species in human form before eventually obtaining the ability to transform into a snake. These Scions are not harbingers of cosmic horror like others in the pantheon and are similar in motivation and outlook to non-Mythos deities. Callings: Hunter, Leader, Warrior Purviews: Beasts (Snakes), Earth, Epic Dexterity, Fertility, Wild YOG-SOTHOTH Aliases: Iagsat, The Beyond-One, Unlocking, Entity, Supreme Archetype Yog-Sothoth is a being of immense power that dwells in interstitial spaces outside the reach of human perception. When it takes form in the terrestrial realm, a giant roiling cluster of glowing spheres materializes — growing, shrinking, and metastasizing, a protoplasmic mass that undulates with dizzying speed. It opens abrasions in reality that spark fits of lightning, issue an unbearable stench, and peal foreboding shrieks from earth and sky. Many Mythos sorcerers are drawn to Yog-Sothoth’s ability to bridge profound distances or scry into unearthly worlds and dimensions. The entity is both gateway and key to alien realms. Those who call on its power to peek through cosmic keyholes also invite the Unlocking to manifest in The World. Direct contact with this being causes distortion of living flesh and hastens its destruction. With the help of sorcerers, Yog-Sothoth has been known to beget hybrid offspring with human hosts. Sometimes the progeny is humanoid, though they mature at an unusual rate and show strange characteristics, such as elongated or hircine features. Other offspring become formless entities invisible to human sight that grow enormous as they slake a voracious appetite for “Earth meat” — human flesh. 20 Contact with Yog-Sothoth erodes the illusion of individual consciousness, imparting an expanded view of sentient beings as part of a larger alien whole. The entity has been known to swap minds of sentient beings for unknown purposes. The crusty, fungoid Mi-Go worship the entity as the embodiment of linked, faceted minds that work with a singular purpose. Scions under Yog-Sothoth’s influence stand in the doorway to perilous knowledge of the universe and the mysteries of its clockwork. Expanded perspective gives Scions an aura of outward calm and casts them as anchors in times of crisis, stalwart in the eye of a storm. But on the inside, Scions experience a constant sense of unease as they stave off visions of the frothing, iridescent slipstream. They offer a quiet comfort to those around them, while grappling with the unsettling awareness of the insignificance of mortal busywork. To function, they suppress the fullness of their perspective and shield those who are unprepared to cope. Flashes of insight about past and future shine through the keyholes. This allows them to react with uncanny reflexes, and to intuit correlations of cause and effect. Callings: Judge, Liminal, Sage Purviews: Epic Dexterity, Epic Strength, Epic Stamina, Journeys, Order, Stars THE KING IN YELLOW Aliases: The Amber Aristocrat, Inspired Madness, The Stoic Patron The origins of the King in Yellow are shrouded in mystery. There is no formal church dedicated to the King and his worshipers are few and scattered. The King in Yellow is a trickster and corruptor known for laying low the proud and destroying the minds of decadent artists. The most well-known reference to the King in Yellow is his namesake play. Readers of the play are driven mad by the content and see visions of death — usually their own — and die within a matter of days. The King in Yellow is most often described as a figure wearing a multihued and tattered mantle and a pallid mask. In other accounts, what appears to be a horrid mask is the King’s true visage. Others see the King as death, dressed all in black with pale flesh. He is sometimes known to visit new victims through servants who may be the animated corpses of previous victims. Cults dedicated to the King in Yellow are often led by a jaded artist or aesthete attempting to either find an original copy of the play or trying to translate the play to another medium. The advent of the motion picture led to multiple attempts to adapt the play to the screen and rumors fly about secret, underground viewings of these films that bring death and madness to those who see them. CHAPTER ONE: MYTHOS PANTHEONS The King in Yellow selects Scions from among those who are artistic, morbid, or possess a flair for grim and ironic justice. Scions are often found among artists where they inspire them to new heights of avant-garde art that challenges consensus morality. They also corrupt those who pretend at morality and expose their hypocrisy. After receiving a Visitation from the King, his Scions are forever changed. The sight of the King in Yellow’s true face drives many to death, but those who survive become Scions of the King and use their awakened powers to invoke madness in others. Scions of the King are also attracted to those with power who lack responsibility, tempting them into ever-greater lapses in judgement until they destroy themselves. Callings: Corrupter, Leader, Trickster, Purviews: Artistry, Chaos, Death, Deception, Fortune, Health, Journeys MYTHOS PATH Path Skills: Academics, Occult Virtue: Humanity vs. Nihilism Mythos Scions know humanity’s efforts are all in vain. Whether they’re doomed or ascend to Godhood, everything is fruitless. Yet, there is a drive for knowledge to fight against the hopelessness that the next discovery may change the course of the universe or provide one more good day. Signature Purview: Arcane Calculus Knowledge at all costs, regardless of risk for universal truth, is at the heart of a Mythos Scion. The dangers associated it with mean nothing aside from how it can expand one’s comprehension. COSMOLOGY A lien entities of the Mythos spawn from home worlds scattered across vast distances, dimensions, and eons. Trying to imagine the scale and ubiquity of these beings in the cosmos is enough to induce existential vertigo. Otherworldly creatures that happen to intersect with the infinitesimal mote of sand called Earth account for only the barest sample that inhabit spheres of the omniverse. Waves of Mythos forces colonized Earth hundreds of thousands of years before the arrival of humans. Elder Things established cities in Australia, Hyperborean civilizations rose and fell, and the continents of Atlantis and Mu reached apex and then slunk beneath the inky seas — all before humanity took its first toddling steps. Many of these alien species originate from Earth. Humans are the newcomers in this celestial neighborhood. It is crucial in Mythos storytelling to portray the entities’ overall lack of malice or care toward humankind and other sentient races. Humans with knowledge of the Mythos have long tried to jam these entities into hierarchical structures, putting cosmic sovereigns like Azathoth on top of a pyramid, with courtiers and followers like Deep Ones lined up along lower tiers, all lording over less powerful species down below. These are human concepts. Entities in the Mythos pantheon are not fixated on taxonomy or rigid power structures. Rumors of things like alien pedigrees, family trees, rivalries, and allies are often only petty projections of human observers trying to make sense of a boundless miasma that defies sense and consistency. Rather than talk about rulers and subordinates, it’s useful to think of Mythos entities operating at different scales of power and dimension, like the energy levels of electrons or celestial bodies in concentric orbits. At the most expansive levels, an entity like Azathoth operates on a galactic scale. Its realm is that of black holes, dark matter, and globular nebulae. Yog-Sothoth, as a gateway between dimensions and meeting point of many cosmic spheres, inhabits gigantic interdimensional domains. Other entities such as Cthulhu, Ghatanothoa, and Rhan-Tegoth operate on a solar-system level. They are unnervingly large compared to humankind but can still reasonably exist on the planet’s surface. Beings such as the Elder Things, Mi-Go, or Deep Ones work at a near-human scale, forming their own analogs of civil life, society, arts, sciences, and plans that parallel those of humankind — though such similarities are mostly illusory. Mythos forces carry out specific plans, fostering their own goals, but their intentions are oblique compared to those of their human counterparts. The reactions of fungiform Mi-Go might appear angry or vengeful when explorers uncover one of their terrestrial mining operations. Resulting violence may be interpreted as murderous rage and cruelty from a human point of view, but those actions could just as easily be described in terms of a gardener eliminating weeds, or a beekeeper maintaining a hive. The incongruity of scale provides opportunities for Storyguides to exploit. There is an uncanniness about Mythos intrigue. At the human scale, Mythos Scions, cults, and sorcerers wielding eldritch powers ascribe human-like intentions on alien actors. Scion legends unfold in human terms, and assumptions and misunderstandings humans make about the Mythos can enrich the drama. Mythos Path | Cosmology 21 DISRUPTION T he Mythos changes everything it touches, on physical, psychological, and interdimensional levels. From a 10,000-light-year view, the disruption of the Mythos is like static disturbing a signal or wind in trees. Entities working within the larger spheres of operation harbor no malice and do not send diabolical villains to thwart the best aspects of mankind. But humans do not see things from light years away. They see things through a myopic lens that favors their attachments and norms. That’s why disruption is so often misinterpreted, and so often taken personally. There are indeed plenty of ground-level threats spawned from Mythos realms, such as Deep Ones, Mi-Go, or Serpent People, whose affairs often overlap and clash with that of humanity. It is disruptive to open the doors of awareness into vistas of strange new worlds, of alien creatures with unfathomable goals, and creatures that do not conform to the laws and codes of humanity. Those who learn and adapt to these new cosmic perspectives may find the knowledge causes them to drift, unfettered from prior assumptions, while becoming a little more alien themselves. It is disruptive to begin seeing oneself as a stranger in one’s home. This can make people feel more like the alien entities about which they’ve learned. The disruption causes new behaviors. It inspires people to act on new knowledge, even before they begin to grasp it. The mental disruption of these changes is undeniable. Confronted with the knowledge that Mi-Go are keeping human brains inside of canisters, a person could recoil at the idea of a consciousness trapped in isolation or begin to question the very relationship between mind and body. Alien knowledge disturbs values and anchor points of faith. It shakes the ground and knocks a person off balance. The Mythos also impinges on the workings of human society. Humanity tries to exploit new and alien energies, technologies, and resources, which disrupts the flow of history and the path of humankind. Subtle shifts in power can exert profound destabilizing effects. Mythos entities can deplete resources or create new ones and change climates or economies with little levers of influence. Human responses to such microscopic shifts can upset delicate social and geopolitical equilibriums. A Color Out of Space may land in a farmer’s field and fertilize bumper harvests for the year, but it could also spark suspicions among neighbors, a collapse of local economics, and fan the flames of a town’s political rivalries. Disruption rarely comes without costs. Gains and losses are always applied unevenly. At the highest levels, the Mythos can even rupture the thin fabric of human understanding. From fissures in time and space to transference of minds across eons, the disruption of electrons in their orbits, and planetary 22 bodies that veer out of their Newtonian ellipses, Mythos forces have the power to upset the very foundations of known reality. They leave traces behind. The opening of a dimensional gate in a forest leaves the area changed long after it’s closed. The eldritch residue of a meteorite begins a process of decay that turns whole communities slowly, inexorably into dust. Scions, by nature, adapt more gracefully to the disruption than others. They have exceptional talents for integrating, holding paradoxes, and compartmentalizing. These abilities help them interpret and adapt on behalf of others. They channel and redirect the effects of Mythos disruption in the world. Their dual nature, as both human and alien, can be a force to help mitigate the disturbances on humanity. But this dual nature and affinity with alien powers can just as easily become weaponized. In some ways, Mythos Scions are distinct from other Scions in the breadth of their agency, because they do not always receive clear guidance about the impact of their powers on humanity, or how best to manage the consequences of disruption. MYTHOS PLACES M any Mythos antagonists spawn from home worlds or realms of their own. From Earth, such remote locations may be accessible via star-spanning gateways, astral projection, dreams, spells, or alien technology. These worlds function much like other Terra Incognitae, shirking known physical laws, replete with weird phenomena, and only reachable by means of mythic mystery. Most differ from typical Terra Incognitae of human myth because they are physical planets with gravity, atmospheres, and surface features that are consistent with known physics. Exceptions include the Dreamlands and other realms that stem more from myth and imagination than the physical realm. The following is only a handful of the worlds to which Mythos entities may be connected. This list serves as examples of the range and variety of off-world, interdimensional settings that Storyguides could build on. You can find more in Appendix Two, p. 166. Elderian Home Planet Elder Things have visited hundreds of planets across the cosmos and seeded them with life. These beings have spawned so widely that it would be near impossible to tell which planet is their true home world, though some humans under their influence have been drawn to a spot in Earth’s sky that lies between the constellations of Hydra and Argo Navis. Kythanil A double planet that formerly orbited the red giant star Arcturus (in the Herdsman constellation of Earth), where a race of formless gaseous creatures worship CHAPTER ONE: MYTHOS PANTHEONS unknown alien entities that now dwell in subterranean Earth. Kythanil could only be reached with the help of a powerful interdimensional entity such as Yog-Sothoth. hastily construct illusions, like the forests of towering corkscrew spires some survivors have described, to navigate the realm in hopes of escape. Yaddith Dreamlands Near the star Deneb in Earth’s sky, five multicolored suns shine on the surface of the planet of Yaddith, which is infested with giant worm-like creatures that smaller, scholarly inhabitants with snout-like noses keep at bay using magical spells. The snouted people built towering cities of metal and explored dozens of galaxies using remote projection and vessels that travel on light waves. These spacecraft may be discovered stashed in remote terrestrial locations, though launching and operating them requires inhuman insight or instruction. One of the strangest of the Mythos Terra Incognitae, this is a realm accessible mostly through lucid dreams, shaped by the imagination of inhabitants across the omniverse. It features expansive cities and landscapes formed by dreamers from all realms. They forge islands, continents, and kingdoms according to their own fantastic images. There are a few physical gateways through perilous subterranean tunnels or remote secret locations, but the most common way to get there is through dream casting or fever nightmares. Unlike alien planetary realms, the Dreamlands only adhere to their own internal and subjective logic and are only bounded by the limits of the minds that shape them. Time passes very slowly there. A dreamer’s single day on Earth can span lifetimes in this realm. Willfully shaping the Dreamlands is only possible after many years of disciplined practice. Yith The trans-galactic home world of the mind-swapping, precognitive Yithians, this world was dying when the so-called Great Race embarked to colonize new worlds and landed on Earth eons before terrestrial life began. They were ousted from Earth by Flying Polyps. The planet of Yith may not still exist, but through timeand mind-bending powers its enormous mountain ranges and abysmal canyons may yet be seen again. Humans can reach Yith by changing places with alien minds, a process that not only results in an unforgettable visit to a spectacular remote planet but invites the mind of a Yithian to visit Earth. Yuggoth A planet in an irregular orbit of the outer solar system beyond Neptune that has served as a stopover for many Mythos entities, including Nyarlathotep, RhanTegoth, and the Mi-Go — which dwelled there in cities of windowless, tiered towers of black stone above canals of dark pitch-like liquid that flows under gigantic bridges. The planet is sometimes conflated with Pluto, which is much smaller and does not have the Yuggoth’s strange ability to repel astronomical measurements from Earth. Mi-Go have sent a few humans to visit Yuggoth, by way of remote psychic projection, to expand their minds or expose them to sudden mental shocks. Tindalos This interdimensional realm has been compared to myths of deep underworld realms such as Tartarus, Patala, Niflhel, or Alam Ghaib. In the Mythos, it is a transitionary time-space realm that links all parts of the omniverse and allows the temporal guardian Hounds of Tindalos to span great distances and eras of time. It is a realm of incomprehensible noumena for those who are not adapted to its strangeness. Scions or other humans who slip into Tindalos confront a world of impossible angles and intervals, though their minds might MYTHOS BIRTHRIGHTS CREATURES Terror from Beyond: Indescribable winged horrors from outside space and time capable of ferrying a rider. FOLLOWERS Cultist: Numerous human zealots waiting to carry out the whims of the Great Old Ones, frequently in hopes of power. Ghouls: Cunning cannibalistic canine humanoid creatures that operate in packs. RELICS Amulet of Leng The Amulet of Leng is made of green jade and depicts the symbol of the corpse-eating cult of Leng. It is a representation of a winged hound atop a skull. A strange, indecipherable script adorns the amulet just below the figure. A Mythos Scion who dies while wearing the amulet can eventually return to a semblance of life. The amulet attracts those who are of a ghoulish mindset: grave robbers, death cults, and perhaps even archaeologists. Erich Zanns Viol The viol is a simple, yet high-quality, cello-like instrument found in a battered case. Playing it released chaotic music out through time and space to the Court Mythos Birthrights 23 of Azathoth and kept the Sultan of the Gods pacified at a cost to the musician. Idol of Bokrug Consecrating lands and waters to Bokrug involves placing a statue of the deity on the land and worshiping Bokrug through this representation. Long after the people who placed the statue die off, the statue remains and maintains Bokrug’s influence even though these once-sacred lands may be under the physical control of others. Mythos Scions may use these statues to reaffirm Bokrug’s dominance and take back control of its lands. Necronomicon The Al-Azif was penned by Abdul Alhazrad in Arabic during the eighth century. The Al-Azif contained all universal knowledge and truth. The original tome was lost centuries ago after being translated into Greek and became known as the Necronomicon. Dozens of other translations endured as the Greek was also lost. Latin translations and fragments of an English translation are tucked away in various libraries and collections worldwide. Each translation of the Necronomicon lost more and more Awareness. The most common intact versions are in Latin and can be found at various universities, including Miskatonic University’s Orne Library. The quality and content of these vary, and it may be possible to gain access to additional information by comparing different copies. The most common are the fragments of the John Dee English translation. This book was never bound or published and scattered when Dee’s personal library was plundered. Fragments usually contain a single Boon. RELATIONSHIPS M ythos Scions, like traditional Scions, are distinguished by their relationships to others. The bond between Mythos entity and Scion is crucial, but unconventional. Relationships among Mythos forces are strange and incomprehensible, but they still provide plenty of building blocks for drama and mythic narrative. Indifference is a key theme of Mythos realms, but that does not mean Scions, entities, or adversaries lack any of the bonds, animus, or alliances that contribute to vital stories. Evoking idiosyncrasies of these relationships is a key ingredient in the flavor of a Masks of the Mythos game. SCIONS AND MYTHOS ENTITIES The relationship between a Mythos entity and their Scion is unusual. Scions and traditional Gods share 24 bonds that often have clear familial overtones, but the link between Mythos and Scion also reflects the strangeness of alien forces at work. Human Scions may project parental qualities onto their sponsor, and the alien entity may emulate human family bonds to help make the interaction work. But the bond is also defined by irreversible and potent changes of perspective, form, and reality itself. In human mythology, analogous strange relationships crop up in stories of the twins Romulus and Remus of Rome, raised by their wolf mother, or in the unknown beasts who raised Enkidu, sidekick of Gilgamesh. Their family ties are between wild forces and Scions who are human but changed by an inhuman parent. Mythos entities, like warm sunlight or an angry thunderstorm, can seem to show qualities of care or fury, but their true nature is that of elemental forces that do not conform to human bonds. A Mythos-Scion relationship may seem like that of other Gods and Scions on the surface, but there will always be an uncanniness about the connection. When the illusion lifts, even for a moment, the effect can be disconcerting. Whether Mythos Scions are Born, Created, Chosen, or Incarnate, the Mythos entity involved comes from outside conventional myth. Communication between Scion and entity is peppered with occasional awkward moments. Some entities have learned how to interact more gracefully with the human world, such as Nyarlathotep. Their relationships may more closely mimic parental roles for their Scions. Roiling cosmic entities like Azathoth or Yog-Sothoth navigate human contact clumsily, barely able to conceal their alienness and sometimes presenting a farce of human relationships. They exist at much higher levels of energy, and the subtle nuances of human interaction are beyond them. Visitations from entities can leave a Scion confused and shaken instead of comforted and supported. Filtered through a Scion’s understanding of human relationships, Mythos Visitations may feel volatile or nonsensical, marked by dizzying shifts in the conversation and charged with conflicting tones and emotions. But despite the off-kilter interactions, humans have a talent for finding moments of kindness in chaos. Mythos Scions are those who are best suited among humanity to rationalize strangeness and integrate cosmic knowledge into their beliefs without falling apart. The essential bond between Mythos entity and Scion is durable, and a Scion can learn to adapt to the challenges of a fickle God. The strangeness strengthens the bonds, like that of a child who understands an eccentric parent better than any other person in the world. They are forever intertwined, even if each side has a completely different understanding of the relationship. CHAPTER ONE: MYTHOS PANTHEONS AMONG SCIONS Mythos Scions share a common expanded cosmic perspective and effects of Transcendence. No matter which entities sponsor their unique abilities in the world, they become more sensitive to otherworldly energies of the Mythos and have the ability to detect others whose natures are touched by alien forces. Despite this link, Mythos Scions are not automatically unified by common goals, nor are they natural adversaries. They share the bond of life-shaking encounters, and their footing on the slopes of mundane reality is unsteady. They are as likely to aid, oppose, or ignore each other as any other Scion. However, when Mythos Scions meet, they share a palpable sense of common difference from the rest of the world. What Scions do about this shared aura of otherness is up to them. AMONG MYTHOS The entities of the Mythos each function in the universe at different scales. When they come into conflict, or in the rare cases when they work in concert, their relationships tend to be forged by convenience or territorial rivalry. According to passages in the Necronomicon, Yig and Nyarlathotep have clashed, possibly due to the latter’s apocalyptic leanings. Bas reliefs in Antarctic lairs recount wars among Elder Things and Star Spawn, Mi-Go and Yithains, as well as their own genetically engineered Shoggoths. The Mi-Go’s voracious search for new mining resources caused them to square off against many Mythos forces that oppose them. In many cases, human cults that serve these entities are prone to come in conflict for the same reasons religious groups have fought each other across human history. Sorcerers of Shub-Niggurath plotted against Ghatanothoa and its caretaking minions, yet the two entities scarcely noticed the petty conflicts of their followers. Since these skirmishes are fleeting, Storyguides should not be constrained by rivalries established in previous Mythos stories. It may be more useful to think of entities as spots of mold that crowd each other on the surface of an orange, competing viruses that infect livestock, or parasitic larvae that control the brains of certain ant species. TRADITIONAL GODS Other pantheons that come in contact with Mythos entities regard them with wariness if not extreme caution. Traditional Gods begin with no more insight about the Mythos than mortal humans. Reactions to their first discovery range from fascination and curiosity to violence and panic. Pantheons may decide these cosmic forces need to be walled off and suppress knowledge of them with taboos. Others could try working with them, to adapt to their existence. Over eons, some may find a workable, if uneasy, equilibrium. Pantheons that depend on strict cosmic laws see those rules bent or broken. Pantheons that have Gods with cosmic knowledge, such as Geezhigo-Quae of the Manitou or Benzaiten of the Kami, could be assets in forging favorable relationships. One thing is sure — awareness of Mythos entities will challenge the cosmology of any pantheon. There are several entities that are so powerful and outside the realm of understanding that humans can only describe them as Gods. Azathoth, Shub-Niggurath, Yog-Sothoth, and the true form of Nodens operate at thermonuclear levels of energy. In physical form, quasars or worm holes are more closely related to them than any creature on Earth. But because of their consciousness and sapience, they transcend even such awe-inspiring cosmic phenomena. Humans are hard pressed to see them as anything other than Gods. Giant, alien Old One beings like Cthulhu or Ghatanothoa inspire awe and are treated as Gods by earthlings, but others may also see them as giant monsters. Conscious aliens that live in the liminal space between dimensions like Yog-Sothoth, or the nuclear chaos of Azathoth, have no better human word to describe them than God. Their interactions with humanity are often mediated through some kind of proxy or avatar. The alien creatures of the Mythos may attract and exploit human followers, but they are different than the standard parental figures of divine symbolism and myth. One represents a renewal of ties with pantheons that many have abandoned in the modern world. Traditional Scions rediscover divine relationships. Mythos Scions explore relationships with alien forces that humanity is mercifully unaware of. Traditional Gods and humanity are defined by each other, whether they are projections of faith or sources of spiritual power. Mythos entities defy earthly definition. Mythos entities could very well come in conflict with traditional Gods where both compete for human followers and worship. Much like relationships among Mythos entities, the aliens’ concerns about traditional Gods are likely fleeting, rather than drawn-out rivalries or warfare. Cooperation between traditional Gods and Mythos forces is unlikely and rare, but such collisions could spawn unique story lines. TITANS VS. THE OLD ONES Titans and titanspawn differ significantly from Old Ones. Both have primordial, pre-human roots, and both stand as outsiders compared to the mythic realm of Gods and Heroes. But while Titans are bound to The World and its elemental nature, Old Ones stem from cosmic forces outside any earthly understanding. Titans often represent a fierce natural order, possibly violent, but not malevolent. Mere contact with Old Ones begins to unravel such earthly notions of balance, elemental Relationships 25 structure, and permanence in The World. Humans often regard Old Ones as Gods because they have no other framework in which to place them. Any divinity humans perceive is just an illusion to preserve the boundaries of fragile and finite minds. Mythos entities share many qualities that are ascribed to Titans. They have ancient, primordial origins that predate human myths. They appear to be in conflict with the precepts of religion and undermine the notion of pantheons entangled in the machinations of humanity. The term “monster” describes them more accurately than Gods. But the difference is that Mythos entities are not a counterweight to balance the mythic reality of Gods. They are not sides of the same coin; they are an entirely different currency made of alien metals. Unlike Titans, Mythos entities are not trapped or suppressed by Gods, and are not dependent on them. The very existence of Mythos beings threatens the tenets of traditional pantheons. Mythos entities may find opportunities to exploit Titans and titanspawn to further their particular goals. Mythos creatures often find temporary value in human worship and adoration, usually for some secondary strategic purpose. They may see the fear and power Titans have over humanity as a tool for manipulating earthly realms, in the way a gardener uses pesticides and fertilizer to shape a landscape. Mythos entities that revel in chaos, like Nyarlathotep, could also exploit the relationship between Gods and Titans to sow confusion and disorder. Titanomachy is a tempting plaything for those who might benefit from disrupted equilibrium. CULTS Tales of shadowy figures dressed in robes with secret hideouts and altars hidden deep in ,the woods, chanting and sacrificing by torch light — these notions are millennia old. Then there are the helpful, protective cults: once-again hooded figures, traveling the world, sabotaging attempts to unearth the ancient and sacred. They are individuals on quests to protect a person, place, or thing that will ensure a prophecy and save their people. This may be what springs to mind when you hear the word, but the truth is those stereotypes are your grandfather’s cult. Many groups that worship Mythos entities are mired in self-delusion. Rituals, worship, and acts of faith devoted to Mythos creatures are rarely reciprocated with favors or attention. This stems from the otherness of Mythos beings, which are operating at such different scales of time and dimension that the nattering and mundanity of humankind fails to register against the colossal timpani of their senses. 26 But cosmic indifference doesn’t mean the entities have no occasion to manipulate or draw power from human devotees. Eldritch forces pursue plenty of goals and plots of their own, but they remain inscrutable to human intelligence. In the case of cults focused on Mythos Scions, humans find a welcome translator for the strange forces at work. That puts Scions in the absurd position of having to make it up as they go along, as interpreters of a fully idiosyncratic language or liaisons between devoted human throngs and aloof masters. That also puts Scions’ feet on precarious ethical terrain. Due to the nature of the Mythos, there is a great danger of sowing confusion and misdirection among followers or tipping good intentions over into destructive ones. Cults are savvy, technological, sometimes-global industries that take advantage of everything modern society has to offer. Cultists have day jobs. Sometimes being in the cult is their day job. Corporations, large and small, are some of the best, most efficient ways to run a covert organization. Generally, people just do their jobs and don’t ask why. You don’t have to know you are in the cult to actually be in the cult. In our alienated, fragmented world, recruiting couldn’t be easier. Flash mobs, Facebook groups, online video game guilds, factions or clans waging perpetual war — Azathoth doesn’t care whether the violence is real-life or virtual. Reality shows feature groups of people sharing secrets, reinventing social norms, breaking them down, and then weeding them out. Which contestant will our lucky star choose to marry? Can this arranged marriage last? Who will manage to stay on the island? Mythos cults fall into the same categories as all human cults, though Covens, Family Traditions, Mystery Societies, Reliquarians, Social Clubs, and Temples are particularly well suited for groups devoted to Mythos Scions. Many of the Mythos cults are focused on collecting and uncovering knowledge of the Mythos, and the nature of that knowledge will tighten its grip on the minds of the curious. There are several other subtypes that gather around Mythos forces. BOOKHOUNDS Because so much of the ancient knowledge of the Mythos is contained in moldy tomes, collecting such work becomes the obsession of some groups. They tend to be connected with vast, global networks of collectors, linguists, and experts who also seek the same knowledge. A particular group may be focused on hunting one particular edition of a book, or a set from a particular author. They share qualities of other Historian cults. FRINGE SCIENTISTS Some cults find the door to Mythos knowledge through the sciences, gathering around an unusual CHAPTER ONE: MYTHOS PANTHEONS theory or by original experimentation of their own. They form societies, often connected through digital means, that share findings and build caches of evidence about the unnatural world. They may be professional scientists who conduct research anonymously, or shunned professors who find a way to operate outside of conventional work. Those devoted to Scions may see them as superhuman, or as specimens whose example may unlock further mysteries. EXPLORERS These groups are highly motivated and tend to be well-resourced, with access to equipment, grants, and funding for quests for Mythos sites, buried artifacts, or even dimensional gates to other worlds. They may be anything from marine-wreck salvage divers or spelunkers to private space-travel firms. Their interest in Scions and the Mythos lies in the ability to expand frontiers of space and mind. power of a Scion and become enthralled. Police, detectives, bereaved loved ones of the lost, white-hat hackers, activists, seekers of supernatural proof, or virtually any group seeking answers to a burning question may find themselves accidentally in contact with forces or entities they can’t explain away. These groups may galvanize around those experiences, or they may send them spinning off in different directions. A Scion may find themselves taking on the role of caretaker of those who have witnessed greater mysteries than they were ready to see. GREATEST WEAKNESS The Great Old Ones are immensely powerful and unstoppable. Their plans may be thwarted, but they are slowly moving toward victory. However, their unknowable plans run counter to each other more often than not, making them their own worst enemies and providing unlikely allies. Their battles against each other keep them distracted cycle after cycle. SLEUTHS There is a wide range of inquiry that could drive a group to stumble on Mythos knowledge or witness the Relationships 27 CHAPTER TWO CHARACTER CREATION “People have the right to call themselves whatever they like. That doesn’t bother me. It’s other people doing the calling that bothers me.” — Octavia E. Butler Masks of the Mythos characters come from all walks of life, with some embracing their abilities and others fearing the horror they see coming. The Mythos entities lurk in shadows, just out of sight, but their touch is eternal and with lasting implications. Some consider themselves chosen and others cursed; most never receive a Visitation or any guidance before their nature begins changing the world around them. Some are raised to become heroes, other villains, but all walk their own path — or the illusion of one until their Old One parent requires a service. SCION ORIGIN VERSUS HERO Masks of the Mythos is tailored toward Origin or Hero Scions. For Origin Scions ascending to Hero, follow the guidance on Scion: Hero, p. 171. READY-MADE CHARACTERS If you are looking to dive directly into a horror-soaked investigative journey into the Mythos, no need to wait. The book contains five Ready-Made Scions of different Great Old Ones and backgrounds to enable speedy play. Ready-Made Characters 29 Quote: “…” Leena was born and raised in Athens, Greece. Her parents moved to Tampa, Florida when she was 17 and she choose not to move with them, staying instead with her aunt Phoebe, who ran a boat-tour company with her husband. Leena wasn’t particularly interested in marine life or boating, but Phoebe pushed to be able to join her on boat tours. Leena was more interested in the tourists who made their way to the city and, of course, their money. What started as simple flirtations used to get someone to buy her a drink or an expensive gift turned into elaborate cons. She eventually met her match in Daraja Mohammad, an international art thief from Lagos. Daraja seduced Leena with her extravagant lifestyle and easygoing attitude. Leena lost sight of her own con as she became more entangled in Daraja’s illicit trade. Leena started using her aunt’s boating business to smuggle stolen art and artifacts between buyers and sellers. Daraja took Leena on whirlwind trips across the world, which often ended in Leena using her well-honed con-artist skills to steal important pieces. Daraja had other motives, as she was deeply interested in the arcane and otherworldly. Her personal art collection included a surprising number of religious relics, such images of the Gods from various pantheons, and at least one magical Relic. Leena was unduly interested in Daraja’s personal collection, and the woman gifted her lover with a tiny marble bust of what appeared to be a Grecian boy with a crown of laurels. Leena treasured the gift and vigorously investigated its origins. She was surprised to find little to no information on the piece, including who the bust was supposed to represent. What her investigations did reveal was that this was not a lone piece, and at least a dozen others had shown up in the hands of collectors and fishers alike around the area. Leena doesn’t know what compelled her to take her aunt’s boat out into the Mediterranean all alone that evening, or why she brought extra oxygen for her scuba gear. Maybe it was the dream of a lost city, or the pull of something deeper. She had been on the boat for a full three days before the dolphins came for her. Another six before the boat stopped moving of its own accord and she knew she must now dive. By the time she reached Albtraum’s underwater city, she should have run out of oxygen three times over and been crushed by the pressure in the depths. Instead, she swam into the glowing temple and came face to face with the horrid God. He clearly saw something in her that pleased him, because he immediately gave her a task back on land. Description: Leena is a short, white woman with sun-kissed skin, luscious brown hair, brown eyes, and a Rubenesque figure. She often wears clinging dresses and pearl-studded jewelry, especially when on a job. She knows how to talk a person up and learn what they desire with only a few quick questions, then manipulate that person into doing whatever she wants. 30 CHAPTER TWO: CHARACTER CREATION Quote: “Nothing is quite so mutable as truth.” Born in what would become Delaware, Wulowachtauwoapin was captured and sold into slavery. The young man, who would come to be known as Hezekiah Smith by his enslavers, wound up in Salem in the early days of English colonization. Trained in the healing arts and knowing a bit of the ways of the Outer Gods, he saw the Salem witch panic for the fraud it was and was more than happy when his master and mistress decided to leave for the new settlement that would become Havenspoint. He struggled to find a place for himself in Havenspoint because, despite the lofty ideals of the Four Tenets (p. 84), the bigotry engrained in many of the settlers worked against him and he remained enslaved. He found a friend in an ancient native man, called Matchitehew, of a different tribe who lived in the woods outside Havenspoint. It took some time to break down the barriers of communication, but once that hurdle was overcome, he realized the beings the old man venerated and his own Outer Gods were the same. Building on his rudimentary magical knowledge, Hezekiah worked with Matchitehew to deepen his understanding of magic. The most significant magic he mastered was the ability to transfer his consciousness to another, aided by the Vial of Souls. When he was young, he did this to learn the secrets of his fellow residents and used that information to build a sizeable fortune. As he aged, he understood the power of mind transference was his key to immortality and, after setting his affairs in order and finding a suitable replacement, he moved on to a new body in the waning days of life of his original form. In this manner, Wulowachtauwoapin has lived for centuries, amassing wealth and power. His most recent, and perhaps last, transfer has taken him on a new journey of power. On the cusp of death after an accident, he used his powers to locate and prepare a suitable host. Completing the ritual as he breathed his last, he transferred his spirit into his new host: a man named Malcom Hodge. Even as he entered this new body, he knew something was different. There was a strength and power to this man that Wulowachtauwoapin doubted the man knew he had, or it wouldn’t have been so easy to overcome him. As he settled into this new form, he smiled as he realized what was going on and how befitting it was that one who has worn so many faces would transfer into the body of a Scion of Nyarlathotep with a faithful Unnamable Shadow thing as an ethereal companion. Description: Calm and controlled, Wulowachtauwoapin’s current form is an athletic Cherokee-American man in his mid-40s. An observant person might notice that the apparent calm and control is a mask. Beneath this veneer, Wulowachtauwoapin is always ready to sow chaos for his own gain and the favor of his adopted parent. 32 CHAPTER TWO: CHARACTER CREATION Quote: “You don’t understand. Your viewpoint is too narrow. Think grander.” Maria was born in Washington, D.C. She grew up in what she considered the capital of the world to a pair of loving parents. They fostered her interests and gave her freedom whenever she wanted. She was navigating the Metro system alone by the age of six, much to her parents’ chagrin, although they never commented. She seemed to just be naturally gifted in everything. She was reading college freshman books by 10 and was fluent in a dozen languages. Her art was knowledge and she excelled at science. She developed and patented a new type of rechargeable battery, extending overall life by 50 percent and making the family millions. After graduating from high school at 15, she was accepted into dozens of universities around the globe and took two years off to travel with her parents. Upon returning to the states and the old family home, she discovered a treasure trove of old, handwritten notes. Maria spent months reviewing and studying them and, after finishing them, she raced downstairs to tell her parents where she would go to college. She would follow in the footsteps of her great-great-grand-uncle Herbert and attend Miskatonic University to study medicine. Mildred and Miguel West shrugged; the couple had long since stopped being parents and transitioned to being caretakers for the young brilliant, Maria West. Her aptitude for science had made them rich beyond the parents’ working-class jobs. Maria’s first semester was dull and unchallenging, and she spent all her free time in the library or wandering the campus, almost as if she was searching for something, her friends would joke. Maria would smile, laugh, and hang out with them until she could leave unobserved. In the middle of winter during the next semester, she found it: the place, the experiment, the science beyond belief. It was the very science of life and death with which her dear old Uncle Herbert West wreaked havoc nearly a century ago. But she could do more, heal more, and see what others couldn’t. Ghatanothoa stirred, as its child had finally come home. Description: Maria is a tall, young, Latinx woman of average build. She is constantly found head down in the latest Apple device with her raven-black hair tied back. She wears loose-fitting clothes with numerous pockets, a backpack, and anything she needs for an overnight study session. She knows how to talk to people but would rather focus on her work. 34 CHAPTER TWO: CHARACTER CREATION Quote: “I didn’t survive the war to become some flunky back home.” Isaiah is an Arkhamite through and through. He was born four doors down from the Witch House, visited the shattered remains of Innsmouth with his federal-agent parents, and knows all the local legends and strangeness that surrounds the Miskatonic Hollow. He always wanted to be touched by the weirdness, to see beyond the world that treated him so harshly because of the color of his skin. His parents’ jobs provide a level of protection, but no Black person is safe from the rampant horrors of racism in any city, state, or country. Still, he held on to hope and joined the army to serve his country, thinking he could make the world a better place. Isaiah fought in the war, earned medals, and returned home a hero. As he wandered the streets of Arkham, it seemed nothing had changed and had only gotten worse, as corrupt politicians gained more power. Isaiah wanted more and could feel the emptiness the army had left in him. He had seen things few others had, and a life in Arkham with one’s eyes truly open makes being mundane impossible. Isaiah wanted power to change the order of things. He wanted power to set right what has always been wrong. He walked and longed for answers. He walked into a part of Arkham where he had never been before: a lonely house with a red door and an ethereal light oozing from under it. He could sense something saying “Welcome.” Isaiah understood he was at a moment of awakening. He could turn around and go back to the world as it was — or open the door. His hand trembled, but his resolve stirred him to turn the handle, and he walked inside the House Below the Hill into the undulating mass that is Yog-Shothoth. He awoke the next morning stronger, more certain, and kissed by the Mythos. He was no longer just a veteran or a good person seeking a place in the word. He was a Scion. He was power. He was the Eye of the Storm of what is to come. Description: Isaiah is a muscular, African-American man with a military bearing. He dresses in jeans, flannel shirts, and Converse. He appears perfectly serene and radiates an air of authority. 36 CHAPTER TWO: CHARACTER CREATION Quote: “My rates are on the website. I don’t negotiate and don’t care about who’s right or wrong, just getting the evidence.” Marius Héroux was born in Paris and lived an idyllic childhood. His mother was a descent of Harlem Renaissance nobility who moved to France in the late 30s. Music, the arts, politics, and science touched every part of his life, and he surprised his parents by being versed in all of them. After transferring to Miskatonic University during his junior year, he continued his education, becoming an eternal student taking random courses and earning high marks. Eventually he received so many credits, the university forced him to graduate. That same night his visitation occurred as a laughing Lugh commended his adaptability. Feeling that university life offered exposure to so many people, he accepted a staff post that involved traveling to exotic locations and researching. Marius excelled at his position working in the Special Collections at Miskatonic University, as with everything else he tried. As a Scion of Lugh, it seemed like he was born to do this. The first few years passed uneventfully until a student, Nyarlathotep in disguise, came asking for help. Marius, following his destiny, accepted the challenge. The six-monthlong ordeal ended with him being fired from Miskatonic due to the knowledge he acquired, turning him into a Scion of Cthulhu. He opened a small private investigator shop in downtown Havenspoint. His prices are reasonable, his skills without question, and his Fate broken. But if you’ve got the cash, he’ll help you. He often wonders why Nyarlathotep rained chaos into his life, but some answers are forever unknowable. Description: Marius is a clean-shaven Black man of average build in his late 30s. He usually wears slightly worn professorial suits with elbow patches and a fedora. He has two chest holsters for twin Glock 27s and tracking devices. 38 CHAPTER TWO: CHARACTER CREATION CHARACTER CREATION Character creation parallels that of other Scions (Scion: Origin pp. 94-98 and Hero pp. 182-185) with nine steps: concept, Paths, Skills, Attributes, Callings and Knacks, Purviews, Birthrights, Boons, and finishing touches. Masks of the Mythos character creation follows the same path, with four steps slightly altered and explained below. Step Five: Callings and Knacks — Players may choose the inverted form of a Calling if one applies, even if it they do not share that Calling with their God. The number of starting Knacks is the same, but you can choose any of the Knacks listed on pp. 47-49 regardless of whether you pick the inverted Calling. Step Six: Birthrights — Pantheon Birthrights can be found on p. 23. Optional additional Relics can be found in the next chapter, starting on p. 60. Step Seven: Purviews — When you select your innate Purview, you may choose to gain the normal Innate Power or the Awareness Innate Power (p. 49). If you choose the normal Innate Power, you may choose to replace the power with the Awareness Innate Power any time your Awareness increases. Once you choose the Awareness Innate Power, you cannot switch your Innate Powers again. Step Eight: Boons — You may choose to pick up an Awareness Boon as one of your initial Boons. You can only start with one Awareness Boon at character creation. Step Nine: Finishing Touches — Your Mythos Scion begins play with Awareness 1 (p. 43) in addition to Legend 1. For the Mythos Pantheon, the Virtues are Nihilism and Humanity. TYPES OF SCIONS Mythos Scions come from the same place as other Scions, for the most part. Just like a Scion of Oya could be the God’s child, born into her power through the birthright of parentage, so too can a Mythos Scion be the child of Lilith, or the Green Flame. Often this isn’t exactly the same as any other God, as the likelihood that a Great Old One had sexual relations with a mortal is low, though not unheard of. Instead, some Old Ones give birth to a child by providence and personal sacrifice rather than debase themselves with a human. The Great Old Ones are far more likely to Awaken a Scion, choosing someone who has shown aptitude or learned their mysteries, over creating or siring a Scion. Some Great Old 40 Ones create incarnations of themselves, though these Scions are just as rare as with the any other pantheon. The most common type of Mythos Scion comes either as one who was chosen by the Gods, or one who has transcended from normal Scion. TRANSCENDED A Scion of another God may find herself enticed by the Mythos. It happens slowly, insidiously, and often without the Old Ones’ interference. A Great Old One doesn’t usually seek out a Scion to convert to the Mythos; it happens the other way around. A Scion looking for more power, something different, or just fed up with her own Fate may find her way to the Mythos. Here she seeks Awareness and, just like for anyone else who seeks them out, the Great Old Ones respond. They care not to whom they give their power, and a Scion may find a new patron with something as simple as a request for more. Before too long, she’s seen too much to go back, and her patron subsumes her ties to her divine parent and takes over. VISITATIONS A Mythos Scion, just like any other, must go through a visitation to realize their true potential. Great Old Ones rarely show up in person, though some take a special interest in their created or born Scions. Most allow Fate to bring the Mythos to the Scion, letting them deal with a trial by fire, as it were, when the creatures of the Mythos show up intent on destroying the Scion. Some Great Old Ones visit their Scions through dreams, sending visions or coopting their subconscious to give the Scion their blessings or share their desires. TRANSCENDED VISITATIONS The conversion to Mythos Scion usually doesn’t just happen. It isn’t a case of prolonged exposure or repeated use. The God, just like when creating other Scions, must visit the prospective Scion and grant its power. Great Old Ones who have begun answering a Scion’s questions take keen interest in the Scion, watching for the perfect moment to offer the bargain. Some Great Old Ones, like Nyarlathotep, revel in stealing Scions from other pantheons, and so they wait until they know exactly what they need to offer to win the Scion over. Scions often seek out their new patrons, and finding them, either in person or through dream, is the final test from the Old One to receive their patronage. As the Scion gains more and more knowledge of the Mythos, the God sets out more and more clues on how to find them. Even sleeping Cthulhu has left breadcrumbs for those seeking to find him, though his Scions can only visit him in dreams. CHAPTER TWO: CHARACTER CREATION DICE POOLS Players build dice pools in Masks of the Mythos using the same rules found in Scion: Origin (p. 58). MOMENTUM Mythos Scions’ expanded understanding of the universe alters the flow of momentum for them and anyone in their momentum pool. Each Mythos Scion adds two points of momentum rather than one and the pool can hold up to three times the number of players. This greater access comes at a cost: that all Consolations and Botches create Mythos Ripples. Mythos Ripples tear down more of the barriers of the universe allowing greater Mythos activity at the site. This activity is not defined by time; it may ripple backward or forward. Consolation generally causes localized fields or Complications that last a few days or possibly summon a Mythos entity when they occur. Botches rip away parts of the veil, allowing Mythos entities easy entry into this plane of existence or drawing the direct attention of a Great Old One. Each of these instances can easily become a new scenario with the Great Old One becoming a mini-arc of a campaign to resolve. Character Creation 41 CHAPTER THREE MYTHOS TRAITS AND POWERS “Let me say this as clearly as I can. You cannot beat me. I am a part of them. The Wolf, Ram, and Hart. Their strength flows through my veins. My blood is filled with their ancient power.” — “Not Fade Away,” Angel TRAITS S MECHANICS cions of the Mythos are mortal. The touch of the Mythos has granted them a fraction of power they manifest in countless ways. Some are faster, having returned from fatal assaults, and can shatter a human’s mind with a glance, or simply live on for centuries. These Scions may have even bonded with a Mythos companion, an ethereal thing of neither flesh nor spirit. AWARENESS Awareness is the quality and measure of Mythos influence on Scions. It also includes the Scions’ distinct influence on the world, as well as the toll it takes. Awareness represents an opening of the mind and body to hidden realities that lurk just beyond human and non-Mythos Scions’ senses. Contact with the Mythos changes people. It opens doors. It shifts one’s point of view. It disrupts one’s core understanding of how the universe works, and humanity’s place in that miasma. The disruption of the Mythos is beyond labels of good or bad, of evil or righteousness. The effect is expansive. The mind can adapt to these new understandings in a range of ways, but the resulting transformation can rarely be reversed. Most mortals function better when these alien forces remain mercifully, conveniently out of view. To the unprepared, a shock of sudden revelation can take a toll on mental and emotional states. Some doors are meant to stay shut. But a few, exceptional people who encounter Mythos entities can harmonize and integrate this opened perspective into a new emergent understanding. Scions transcend the mundane world to reach these new levels of insight. But grasping the weight of the Mythos is a one-way trip. Awareness follows Mythos Scions like a cloud of flies. It can disrupt the world around them in ways that are beyond the Scion’s control, and it can also bend to the Scion’s will as they grow in power. Matter, mind, relationships, and the tapestry of reality itself may transform under these alien influences. As Scions deepen their Awareness they also gain the ability channel eldritch forces through their Boons and Knacks. They may perform certain deeds in service to Mythos forces to grow their influence. For most pantheons, stories about various Gods and their deeds make up the Legends surrounding them. These Heroes, Demigods, and Gods embroil everyone near them into their Fates as they express their Legend. The Mythos has a similar pervasiveness, but it works a bit differently. The Mythos itself is its own set of myths and legends, one that subsumes the bearer and embroils them into its own Fate. So instead of a Scion binding people into her Fate and Legend, the Mythos binds the Scion into its story. In this way, Awareness parallels Legend, though it does not subsume the Scion’s Legend. A character’s Awareness rating generates a pool of Awareness points equal to the character’s Awareness dots. Just like Legend, these points may be imbued or spent. Awareness is rated 1 to 10, and a Scion’s Awareness rating does not change her divine quality. For example, a Scion with Legend 3 is still a Hero, even if her Awareness is 5. Mythos Scions must still fulfill their own Fates and Legends to advance to Demigod or Godhood, just like any other Scion. AWARENESS TRAIT EFFECTS Having a single dot of Awareness allows a Scion to learn Awareness Boons from her Purviews and allows her access to the Awareness Innate Powers of a Purview. Otherwise, Awareness acts as a pool from which a Scion can spend points for various effects. A Scion can imbue or spend an Awareness instead of Legend to activate Boons, perform Marvels, or enact Feats of Scale. In the case of Feats of Scale, the Scale bonus is still based on the character’s Legend rating. A Scion may imbue or spend an Awareness to activate an Awareness Boon. A Scion may spend an Awareness to destroy a single Fatebinding on another person. The Role Condition from the Fatebinding ends immediately. While she remembers her time Fatebound to the Scion, she has no emotional attachment to it, and wonders why she took the actions she did. A Mythos Scion cannot destroy her own Fatebindings. RAISING AWARENESS Raising Awareness requires the Scion to complete one set of Deeds, replacing either the Short-term Deed or Long-term Deed with a Mythos deed. Remember that Traits 43 the character can take on a Mythos Deed in addition to a Long-term or Short-term Deed but does not have to complete all four Deeds to raise Awareness. Just like raising Legend, put a mark beside the Deeds as they are completed. Once a set is used to raise either Awareness or Legend, erase the marks and start over. In this way, a player must choose if she wishes to increase her Legend or Awareness with a completed set of Deeds once the Band Deed is completed. A character may gain additional dots in Awareness from special Mythos Relics. These raise her Awareness pool as though she had raised her Awareness through Deeds, but if she loses the Relic, either because it is lost, stolen, or destroyed, she loses those dots in Awareness. If this happens, she also immediately gains a Mythos Fatebinding. REGAINING AWARENESS A Scion may only regain Awareness by accepting a special Mythos Fatebinding (p. 46). The energies generated by acting in accordance with the Mythos’ desires replenishes a single point of Awareness. CALLINGS The Mythos pantheon’s Great Old Ones are as bound to their archetypes as any other pantheon’s Gods. Cthulhu is a Destroyer and Cultist, and sometimes Trickster, but never a Guardian. These are immutable truths as old and ancient as the Mythos themselves. The Mythos do not always follow the same Callings as other Gods, though; their own Callings are strange and esoteric reflections of the others. The Creator doesn’t just make new life and spread fertility; it overpopulates, it builds new structures for the sake of tearing them down again, and it becomes the Destroyer despite its Creator roots. The Healer no longer fixes and purifies but stiches and putrefies wounds, cauterizing them for safety’s sake but planting pestilence as it goes. Each of the Callings has an inverted version that gives it new keywords, which a Scion may incorporate into her Title. CREATOR/DESTROYER Unlike the Creator, who was there at the beginning using primordial forces to create life, the Destroyer will be there at the end, using those same forces to wipe the slate clean. When he rises, he will bring death and destruction upon the land. The myths do not wonder where the Destroyer came from, or why the world ends upon its awakening. They only spread the portent of destruction that comes in its wake. Example Keywords: Executioner, doom, murderer, unbound, vandal, wrathful 44 GUARDIAN/CORRUPTOR The Guardian protects her charges and those around her keeping them from harm, while the Corruptor instills herself into her charges, whispering poison in their ears until they fall prey to her whims. The Corruptor takes something or someone and infuses it with her own vile wants and desires until there is nothing left of the original. Example Keywords: Adulterator, debaser, exploiter, manipulator, nefarious, poison, savage, snide HEALER/DEFILER The Healer cures the sick; the Defiler keeps the sick alive so that its pestilence can spread to more victims. It may heal a wound or repair the broken, but the end result is always worse than the initial problem. Example Keywords: Deranged, decaying, decrepit, diseased, foul, ill, pestilent HUNTER The Hunter seeks out the weak, sick, and slow to devour, ensuring only the strong remain. The hunt is no longer about seeking out the impossible or gaining glory, but breaking down the prey with fear and terror until it eventually just gives up. The Hunter plays with its prey, catching it and releasing it repeatedly, using psychological warfare to break it. Example Keywords: Driven, predator, pursuer, ruthless, stalker JUDGE The Mythos is run by strange, esoteric laws that govern its existence. Those who break those laws rarely even know that they were in place. The Judge finds transgressors and punishes them. It sometimes even makes new laws, with the sole purpose of testing those who might encounter it. It makes and changes the rules at whim and catches any who are in violation. Example Keywords: Capricious, castigator, cruel, damned, disciplinarian, shrewd LEADER The Leader inspires others to frenzy, fury, and action beyond thought. He demands worship, dedication, and above all obedience. To fail the Leader is to risk certain death, he brokers no mistakes, and suffers not the fool. Example Keywords: Despot, heavy-handed, oppressor, overlord, tyrant, usurper LIMINAL The Liminal opens gateways into terrifying realms. It steps between planes of existence, moving through the Mythos realms and dragging reality behind it as it CHAPTER THREE: MYTHOS TRAITS AND POWERS moves. It gives no thought or care for what may happen to those caught in its wake. Example Keywords: Esoteric, fathomless, incomprehensible, unspeakable Example Keywords: Force of nature, gate maker, planar, vast TRICKSTER LOVER/ADVERSARY The Lover has someone who is central to his being: family that he loves, or maybe just a string of people he fucks and leaves. The Adversary, on the other hand, has someone to hate, a vendetta borne of any number of passions from greed and jealousy to revenge. Sometimes an Adversary is so wrapped up in their own personal grudge it becomes the only thing that defines them. Example Keywords: Begrudged, enemy, hostile, nemesis, villain, saboteur SAGE/COSMOS While the Sage is a wise leader, a great tactician, or a fount of knowledge, the Cosmos is a faceless and nameless entity, unknowable and inscrutable. Inside a vast knowledge of infinite depths waits a shadow looking and seeking to learn more. It shares its knowledge, breaking the minds of any who touch it, as it takes all it can in return. Without lies and deceit, the Trickster cannot function. There is no rhyme or reason for its actions, no lesson in its lies. It embodies the cruel intention that comes with lying to get one’s way. Example Keywords: Avarice, cruel, deceiver, fraud, pretender WARRIOR/TORTURER The Warrior aims to do violence, engaging in bloody battle to defeat her enemies. The Torturer seeks to inflict pain, drawing out a bloody existence for the sheer joy of it. The Torturer is not governed by a lust for battle, but a cold and calm desire for inflicting pain. No cause drives it, no passions fuel it, and no glory or legend tempts it. It uses its violence for pleasure: the pleasure it gets from watching others scream. Example Keywords: Assassin, draconian, pain giver, tormentor, uncaring, wrack Traits 45 MYTHOS FATEBINDING Avoidance: If the player chooses to ignore the compulsion for a Mythos Condition, she suffers the avoidance result instead and the Mythos Condition does not resolve. AWAKENED When the Mythos calls, those who are aware of its machinations have a hard time turning away. The Mythos has a way of wrapping people up in it and pushing them to strange Fates they would have never chosen for themselves. The Mythos has instilled a dreaded knowledge into you that you can barely contain, and for what ends, you do not know. When someone finds themselves bound to the Fate of the Mythos, they gain a Mythos Fatebinding. Much like other types of Fatebinding, this is expressed with a series of Conditions, but instead of a person performing a role for a Scion, the Scion has a task she is fated to complete for the Mythos, such as summoning a Great Old One, instilling chaos, or some alien service beyond her comprehension. She is bound to this concept and driven forward until she completes it. This is not the same as a Mythos Deed, as it isn’t something she chooses to do, but is instead part of her Fate until she completes it. Compel: That much knowledge is dangerous and creates a mental break at the worst time. The character automatically fails her next roll with a Consolation. Invoke: The Scion gains a single use of a Heroic Sage Knack. Avoidance: A character who holds on to the knowledge of the Mythos for too long suffers under the burden. The character suffers +2 Complication to all actions for each time she has avoided the Condition’s compulsion (cumulative) with a consequence of taking an Injury Condition if she doesn’t buy it off. HERALD MYTHOS FATEBINDING BASICS The Mythos plans to use you as a conduit to bridge their realms to the World. Acquiring Mythos Fatebindings: Once per session, a character may can gain a new Mythos Fatebinding to regain 1 point of Awareness. Additionally, they may gain a new Mythos Fatebinding if they use a Mythos Relic multiple times, lose a Mythos Relic, or perform Marvels using Awareness instead of Legend. The player and the Storyguide should work together to determine the appropriate Fatebinding Condition. Compel: The Mythos uses you to open a rift between realms. The character gains a Momentum and the area is flooded with Mythos creatures as they tear through the portal she created. These creatures immediately attack the character and her allies. Awareness Limit: A player character may not have more Mythos Fatebinding Conditions than she has dots in Awareness. MYTHOS CONDITIONS As it is the Mythos binding the person, any character (Scion or mortal) may find themselves bound to the Mythos through Fate. The character takes on a Mythos Condition when Fatebound to the Mythos. Mythos Conditions look similar to role Conditions (Scion: Hero pp. 197-201) with the following differences. Remember that invocations and compulsions can only happen once per session. Compel: Once per session, the Storyguide may compel one of the character’s Mythos Conditions to introduce a setback or story complication related to the Fatebinding. The character gains a point of Momentum for his trouble. Resolve: The Mythos Condition resolves immediately after the player accepts a compulsion. 46 Invoke: You are bound between this World and the others. Invoke this Condition to gain insight into a plot point or story element that directly relates to the scene you are in, as though you used the Interpretation Stunt on a clue. Avoidance: A character who prevents a rift from opening or ignores the Mythos suffers a disconnect from reality. She suffers an Injury Condition due to the stress and cannot travel to another realm by any means for the rest of the session. TASKED You are bound to serve the Mythos even if you don’t know what that means. Invoke: The Mythos treats its servants well. Invoke this Condition after failing at a simple action to make it succeed as though you had 0 threshold successes. This buys off Complications associated with the action as well. Compel: The Mythos demands your service in some bizarre or esoteric way. The character’s next action is a mixed action: whatever she was originally trying to do, plus attempting to accomplish the task the Mythos has set before her. Avoidance: A character who ignores the Mythos’ requests finds herself out of its favor rather quickly and it lashes out against her loved ones. Imperil one of her Fatebindings. CHAPTER THREE: MYTHOS TRAITS AND POWERS POWERS KNACK SKILLS The Mythos grants all who serve a fraction of its unknowable power. That fraction of power and awareness awakens differently in each recipient. For some, it comes from tomes that allow them to access spells; others enhance their physical bodies or manifest the capability to come back from the dead. HEROIC CREATOR KNACKS As the Callings the Mythos pantheon have access to are the same as other Gods, though somewhat different, it serves that the Knacks Scions have access to through their Callings are the same. Scions can choose any Knacks associated with their Callings (Scion: Origin pp. 223-236), or any of these additional Knacks which come from the inverted version of the Calling. As always, a character can only have a number of active Knacks equal to her Calling dots. CALLING Heroic Creator Immortal Creator Heroic Guardian Immortal Guardian Heroic Healer Immortal Healer Heroic Hunter Immortal Hunter Heroic Judge Immortal Judge Heroic Leader Immortal Leader Heroic Liminal Immortal Liminal Heroic Lover Immortal Lover Heroic Sage Immortal Sage Heroic Trickster Immortal Trickster Heroic Warrior Immortal Warrior Each Calling utilizes the same Skills as listed in Scion: Origin (pp. 58-61), despite other differences. Some of these Knacks require a Skill roll. When using the Knack, the Storyguide and player choose the most appropriate Skill from the Calling’s Skill list, or a different Skill if appropriate based on the character’s Legendary Title. INVERTED KNACK Rust and Decay Raze the City Honied Words Puppet Show Spread Disease Plague Bearer Scent of Blood Baying of the Hounds Curse of Fragility Pronounce Guilt Harsh Words Raise an Army The Gate and Key Among the Stars Sense Weakness Name Nemesis Psychic Attack Infinite Knowledge Redirect Exposed Twist the Knife Pain for Pleasure Rust and Decay: With a touch, you can corrode and destroy any item. Make a Creator Skill roll and apply successes to making the item decay. The item is broken or destroyed if the successes equal its Size. If the item has a defensive Scale or armor that increases its Scale against Force, then you must match that additional Scale in successes. Size 0 items are destroyed instantly without a roll. IMMORTAL CREATOR Raze the City: Make a Creator Skill roll. With any successes, you can destroy a small building, structure, or monument in a matter of minutes, as they crumble to rubble and dust. To raze a building in an instant, spend a Momentum. HEROIC GUARDIAN Honied Words: Choose a person to be your charge. Spend a Momentum and give them a direction or suggestion. When they act on that direction, they gain +2 Enhancement to do so as long as you are watching. If you have a Bond with the person, you can forgo the cost. IMMORTAL GUARDIAN Puppet Show: You take command of your charge’s body and mind, directing her actions and guiding her Powers MY CHARACTER WOULDN’T DO THAT! While horrific things can happen in Masks of the Mythos, Mythos, we’re not here to make players experience things they don’t want to portray. Using control Knacks such as Puppet Show always require the consent of the player targeted by them, and if anyone at the table is uncomfortable with the action being dictated, the Storyguide should back up and find an alternative. 47 thoughts. Roll your Guardian Knack Skill. Success allows you to direct your charge to take a single action. You dictate how she takes the action, and even if she speaks or talks while taking the action. You must be able to see your charge to use this Knack, though you do not have to verbalize or speak the command out loud. This Knack does not work unless you have a Bond to the target, and they are a lower Tier than you. HEROIC HEALER Spread Disease: When dealing with a patient who has a disease, you can increase the Complication from the disease by a number of points equal to your Knack Skill, or you may designate a number of nearby targets equal to your Knack Skill who also contract the disease at the original Complication rating. IMMORTAL HEALER Plague Bearer: Spend a Momentum to inflict a mythic plague upon an area, affecting everyone within it. The disease’s Complication is equal to your Healer Knack Skill. You can spend an additional Momentum to exclude specific people from the plague’s effect. The disease is not supernatural in nature and can be cured through normal means. HEROIC HUNTER Scent of Blood: You can smell the blood in the water, and it drives you towards your goal. Gain +1 Enhancement on attacks made against targets that have one or more Injury Conditions. IMMORTAL HUNTER Baying of the Hounds: Spend a Momentum to set the hounds loose on your prey. These are not literal hounds, but creatures of the Mythos that harry your enemy, corralling them for you to collect later. Your target suffers a Complication equal to your Knack Skill on all actions, taking an Injury Condition as a consequence for not buying it off as the hounds chase them. The hounds do not stop bothering the person until they fall unconscious, or you catch up to your prey. HEROIC JUDGE If another guilty party is brought forward, it provokes a Clash of Wills. HEROIC LEADER Harsh Words: Your orders are more than just an impulse; they are a compunction with a threat of punishment if not followed. Give an order to a target and spend a Momentum. They suffer a Complication equal to your Leader Calling rating to do anything other than what you ordered. If they fail to buy it off, they take a damage. IMMORTAL LEADER Raise an Army: Your command sways people to follow you, even those who barely know you. Spend a Momentum to raise an army of trivial targets which come to your call and fight by your side. No matter where you are, people will come to fight for you, and if you are in a place without people, creatures of the Mythos come in their stead. HEROIC LIMINAL The Gate and Key: You may spend a Momentum to open a portal from one location to another as long as it is through a literal portal (a door, window, manhole, etc.) to anywhere else of your choosing, including Terra Incognitae. You must have visited the location you are moving to for the portal to work. IMMORTAL LIMINAL Among the Stars: Roll your Knack Skill and spend a Momentum. For a number of turns equal to successes, take on the form of star stuff, adopting the bleak void of space and the pinpricks of light from distant stars. In doing so, you become intangible, but extremely dense. Matter bends around you, allowing you to pass through the smallest of crack or shore up the largest of spaces. Weapon attacks bend away from you, metal wraps around the density of your shape, and attackers find their fists slowed to nothing as they enter your radius. When the effect ends, your body reverts to normal, but the matter you twisted remains as you moved it. HEROIC LOVER Curse of Fragility: Pick a target in a combat situation and spend a Momentum. For the rest of the fight, all enemies attacking your target are considered to have the Brutal Tag. Sense Weakness: After you have made an attack, or someone has attacked you, you may analyze them for a weakness. Gain a +1 Enhancement on attacks against them and a +1 to Defense until the fight is over. Only one enemy can be analyzed this way per scene. IMMORTAL JUDGE IMMORTAL LOVER Pronounce Guilt: You declare a target is guilty of a crime, and it becomes true. The target need not actually be guilty or even associated with the crime, but the moment you declare their guilt, all the evidence lines up. 48 Name Nemesis: Select a target and declare them as your named enemy. While so named, the person is immediately Fatebound to the Scion as a Nemesis. If the target is already Fatebound to another Scion, this replaces that Fate completely at the same rating. CHAPTER THREE: MYTHOS TRAITS AND POWERS HEROIC SAGE Psychic Attack: You impart your vast stores of knowledge to someone else, overwhelming them. Spend a Momentum to roll your Knack Skill. Success an increased Difficulty equal to successes rolled on your victim’s actions that require mental capacity, such as studying, researching, or even communicating. IMMORTAL SAGE Infinite Knowledge: You know the truth of the cosmos, the stars, and everything in between. You can reach through your vast knowledge to find the answer to one question. If it is a knowable thing, your character automatically knows the answer; if it is unknowable, she instead can roll her Sage Skill and know the answer on a success. If the information is purposefully hidden, it provokes a Clash of Wills. If this is part of an investigation, the character gains a single Clue. HEROIC TRICKSTER Redirect: Spend a Momentum. You convert one enemy’s current attitude to anger from whatever it was before. At the same time, select a new target to become the object of that anger, causing your enemy to attack the new target in a rage. IMMORTAL TRICKSTER Exposed: Spend a Momentum and tell a damaging lie about someone of the same or lower Tier. Everyone who hears you utter the lie believes it to be true, even if there is evidence proving elsewise. Attempts to exonerate your target provoke a Clash of Wills. HEROIC WARRIOR Twist the Knife: You know just where to strike to make pain explode through your enemy. When your enemies have one or more Injury Conditions, your character gains access to the following Stunt: Painful Blow (3 successes): Increase the penalty imposed by the target’s Injury Conditions by 1 to a maximum of 2. Against Antagonists, impose a +1 Diffculty to all their actions. IMMORTAL WARRIOR Pain for Pleasure: When you have someone at your mercy, either tied up or unconscious, you can inflict an Injury Condition on them to boost your Band’s morale. Everyone in the band gains +2 Enhancement to their actions for the rest of the scene. If the Injury Condition renders them Taken Out, gain +3 Enhancement instead. PURVIEWS The Great Old Ones have been here a long time. They didn’t need to take their authority over The World to make it bend to their will like the other Gods. Their very existence has shaped The World around them, the elements bending around their forms and oozing from their skins. Even as the King in Yellow waits, its people make art in its name. Nyarlathotep’s hidden form carries messages with just a thought. Chaos oozes forth from Azathoth wherever it goes. And Yig’s serpent spawn enjoy its blessing even as it slumbers. AWARENESS PURVIEWS Scions of the Great Old Ones have access to their Purviews in the same way as other Scions, but those who have Awareness find their claim becomes less of a mastery and more of an inheritance as the power oozes from them. Mythos Scions can choose to take the Awareness Innate Power that comes with a Purview instead of the normal one. They will only ever have one Innate Power, and once the Awareness Innate Power is chosen, they cannot go back. Additionally, they gain the ability to learn Awareness Boons: specific powers that come from their association with the Mythos. Characters must invest or spend Awareness to utilize Awareness Boons. Mythos Scions can enact Marvels (Scion: Hero p. 236) in much the same way as any other Scion, though they draw from the Mythos Pantheon Motif. Mythos: Arcane and esoteric inscriptions and intoning unspeakable words draw the Gods attention and request their blessing. ARTISTRY Artistry belongs to Great Old Ones who write gibbering poems written in ancient script, dance waltzes to summon horrid creatures, and inspire their followers to create grotesque statues in worship. Innate Power: You draw inspiration and creativity from the people around you. Whenever you are near someone who is performing, creating art, or otherwise doing some type of creative or expressive activity, you gain +3 Enhancement to your own creative endeavors. MADDENING SONG Cost: Imbue 1 Awareness Duration: One scene Subject: All characters Clash: Awareness + Presence vs. Composure + Legend Range: Short Action: Simple Purviews 49 The Mythos flows through you and into your audience. When you deliver an oration (song, speech, poem, play, etc.), any who hear you are filled with fear and despair. Shift the attitude of all affected characters who witness the performance to fearful. Additionally, characters have a +3 Complication to do anything other than run in fear. BEASTS Beasts are associated with Great Old Ones that have animals as minions, children, or hordes. It also applies to those who have animalistic traits. Innate Power: Animals recognize you as one of their own. Your character can form Bonds with animals in the same way she can people. SNAKE PIT Cost: Imbue 1 Awareness Duration: One scene Subject: Self Action: Simple A horde of creatures answers your call. When this Boon is activated, creatures associated with your Purview surround you. Snakes slither through the grass, spiders carpet the floor, and lizards cover the walls. They count as a +2 Complication to move or attack for everyone except you. The consequences of failure can be an Injury Condition, being knocked down, or becoming poisoned, depending on the creatures. BEAUTY This Purview is associated with Great Old Ones who embody terrible beauty and those who lay bare anyone who uses superficial beauty as a shield. Innate Power: You gain a buffer against anyone attempting to use their looks to sway you. Your Scale is considered 1 higher for the purposes of resisting such attempts. DISTRACTING BEAUTY Cost: Imbue 1 Awareness Duration: One scene Subject: One character Clash: Awareness + Presence vs. Composure + Legend Range: Medium Action: Reflexive Your beauty entrances a person, preoccupying them to the point of distraction. Your target becomes obsessed with you and cannot concentrate on other tasks, suffering a +3 Complication to Mental or Social actions. The consequence of failure is they lose 50 their action as you continue to distract them. This isn’t always born of desire, it can be jealousy or disgust, depending on their Attitude when the Boon is used. CHAOS This Purview belongs to Great Old Ones who embody disorder, disruption, and unknowable motives. Innate Power: Chaos follows you wherever you go, rippling away from you and upending normally ordered things. Electronics tend to malfunction when you’re near, cars backfire, engines fail, and people trip on sidewalks — all creating a +1 Complication for anyone attempting to act while in close range of you. You are, of course, immune to your own chaos. WALKING DISASTER Cost: Imbue 1 Awareness Duration: One scene Subject: All characters Clash: Awareness + Cunning vs. Resolve + Legend Range: Short Action: Reflexive You create a field of chaos that you can tap into if people around you aren’t extremely careful. Everyone within range suffers a +3 Complication to physical actions. As a consequence of failing to buy off the Complication, you can do one of the following (chosen when the Boon is activated): toss someone one range band, disrupt all electronics they are carrying, or knock them prone. DARKNESS The Darkness Purview belongs to Great Old Ones who hide within shadows and dreams. Also, those who embody misdirection, confounding thoughts, and unseen terror find use of this Purview. Innate Power: You are always a lucid dreamer, able to control the topic and direction of your own dreams. You can watch another person’s dreams while they sleep and insert yourself into them if you come into physical contact with them (either in the dream or the real world). Doing so puts that person into a lucid dreamer state as well, allowing them control over their own dream. While in the Dreamlands, you are considered to have +1 Leadership Scale. SHADOW MINION Cost: Imbue 1 Awareness Duration: Indefinite Subject: Self Action: Simple CHAPTER THREE: MYTHOS TRAITS AND POWERS You create one or more shadow minions to act on your behalf. Create these minions using antagonist rules in Scion: Origin, pp. 143-145. You can create a single Professional-level monster or several Mooks. All shadows have the Incorporeality Quality and a Vulnerability Quality of fire. Shadow minions obey their master implicitly and cannot be swayed or taken over even by someone else with a similar Boon. The minions disappear the turn after the Scion reclaims their Awareness from the Boon. DEATH Death belongs to those Great Old Ones who deal with the dead, undead, and dying. They reign in underworlds and crypts, creating their undead hordes. Innate Power: You can sense the presence of death and decay anywhere within medium range. Small things, such as a plant cutting, barely pick up on your radar, while a corpse will resonate and be obvious even if hidden. You can detect ghosts and undead creatures this way as well, even if they are obscured with magic. CREEPING DEAD Cost: Imbue 1 Awareness Duration: Indefinite Subject: Multiple corpses Range: Long Action: Complex You take the reins of all corpses within range and give them a form of life with shuddering, creeping movements. Corpses in graves dig their way out, dead bodies rise and walk again, even corpses animated using magic cannot help but move at the Scion’s whim. The corpses cannot do much more than walk at a slow pace, mill about, or possibly bite someone who gets too close. They make excellent shields and count as rough terrain for anyone attempting to move through them. DECEPTION Those with this Purview control all aspects of deceit, illusions, and everything that would confound the senses or cloud the mind. Innate Power: You can change minor aspects of your appearance at a whim. You cannot change set physical aspects, such as height, weight, or your voice, but all other cosmetic aspects can change. Anyone attempting to recognize you suffers a +3 Complication to pierce your disguise. MENTAL PRISON Cost: Imbue 1 Awareness Duration: One scene Subject: One character Clash: Awareness + Manipulation vs. Resolve + Legend Range: Short Action: Reflexive You can lock a person within their own mind, creating an entire world with which they believe they are interacting. The illusion feeds upon the target’s own memories and thoughts, filling in gaps and details with whatever they believe should be there. You can direct what the person builds the prison out of, such as childhood memories or their current surroundings, but once started you have no control over what the person believes they experience there. This Boon is free to use on trivial targets. EARTH Great Old Ones who have the Earth Purview have the power of the elemental earth in all its forms from physical to metaphysical. These Gods are lumbering mountains, rolling hills, and belching volcanos. Innate Power: Whenever you are attempting the Knockdown Stunt on an opponent, halve the number of successes needed to perform the stunt (rounded up). STONE STRIKE Cost: Imbue 1 Awareness Duration: Indefinite Subject: Self Action: Reflexive Your fists turn to stone, acting as blunt weapons. As long as you have Awareness imbued, your fists count as armed weapons but maintain the Natural Tag. Additionally, you can apply two weapon Tags from the following list: Aggravated, Brutal, Grappling, Piercing, Pushing, Stun, or Versatile. EPIC DEXTERITY Great Old Ones with Epic Dexterity are fast, sometimes too fast to see, and definitely too fast for comfort. They are also agile creatures with nimble, multi-jointed limbs and a precision that incites dread. Innate Power: Your body is extremely flexible, allowing you to perform amazing feats of gymnastics, even going so far as dislocating your joints and bending your bones to slither through improbable spaces or move into irregular shapes. CLUMSY FOOL Cost: Imbue 1 Awareness Duration: Condition Subject: One character Clash: Awareness + Dexterity vs. Stamina + Legend Range: Medium Action: Simple Purviews 51 You steal someone else’s grace, leaving them clumsy and bumbling. This Boon inflicts a Condition on your victim that imposes a +2 Complication to all actions that require Dexterity, such as balancing, aiming, running, or even just not falling over. While they suffer from this Condition, you gain a +1 Enhancement on the same kinds of actions. This Condition ends when you reclaim your Awareness, or the victim spends a basic action which cannot be part of a mixed action to reset themselves. EPIC STAMINA Epic Stamina is the Purview of the enduring Old Ones who have weathered and resisted all The World’s changes from extinction events to plagues and more. These Gods are immutable, vital, resilient, and robust. Innate Power: Whenever you are suffering Injury Conditions, reduce the Complication imposed by the Condition by 1. INFIRMED Cost: Imbue 1 Awareness Duration: Condition Subject: One or more characters Clash: Awareness + Stamina vs. Resolve + Legend Range: Short Action: Simple The Mythos wraps around your enemy, weakening them and making them susceptible to viler actions. You can target a single character, or all trivial characters in range with this Boon. Inflict a Condition that increases the Difficulty to resist disease and poison by 2, prevents the character from using any healing or regeneration abilities, and doubles Complications imposed from physical Conditions and Injury Conditions. The Condition ends when you reclaim your Awareness or when the character suffers from two Injuries while affected by this Condition. You make an attack so powerful that it radiates out from you with enduring force. You make an attack at close range on a single target as normal. That attack creates a Shockwave (Scion: Origin, p. 66) that radiates out from your target. FERTILITY Old Ones who have the Fertility Purview have agency over sex, carnal acts, virility, and family bonds. Great Old Ones often lead to either unchecked reproduction or infertility as the two extremes, with crops overgrown or filled with blight and not much in between. Innate Power: Once per session you can radiate a wave of sterility, killing plants, stopping growth, and ending the lives of fast-growing organisms. Within your Field, plants die, and anyone there with you is immediately cured of all diseases, and for the rest of the scene they stop suffering Complications from any physical Conditions they suffered. They do not suffer the Conditions, but it does not resolve them. VERDANT FIELDS Cost: Imbue 1 Awareness Duration: Indefinite Subject: Self Action: Simple Plants grow around you at a rapid pace. Your Field is filled with the growth which slithers and grows around everything in sight. The effect is centered on you, and moves as you do, leaving behind wilted and decayed plants as you move out of range. You control the growth completely and can do any of the following with it as a reflexive action: • Allow safe passage to an ally attempting to pass through it, including having the plants clear the path of objects that might have been blocking the way. • EPIC STRENGTH Great Old Ones with Epic Strength exhibit power and force unlike any other. Their might and wrath are terrible to behold, causing pain and destruction in their wake. Innate Power: When you use Might to impress or intimidate others, your allies gain a +1 Enhancement to their next action and enemies suffer a +1 Complication the next time they attempt to act against you or your allies. WRATH AND FURY Cost: Spend 1 Awareness Duration: Instant Subject: Self Action: Reflexive 52 Create difficult terrain for an enemy. They suffer a +3 Complication to move through the area, which has a consequence of loss of movement. • Create a wall or barrier that creates a new separation for your Field. • Form a crude armor from your plants for you or an ally, which confers a single point of Soft Armor. FIRE From the depths of the molten earth reign Old Ones of Fire. They control flames and the heat and passions that move the whims of mortals. Innate Power: You can control your anger and fury, keeping it always tamped down. You are immune to Influence that would turn your Attitude to angry and CHAPTER THREE: MYTHOS TRAITS AND POWERS attempts to incite you to action through threats or intimidation incur a +2 Complication. CONFLAGRATION Cost: Imbue 1 Awareness Duration: Indefinite Subject: Self Action: Simple A huge fire bursts to life at the snap of your fingers. This fire can be targeted on an inanimate object, such as a structure or a building, or it can stand free, creating a barrier between one Field and another. Navigating through the conflagration imposes a +3 Complication and inflicts an Injury Condition for each level not bought off. FORGE Great Old Ones with Forge are responsible for creating arcane relics, non-Euclidian geometries, and technologies with terrible purposes. Innate Power: No creation, technology, or artifact is foreign in your hands. When using an unknown item, or something for a purpose not originally intended, you do not suffer any Complication for doing so. TRANSUBSTANTIATE Cost: Imbue 1 Awareness Duration: Indefinite Subject: Self Action: Simple Not truly an alchemical transubstantiation, you can turn one fully formed magical item into another one partially or completely. You may rearrange your Relic Birthright dots however you choose, including turning one Relic into another one entirely. The effect lasts for as long as you imbue Awareness in this Boon, at which point your Relic reverts back to its normal form. FORTUNE The Fortune Purview deals in happenstance and incidence. Great Old Ones imbue bad luck or odd coincidences, and bend what would be incidence into their own good luck. Innate Power: You are the master of your own fate. Attempts to change your luck, fate, or otherwise alter your trajectory suffer a +2 Difficulty. You can, of course, meddle with your own fortune as much as you like. TWIST FATE Cost: Imbue 1 Awareness Duration: Condition Subject: One character Clash: Awareness + Manipulation vs. Composure + Legend Range: Close Action: Simple Why break a Fatebinding when you can simply twist it? You can change the nature of a single Fatebinding for your target. This could be to change their Role Condition, or to increase or decrease the rating of the Fatebinding by 1 (though you cannot remove it or drop it below 1). You can target yourself with this Boon. This change ends either when you reclaim your Awareness or the Condition resolves naturally, whichever happens first. FROST Frost is the Purview of cold in all its forms, both figurative and literal, from the icy rime that encrusts the Old Ones hibernating in the Arctic to the chill of the indifference they show to all humanity. Innate Power: You cannot be swayed by emotional appeals or heated seduction. Influence attempts that use Empathy automatically fail, and those using other forms to melt your heart are made at +2 Difficulty. HIBERNATE Cost: Imbue 1 Awareness Duration: Condition Subject: One or more characters Clash: Awareness + Cunning vs. Stamina + Legend Range: Medium Action: Reflexive You can slow the life processes of one target (or all trivial targets) within range. The target falls into a deep slumber, falling torpid and appearing nearly dead. This functions as a Condition which prevents action or even dreams until either you reclaim your Awareness, or the target suffers a physical attack. You may target yourself with this Boon. HEALTH Great Old Ones rarely embody good health, though they have dominion over it and illness alike. This Purview is usually the dominion of Gods for whom pestilence and plague follow like lapdogs. Innate Power: You are always in good health. You are immune to the effects of mundane diseases, though divine or magical diseases affect you normally. If you’ve come into contact with a disease, you can alleviate that disease in others with a touch. Purviews 53 TRANSFERENCE Cost: Imbue 1 Awareness Duration: Condition (see below) Subject: One character Clash: Awareness + Intelligence vs. Stamina + Legend Range: Close Action: Reflexive You touch your target and mingle your life force with theirs, for good or ill. When you touch your target, can choose to do one of the following. To impart these effects during combat, you must touch your enemy with an unarmed combat attack and choose this Boon instead of normal Stunts. Any Conditions imparted by this Boon resolve when you reclaim your Awareness, or the Condition resolves normally. • Transfer an Injury Condition between you and the target. For example, if you have a broken leg, you resolve the Condition immediately and the target now has the Condition, or vice versa. • Transfer a Poisoned or Diseased Condition between you and your target. You may transfer both mundane and magical diseases and poisons this way. • Transfer a single dot of Legend or Awareness between yourself and the target. You may only impart or steal a dot from someone who also has access to the Trait. You cannot give Awareness to someone who has not accepted the blessing of the Mythos Pantheon or give Legend to a normal mortal. JOURNEYS The Great Old Ones of Journeys hold sway over twisting paths, overgrown tracks, and secret passages. They govern both the paths themselves and the mode of transportation to get you there. Innate Power: You always know a back passage, a secret route, or a hidden portal to get where you’re going. If a secret door or hidden passage exists, you find it immediately without having to roll, unless it’s obscured by magic. If you need a secret route through or out of a place, you find one, even if one did not exist before. LABYRINTH Cost: Imbue 1 Awareness Duration: One scene Subject: One field Range: Medium Action: Simple 54 You turn a single field into a labyrinth of which there is no escape. All directions lead back to the center, all turns lead back in, and all attempts to escape just leave people confounded and confused. People can enter the field without problems; they just can’t leave until the Boon’s effect ends. If the victim has an ability that allows them to never get lost, it provokes a Clash of Wills. MOON The Moon Purview gives dominion over the night sky, the warped reflections of truth, the ever-changing nature of the moon, and the wan light that does not shed light so much as create more questions. Innate Power: You are mutable and ever-changing. Once per session, you may reshape your body as you see fit. Doing so is a simple action that cannot be combined into a mixed action. You can twist flesh into a new shape, rearrange bones, or even remove parts and save them for later. You may make yourself look completely different, changing your bone structure and physical features, or turn yourself into a nightmare amalgam. You gain a +3 Enhancement to actions that would be enhanced by your changed nature (such as seduction, intimidation, or deception). EERIE LIGHT Cost: Imbue 1 Awareness Duration: Condition Subject: All characters Clash: Awareness + Manipulation vs. Resolve + Legend Range: Short Action: Simple You create a wave of moonlight that fills all spaces within range. Anyone caught in the light begins to hallucinate. These hallucinations are based on their own knowledge and experiences but are twisted and strange. It becomes impossible to discern truth from lies, or hallucination from reality. This serves as a Condition in which the characters have +2 Complication to discern fact from fiction, truth from lies, or find clues during a Procedural. The Condition ends when you reclaim your Awareness or when the afflicted person suffers an Injury Condition. ORDER The Order Purview doesn’t just concern civilizations and societies, but also the natural laws of physics in which materials and elements order themselves. Innate Power: You embody entropy, sapping useful energy from spaces and creating randomness and CHAPTER THREE: MYTHOS TRAITS AND POWERS disorder. You can drain any battery (phone, car, flashlight, etc.) within a short range of its charge, or short out an electrical outlet in the same range without a roll. The lost charge dissipates and becomes useless. LAWFUL TRESPASS Cost: Imbue 1 Awareness Duration: One scene Subject: Self Action: Reflexive The normal laws of the land don’t apply to you anymore. For the duration of this Boon, there is a single law, either civilian or of physics that no longer applies to you. If you break this law, those who would normally oversee dealing with it simply ignore you and let you pass. This can’t apply to a law or rule you broke before the Boon was activated; it must happen while the Boon is active. Once the Boon ends, so does your immunity to the law, and any laws you broke that were overlooked may come back to bite you. PASSION The Passion Purview gives reign over all human emotions from love and joy to rage and depression, allowing those who have dominion over it to create and destroy these emotions on a whim. Innate Power: You bond strongly to others. Gain +3 Enhancement whenever you take an action to create or reinforce a Bond. LACKLUSTER Cost: Imbue 1 Awareness Duration: Condition Subject: One character Clash: Awareness + Manipulation vs. Composure + Legend Range: Short Action: Simple You sap someone’s passions, leaving them feeling empty and hollow inside. Your victim gains a Condition in which they cannot feel strong emotions about anything. Attempts to incite emotion from the character suffer a +2 Complication. The person does not gain any benefits from their Bonds for the duration of the Condition, and all actions that would need emotion to work such as persuasive speech, or lending sympathy are made with the +2 Complication. This Condition ends when you reclaim your Awareness or when one of the affected character’s Bonds breaks. Purviews 55 PROSPERITY Prosperity is the Purview of wealth both individual and on a civilization basis. But it also deals in overabundance, excess, greed, and gluttony. Innate Power: You always have some currency of the correct kind, even when you reasonably shouldn’t. You don’t have stocks, bonds, or a large bank account, but you always have enough cash to buy someone dinner or grease some palms. Even completely naked in the desert, you’d be able to present cash to your ride for gas. EAT THE RICH Cost: Imbue 1 Awareness Duration: Condition Subject: One character Clash: Awareness + Presence vs. Composure + Legend Range: Medium Action: Simple You fill someone with an insatiable desire — be it for food, wealth, or worldly objects. This Boon confers a Condition on the target that makes the character seek out whatever she desires. People take notice of her desire, and find it disgusting, imposing a +2 Complication to all social actions. The character is obsessed with her desire, suffering a +2 Complication to take actions that don’t further her goal for more. This Condition ends when you reclaim your Awareness or when the character suffers a major setback due to her obsession. SKY The Old Ones who have Sky as their Purview control all aspects of the sky from the winds, rain, hail, and lightning to the unfathomable depths of its vast expanses. Innate Power: You can control the natural weather patterns in your area. You can lessen or heighten a storm, push a cold front far north to miss the city you’re in, or drag a nearby storm into the area, rapidly turning blue skies stormy gray. FOG BANK Cost: Imbue 1 Awareness Duration: Indefinite Subject: One field Action: Simple Warm winds blow dense fog into your area, decreasing visibility and dampening sound. Choose a field that your character can see or knows is there (such as inside the room, or outside the building 56 even if you can’t see out the windows) in which to create a fog bank. The fog is so thick that it reduces visibility, creating a +3 Complication to attempt actions with a range beyond close. Sound is muffled and muted in the fog bank, imposing a +3 Complication to track or follow someone via sound through the fog. STARS Great Old Ones with dominion over Stars bend both time and space around themselves. They are as vast as the space they occupy and tied to the movements of The World as large, arcane, unknowable forces. Innate Power: Once per scene, you can divine the unknowable from the stars. You can ask your Storyguide a single question about the possible outcomes of an action you or one of your Bandmates is about to take, and the Storyguide must answer you truthfully. TEMPORAL SHIFT Cost: Imbue 1 Awareness Duration: Indefinite Subject: Self Action: Reflexive For as long as you have Awareness imbued, you can slow down or speed up time for yourself. If you slow time for yourself, everything happens around you at an advanced pace. You may blow through a boring waiting period or pass forward in time to an anticipated event. If you speed time for yourself, then everything around you appears to happen at a glacial pace. You can walk past an attack, sleep a full eight hours in just a few minutes, or pluck a slow-moving bullet from the air. While you do not leave the plane of reality on which you are, you seem to disappear to onlookers while out of time. Actions that would benefit from slowed or spedup time gain a +2 Enhancement, at Storyguide discretion. SUN The Sun Purview has dominion over life, rebirth, hope, and the dawning light that reveals all within darkness. It also has dominion over draught, radiation, the loss of hope, and the death of dreams in the harsh noonday sun. Innate Power: Your presence is polarizing, causing people gain or lose hope at your whim. You are a walking atmosphere (Scion: Origin p. 78), which you can make either positive or negative as you like, with a rating equal to half your Legend that affects anyone in the same Field as you. CHAPTER THREE: MYTHOS TRAITS AND POWERS IRRADIATION Cost: Imbue 1 Awareness Duration: Condition Subject: All characters Clash: Awareness + Might vs. Stamina + Legend Range: Short Action: Simple You create a burst of radiation so powerful it causes immediate sickness and sometimes death. Small animals, funguses, and bacteria without radiation resistance die immediately. Your radiation acts as a Condition on anyone affected within range creating weakness and fatigue. Those with the Condition have a +3 Complication to all physical actions, with consequences including Injury equal to the Complication not bought off, loss of action, or additional Complications to later actions. The Condition ends when you reclaim your Awareness or when the victim seeks medical attention. WAR Great Old Ones with the War Purview reign over the violence between two peoples. From the sweeping battlefields to the individual soldier and all the spaces between where conflict arises. Innate Power: Whenever you are involved in a conflict (not just physical, any conflict will do) you gain +2 Enhancement to actions that further the conflict rather than working to resolve it. INCITE Cost: Imbue 1 Awareness Duration: One scene Subject: Multiple characters Clash: Awareness + Manipulation vs. Composure + Legend Range: Short Action: Simple You agitate and incite those around you. Anyone affected within range suffers a +3 Complication to attacks. As a consequence, the character does not attack his intended target, but instead attacks a target of your choice. Outside of combat, you can use this Boon to incite violence between agitated parties. Anyone affected within Range with a negative Attitude will start a fight. WATER Great Old Ones with the Water Purview have dominion over the vast and strange depths of the oceans, the rise and fall of water, riptides, inexplicable vortexes, and rivers that cut through land like a slow-moving knife. Innate Power: You have the grace and implacable movement of water. When you set yourself on a path, nothing can prevent you from moving forward. Actions that would stop you, slow you down, or change your course are made at +2 Difficulty. You can ignore Complications that would slow your movement and make a Clash of Wills if the Complication comes from a magical source. This isn’t just walking, it’s any kind of forward movement, including flying, biking, driving a car, etc. TSUNAMI Cost: Spend 1 Awareness Duration: Instant Subject: One field Range: Long Action: Simple A wave of water crashes over the Field, washing away everything in sight. You can create a wave of water that materializes out of nowhere to wash across a single Field within range. The water moves with the force and weight of the ocean sweeping away anything not bolted down and carries heavy objects along with it. The wave puts out any fires in its path and can knock over short walls and small structures. Attempts to swim against the current incur a +2 Complication. The wave passes through the Field quickly and dissipates afterward. If the Field is indoors, the wave may fill the room completely before the water evacuates from natural egresses, forcing characters to hold their breath, at Storyguide discretion. WILD The Wild Purview is the dominion of the untamed wilderness, the old spaces that have been reclaimed by the land, the animals that have been lost to humanity and live on the edges of civilization still wild and free. Innate Power: You are a child of wilderness and wild things recognize you as such. Gain +2 Enhancement when dealing with wild animals or hostile environments. Wild animals always have a positive initial Attitude towards your character unless she does something to frighten or anger them. Purviews 57 FERAL TRACES Cost: Imbue 1 Awareness Duration: Indefinite Subject: Multiple animals Action: Reflexive You can take control of a wild animal by imparting your consciousness into its. While using this Boon, you are inert and cannot sense your own body. Instead, you have complete control over the animal you have possessed, sensing though it and commanding it as though it were your own body. You can possess a single large animal, such as a dog, wolf, bear, or elephant or multiple small animals such as crows, mice, or cats. If you are in multiple animals, you can perform tasks with all of them using a mixed action. The animals can only perform tasks that make sense for their anatomy and physical limitations, but you can do things you couldn’t normally, such as communicate with other animals of its kind. MYTHOS SIGNATURE PURVIEW ARCANE CALCULUS Knowledge is the lifeblood of the Mythos. Within arcane texts, written in blood on paper tanned from flesh, sit the arcane words of power. All it takes is a promise to serve for the Mythos to grant the knowledge and ability to tap into that power. The Mythos accept all manner of worship, from praise and sacrifice and unwavering devotion to total indifference in a selfish power grab, and 58 in return they impart only a fraction of the power and intellect they contain. All this serves to bring the Mythos closer to The World and allow the Great Old Ones to breach the veil that separates their worlds from this one. Innate Power: When performing analysis, research, or surveying investigation actions, you gain +1 Enhancement. You can ignore up to 1 Complication from such actions that would lead you to misinterpret the information you gain on the action. CHAPTER THREE: MYTHOS TRAITS AND POWERS DISTURBING VISIONS Cost: Free Duration: Instant Subject: Self Action: Simple By reading scripts from Mythos realms or inscribing arcane geometries, you receive a vision from the Mythos. This vision is a compulsion, something the Gods want you to do for them with the promise of a benefit afterward. The request replaces the character’s Short-Term Deed with something achievable within the session. Disturbing Visions should only be useable once per session and should be a minor effort requiring a scene’s worth of activity and at least one successful roll. The exact request often doesn’t make any sense, whether the Deed is esoteric or simply strange, and is left to the Storyguide’s discretion. This typically results in characters stumbling across disparate and far-flung cults and rites until a full and final picture is revealed. Once you’ve completed the mission, gain 1 Awareness and 1 Legend. The vision has shredded away the veil, enabling you to see any being touched by the Mythos. MOUTH OF MADNESS Cost: Spend 1 Awareness Duration: One scene Subject: Multiple characters Clash: Presence + Legend vs. Resolve + Legend Range: Short Action: Simple You speak of an incident or situation you are investigating. This can be as simple as a person’s name, or the event that created your lead. Everyone within range immediately begins to speak, divulging everything they know about the situation. You gain Enhancement 3 on any investigative action to follow up on any clues or stunts related to the revelations you’ve heard for the rest of the session. When acting decisively upon the information you’ve gained this way, you also have +1 Scale where appropriate for the rest of the session. For example, acting upon the revelation of a fellow Scion’s perfidy grants you Scale to defeat them, but only if the information somehow relates to a weakness of theirs. Mythos Signature Purview 59 ADDITIONAL RELICS R elics are the ultimate traps of the Mythos. They offer knowledge and power to anyone, mundane, divine, or titan that seeks them out. One needs only thirst for truth, enlightenment, and Awareness. They are plentiful, ranging from obscure tomes tucked away in restricted rooms of libraries, to Elder Signs carved into medallions, to devices built by scientists who glimpsed the unknown. These Relics are optional, presented as additional items to introduce into your game at Storyguide discretion. For anyone with Awareness, relics operate as other Legend-based relics. For those without Awareness, they may access the powers through sacrifice. For each life “fed” to it, the user gains a temporary point of Awareness for up to one hour and the maximum number of points cannot exceed the relic’s rating. The character gains the persistent Condition, Burning Awareness. Burning Awareness: +1 Difficulty to all tasks not related to a Mythos relic or their acquisition as the character is distracted by the vast universes and needs to know more. THE ALERT (•••••) Purview: Journeys Motif: The person at the end of the voyage is not the person from the beginning of the voyage. The epistolary evidence which surrounds the ship Alert suggests a strange and winding history: the Alert’s journeys across the oceans brought it to its current berth in Oslo, through direct encounters with Cthulhu and a few days (A few years? A few eons? One cannot know) anchored off R’lyeh. Just as people who meet the Great Old Ones do not escape unscathed or unchanged, so the Alert came out of the other end of this epic journey different. The first person to notice this change was her owner at the time, Gustaf Johansen. His letters home to his now-widow detail strange journeys; he claims that his prior ship, the Emma, was set upon by the crew of the Alert for no reason, and the crew of the Emma killed them. However, Anna Johansen has since admitted in letters to researchers that her husband’s state of mind upon return, and his aggressive behavior toward family and friends, places great uncertainty upon the reliability of his narrative; it is just as likely that the crew of the Emma simply commandeered the vessel, or that the crew of the Alert came upon the Emma adrift and rescued them only to find their kindness rewarded with violence. In any case, the Emma has never been recovered and most parties agree it was lost in the South Pacific. Whatever the truth of the narrative, Johansen’s writings after his return to Sweden indicate that the Alert 60 brought him home true, even though her navigational tools never worked reliably. He wrote that her compass “spun and glowed in the dark, chattering like the teeth of one freezing to death,” and that walking the steam yacht’s passages at night found him “surrounded by the sound of whispers, perhaps the voices of the dead.” Standing at the ship’s wheel, he felt a “warm and certain presence” behind him, but every time he turned his head to seek that presence, he saw only “a soft shadow slipping away.” The Alert has since passed through multiple hands: many researchers and other individuals have clamored to own her, to understand her, and to take her out into the ocean in an attempt to locate R’lyeh. Her owners tend not to live terribly long: Vitas Varnas was burned alive in a fire in the engine room, Dr. Nadia Sari drowned, Xavier Foust was run through by a crew mate’s sword during a mutiny, and Kristiyan Nela was torn apart by a strange beast when they landed upon a previously unknown island. The concept of a ship bearing some sort of mild sapience, if not true sentience, exists in many of the writings of its owners, and some researchers posit that the Alert rejects owners based upon her own criteria. Attempts to enumerate these criteria in order to find a captain who will survive her has, until now, failed. Knack: The Alert never runs out of fuel in an emergency; during moments of crisis, she runs regardless of how much coal remains on hand, like a human being running on adrenaline. She possesses at least some form of sapience, and will attempt to steer away from immediate danger, though she can be coaxed to head toward something which will damage her or her crew. Once per week, the Alert can be asked to direct herself toward any location where she has already traveled (including R’lyeh) and she will take over navigation; by some strange mechanism, no matter how far away the location, the Alert always arrives at her destination within one hour. She may also travel to a Terra Incognita which is new to her, provided the helmsman knows the way or possesses something belonging to that Terra Incognita. Flaw: The Alert has been deeply mistreated in her time and has seen great violence and misfortune. If she is not well-treated – this usually means keeping her in good repair, well-stocked, and not running her crew ragged, though more obscure requirements seem to surface now and again – she will try to cause misfortune to, or outright murder, her captain. This mechanism is not absolute and should be handled by discussion between Storyguide and player. AMULET OF DAGON (••) Purview: Chaos Motif: You don’t know what you don’t know. No one knows where the Amulet of Dagon comes from, and no one knows to whom it originally belonged. It CHAPTER THREE: MYTHOS TRAITS AND POWERS appeared in a museum collection one day a hundred years ago and since then has been stolen, swiped, purloined, traded, fallen into other hands… no one has owned the amulet for longer than a handful of years at a time, and some people have possessed it for only a few minutes or a day. The amulet, the size of a silver dollar, depicts a massive, multi-limbed sea creature generally presumed to be Father Dagon, though it might also be Mother Hydra. The amulet is carved of an unknown and as-yet-unidentified stone which always feels chill and slightly greasy to the touch. Knack: Spend 1 Momentum and gain 2 Enhancement when attempting to decipher unknown languages — whether mundane or some leaving of the Great Old Ones — or uncover mysteries connected to the Great Old Ones. The Storyguide is the final arbiter of what counts as uncovering mysteries. Flaw: Gain 2 Difficulty in circumstances in which the owner attempts to resist the commands or entreaties of the servants of Dagon or Mother Hydra; gain 1 Difficulty when attempting to resist the commands or entreaties of servants of any other Great Old One, including other Scions. AMULET OF THE HOUND (•••) Purview: War Motif: A potent little token for those who seek to become the beast. A small object carved from jade, this tiny amulet is no bigger than the human thumb. It is not particularly old; early records place its creation in regions of China, but in truth, this is wildly incorrect and it was in fact a mere facsimile of artistic jeweler native to the area. In actuality, a French settler aristocrat in the Louisiana area carved this amulet. It depicts a huntsman with a canine head and large bat-like wings, intended to illustrate the artist’s impression of the perfect hunting predator, with the cunning and skill of a human tempered with animalistic ferocity. The brutality and savage nature of the amulet’s original owner, often turned against the enslaved people he victimized with his rages, grew so egregious that he ultimately faced bloody retribution at the hands of his own household, and was sealed within a coffin and buried alive for his sins. Recovered several decades after the man’s death, the amulet has passed hands several times since until it found its current resting spot in the British Museum, misclassified as the product of Chinese manufacture. Knack: Spend 1 momentum to cause your jaw to extend, creating a large muzzle full of sharp canine-like teeth. For the duration of this scene, any bite attack deals one additional point of damage. DER KÖNIG IN GELB (•••••) Purview: Star, Death, Journey Motif: They recorded it. What madness! It was common in the early years of the twentieth century for stage and film to cross paths, with recordings of theatrical performances recorded and displayed to audiences the world over. German expressionist filmmaker Fritz Langfrett, a former vaudeville stagehand, undertook one such recording in 1924. His film, Der König in Gelb, is one of early cinema’s most elusive lost films. The recording comprised of two reels; the first remains in the hands of an anonymous wealthy collector. The second and final reel, which was incorrectly assumed to have perished in the fire that consumed the theater and Additional Relics 61 claimed the life of Langfrett and all of the performers and crew, remains missing. Knack: The fact that Langfrett was an adamant cultist in service to ancient entities from Aldebaran is unsurprisingly missing from film history. In practice, the recording perfectly captured the ritual of The King in Yellow, sealing the rite’s mystical properties within a cage of celluloid. Viewing both reels of the film in their entirety has the same effect as a performance of the play, but without the necessity of actors or scripts. All that is required is a film projector of an appropriate age; no dice rolls are required to perform the ritual in this manner. Flaw: Perhaps mercifully, both reels are required for this performance; the second has been lost for almost a century. Should it be found, upon completion of the ritual (namely viewing the film), the Herald of the King becomes manifest. Most people with any sense of self-preservation have little interest in being present for such an arrival or its subsequent bloodbath. ELDER SIGN AMULET (••) Calling: Guardian Motif: Holding the dark at bay This small, minted amulet of metal is typically no smaller than half the circumference of one’s palm. It is inlaid with a marking that, although unsettling to look upon, is nevertheless beneficial for those who know how to wield it. These amulets are not made of any particular type of metal and there is nothing especially unique about its construction; instead, the potency relies upon the marking engraved upon it. In order to create these amulets, significant knowledge of the occult is required; creating the symbol even slightly incorrectly nullifies its mystical properties. Few scholars recognize why this emblem can seemingly repel the inhuman spawn of the Great Old Ones in the way that it does. What matters, though, is that it works. Its function is not based on visual senses (not all entities possess what we recognize as eyes, after all), but some other cosmic means entirely. Knack: The Amulet functions in one of two ways. Firstly, when physically placed between a Mythos entity and a target (often the wielder) it prevents the creature from moving past or touching anything behind the amulet. Doing so requires the wielder to spend One Momentum; holding the amulet in an outstretched hand while doing so is enough to repel the creature. The wielder may, if they choose, place the amulet somewhere (hanging it in a window or around the neck of a loved one) to extend that protection to wherever or whoever he has placed the amulet. Be aware that this use is unidirectional; holding out the amulet to one creature will not protect you from attack by a second creature behind you, and placing the amulet on a window will not prevent the creature from crashing through the doorway instead. 62 As a second use, the amulet grants temporary, limited concealment from the forces of the Mythos. While hiding, anybody clutching this amulet in their palm gains a 2 Enhancement to concealment so long as they remain still and hidden. ERICH ZANN’S VIOL (•••) Purview: Artistry, Chaos, Darkness Motif: Give of yourself to hold back the dark. The battered case of Erich Zann’s viol contains a simple viol (also known as a cello) created by an expert craftsperson; her smooth, honey-colored wood seems to glow subtly, as if stage lights strike her, no matter what the current lighting. If the instrument were smaller, it might make a decent emergency light, perhaps. Oddly, no matter if the viol is transferred to a new case, said case becomes worn and battered within a week; the cello’s owner finds himself bumping the case against walls, dropping it down a full flight of stairs, or scuffing it against the sidewalk until the new case looks just as worn as the old. In service to Hypnos, Zann used this cello to keep the Sultan of the Gods sleeping; Hypnos serves Azathoth (at least in theory, see Hypnos, p. 184) and they direct their followers and servants to keep the Great Old One always slumbering, lest he wake and cause great and irreparable harm. This work demands a great deal of energy from the viol’s owner. Knack: By spending 1 Momentum, the user may imbue his music with a chaotic energy which soothes even Great Old Ones. Choose from either of the following options upon activating the viol. The user enters a Clash of Wills with an opponent; success causes the opponent to fall asleep regardless of other circumstance; the user gains 2 Enhancement to this roll. However, attacking or otherwise damaging the subject of the Knack causes him to immediately wake. Alternately, the cello’s user may choose to seal shut any portal, door, or other opening for a scene. There is no outer limit to the size of portal which can be closed, but it must be surrounded by a continuous boundary. Technically, yes, you could seal off the Earth from space by doing this, but don’t be ridiculous. The Storyguide is the final arbiter of whether the viol’s music may seal a given doorway. Flaw: Practice makes perfect, and the viol requires constant attention in order to function. The viol only works for someone who has practiced upon it for at least a half-hour in the previous twenty-four hours. Owners of the viol report this practice tires them more than they expect. THE IVORY KEY (••••) Purviews: Journey Motif: Though the Gates of Horn and Ivory, and into the realms beyond the dream CHAPTER THREE: MYTHOS TRAITS AND POWERS The Ivory Key is a bulky object, far too impractical to mistake for an actual key. It is a long object comprised of sharp edges, spikes, and serrated edges, with only the circular handle the size of a human hand to give any semblance to an actual key. The Ivory Key is old; believed to have been carved from the horn of a woolly mammoth, and dated to the same historical era. In truth, it is far older than that; the creature from which the ivory used to forge this key came from was extinct long before life on this Earth ever emerged, and never dwelled on any planet in this star system. Few texts go into detail on the original function of the key or discuss who its original owners may have been. It was unearthed during excavation for housing construction numerous centuries ago, and found its way into private collections when scholars recognized that it possessed occult capabilities. Even despite that, few owners were able to chart the full scale of its uses, and eventually the object found its way through numerous museum collections, occasionally changing hands until the modern day. In truth, a significant reason behind the key’s mystery is due to the fate of its numerous owners; many who explore the secrets of the key simply disappear, leaving no trace of themselves or their research behind. Knack: The key plays a role in the evocation of a ritual, the function of which allows for the creation of a portal to any destination (known or unknown). This portal’s destination may reach to anywhere, including beyond the stars, through the realms of dreams, or across the span of time. In order to function, a doorway is required; this can be a physical door in a house, an illusionary gateway such as a drawing in chalk on the side of a cliff, or a metaphysical doorway such as a torii or standing stones. Starlight is required to illuminate the portal; this ritual can therefore only work at night. All in attendance spend Two Momentum to create the portal; only those who have spent Momentum are able to venture through the gateway. Flaw: This relic itself cannot pass through the portals it creates. If somebody attempts to do so, the key disappears from their grip, bag, or pocket midway during their passage through the portal, materializing on the ground near the portal’s entrance. MASKS OF THE MYTHOS (••• EACH) Purview: Chaos, Darkness Motif: The wearable visage of the Great Old Ones. Adopted by many cults across the world dedicated to the worship of the Great Old Ones, practitioners have worn masks representing the features of their respective objects of worship for centuries. Once adorned, practitioners act out the conflicts or celebrations of their deities, however many of those particular masks in question hold little true power. Those who have received a true mark by the respective Great Old One possess any modicum of power and are truly classed as a relic. Traditionally those masks made their way to the hands of priests; nowadays the owners tend to be wealthy elites, buying up as many masks as they can through global auctions. Knack: Each mask holds a different Knack. The masks must be worn for the entirety of the scene for its given effect to remain in place. • The Goat-horned Mask: These masks are carved of wood, typically the older the wood the better, and painted with various shades of black. These faces, when worn, whisper to the wearer in the voices of a thousand children demanding nourishment. The wearer does not feel any ill effects due to hunger or thirst while they wear this mask, and they gain a 3 Enhancement to hunting, tracking, or pursuing somebody that is marked as an enemy. While wearing the mask, they are subject to bouts of anger. • The Spiral Mask: These masks are either carved from or coated in conical shells, although the ones created from a single large shell possess more respect among their worshippers. When worn, these faces cause severe disorientation and feelings of being lost. The wearer does not feel any ill effects due to pain while they wear the mask, and can ignore any resulting penalties to rolls caused from physical injuries. In addition, they gain a 3 Enhancement to attempts at inflicting fear or terror in others. While wearing the mask, they are unable to speak at any volume above a whisper. • The Feline Mask: These clay masks possess exaggerated angular motifs, giving them an entirely alien impression, and are ritually smeared with the blood of a freshly-slain prey animal. These faces, when worn, stir memories of nostalgia in the wearer. The wearer is able to “see” through the eyes of any one designated sentient creature within a mile’s radius of themselves, perceiving the world through (although not commanding the actions of ) the target. While wearing the mask, they experience heavily excessive bouts of sexual attraction to others (remember, as always, players may opt to veto or redirect any involvement outside of their comfort zones). • The Cephalopod Mask: These masks are typically carved from thin sheets of stone and are bound together by pieces of seaweed. When worn, these faces instill the wearer with feelings of claustrophobia. The wearer finds it as easy to breathe in the water as in air, and they gain a 3 Enhancement to reading and understanding languages which are not native to them Additional Relics 63 (including languages the wearer has no experience with or means to know). While wearing the mask, all sounds the wearer hears become a muffled echo. • The Toad Mask: These masks are created from metal, typically thin sheets of steel, hammered into shape to create a bulbous and mottled effect. When worn, these faces cause the wearer to feel sensations all across their body, as though unseen invisible damp fingers are gently touching them. The wearer finds that cold temperatures cause them no harm, rendering them immune to damage from physical exposure to freezing temperatures, and they gain a 3 Enhancement to recognizing their position based on and navigating by the stars. While wearing the mask, they are unable to see anything around them in their immediate vicinity; although the night sky above is as clear as day (even if the wearer is indoors). • The Pale Mask: No two copies of these masks are the same; they depict a human face in a variety of emotional states (or sometimes none at all). They are made from bone, although ebony and china are also used, and are all painted white. Especially potent ones bear a cracked motif across their surface. This face, when worn, instills the wearer with feelings of vertigo and a sensation of falling. The wearer may spend One Momentum to know the name, ambitions, and intent of any living person they set their eyes on; even a total stranger, or somebody only seen through a photograph or image. While wearing the mask, the user experiences the urge to create some work of artistic meaning or expression. MI-GO BRAIN CYLINDER (•••) Purview: Stars, Illusion Motif: Exceptional intellect constrained and bound. This canister is small, often bound in an interwoven metallic case that resembles brass. Prying away its casing reveals a variety of thin cables that contain and regulate fluids and electrical currents in equal measure. The cables themselves run into the cylinder’s liquid interior, which houses the object’s true purpose; to house the organic matter of an alien being, complete with sentience. The cylinder’s surface appears conductive to human skin, and although the mind housed inside cannot communicate verbally without additional mechanical functions, thoughts occasionally ‘slip’ through the canister’s shell, creating whispers in the mind of those who carry it. Inside the cylinder is a fully functional alien brain, kept in a living state by means of continually rotating levels of various fluids and regulatory electrical charges. The casing around the cylinder’s outer surface is opaque, 64 however it contains inner glass tubing. This surface is removable; doing so allows for the cables surrounding the glass to connect to additional devices that allow for vocalization. This permits specific two-way verbal communication, although this is rarely required; despite lacking sensory apparatus, the alien consciousness kept alive in this cylinder is still acutely aware of their surroundings, and more than capable of ‘whispering’ directly into the mind of whoever is holding the cylinder. Knack: Spend 1 Momentum to add one success to rolls involving recalling or learning new information, as the mind within the cylinder whispers things you could not otherwise know. In addition, you can Spend 1 Momentum to gain one success to rolls involving reaction speed, as the mind cautions you of dangers before you are aware of them. Flaw: The mind seeks to find other bodies to house itself, and it makes no secret of the fact that its protection and foreknowledge come at a price. This cost is typically to be paid at some future point, and is doubtless considerably high; if the sentience begins to feel that its price will not be paid, it becomes quite adversarial. SMOKING MIRROR (••) Purview: Death, Journey Motif: The most direct means of communication with the spirits of the dead. This mirror is surprisingly small, a roughly twelveinch diameter circular piece of strongly polished obsidian. The source of its construction is volcanic in nature, but relatively mundane. The polish applied to its surface, however, is alchemical in nature, causing this particular obsidian mirror to possess unique capabilities not shared with others of a similar design. John Dee, philosopher and chief occultist to the court of Queen Elizabeth the First, claims fame as the mirror’s creator. In reality the mirror hails from the MÄ“xihcah, being first pilfered by the Spanish and then making its way to British hands via theft. The mirror’s history has been eventful, one may even say cursed, with various owners including Dee reporting hauntings. If there’s a way to use the mirror without trapping ghosts and causing a haunting, only the MÄ“xihcah knew it. Knack: This relic grants a 2 Enhancement to summoning the soul of any dead, regardless of how long ago they died. The deceased manifests as a hazy, fog-like figure in the polished reflection of the mirror for one scene. Flaw: The mirror’s fabled function is not entirely true. Rather than reflecting the souls of the dead for conversation with the living, the mirror actually captures them. The dead summoned into the mirror remain trapped within it, essentially existing within an oubliette of obsidian, and come out to haunt the mirror’s owner. CHAPTER THREE: MYTHOS TRAITS AND POWERS SWORD OF KADATH (••) Purview: Death, Deception Motif: It’s only a dream. It’s only a dream. It’s only— The Sword of Kadath’s origins remain unknown: the blade changes its appearance to suit its owner, and its recorded history shows it appearing as anything from a Roman gladius to a hook sword, a macuahuitl to a rapier. The only consistency in its appearance is an eldritch symbol engraved just before the guard, if the sword has a guard, or across the join between handle and blade. The symbol itself shifts its appearance at random times, but anyone with sufficient occult knowledge always identifies it as a sigil of Nyarlathotep. The sword always functions as a normal sword, but its special adaptations appear when its owner moves through dreams, either his own or someone else’s. One normally brings nothing with them into dreams, but the Sword of Kadath always goes with its user everywhere, which permits the user to go into his own dreams armed. Knack: The Sword of Kadath travels with its owner always. If it is stolen, it returns to its owner the next time he sleeps, even disappearing from the hand of the person who stole it to return to its owner in his dreams so he may not go unarmed. This return to its owner may cause the sword to pass between realms of its own volition. It doesn’t matter where the sword is; it goes home. Ownership changes only by means known to the sword itself; rumors persist that killing a sentient being with the blade instills ownership, or perhaps killing the former owner, or dedicating a battle to one of the Great Old Ones. Tags: Lethal, Melee, Piercing, Unconcealable Flaw: The sword’s presence becomes addictive, and its owner may realize he cannot meaningfully function without it. In any situation where the sword’s owner doesn’t carry the Sword of Kadath with him, such as going into a courthouse or if the sword is stolen, he experiences 1 Complication to all tasks which require concentration. YITHIAN MIND STONE (•••) Purview: Journeys, Sky Motif: I see you. Long ago, on a distant planet, the Great Race of Yith slung their minds across the vastness of space simply because they could; they put their consciousness into the minds of others, taking control of their bodies so that they may live on Earth or other planets as they choose. Rumors persist that they walk the Earth even now, moving between the bodies of men, creatures, and even the planet itself. If they do, these bodies are their only homes: the flying polyps destroyed their home planet and all their original bodies. It is possible that the movement of the Great Race of Yith between various bodies gives rise to the human belief in reincarnation, or perhaps reincarnation exists on its own, but Yith bring out memories more strongly. These stones do not come directly from the Yithians: multiple theories exist regarding their exact origin, but either humans created them to mimic the powers of the Great Race of Yith, or those who created them did so under the instruction of the Yithians. This process originally permitted the Yithians to retain their powers as their innate abilities fade now that they no longer have bodies to return home to, to rest, to regenerate. Whatever their origin, they pass between human hands now. Two forms of Yithian Mind Stones exist: one permits a sort of astral projection, another permits mind control. The ability of each stone is fixed at its creation and may not later be changed. Note: the powers of the Yithian Mind Stones, especially the power of mind control, should be used with care. Please consult “My Character Wouldn’t Do That” (p. 47) for further guidance. Knack: Choose one of the two following abilities upon purchase of the Yithian Mind Stone. This choice is permanent and may not later be altered. Astral Projection: The stone’s owner falls unconscious, casting her mind out into the universe. She may navigate as if she is a ghost, flying and passing through solid objects. She may use any Knacks or other powers which do not require physical interaction with objects. Ghosts and other insubstantial beings may interact with her or attack her; she retains her Health levels and may be killed while astral. Her body is vulnerable to attack; she will not know if someone attacks her so it’s best to have a trusted companion guarding her body. She may return to her body by travel or by spending 1 Momentum to return instantly. She may remain in her astral form as long as she wishes and as long as her body survives without her within it. Mind Control: Engage in a Clash of Wills with a target and take control of her body for a scene if successful. The user’s own body falls inert, and he can no longer feel it or control it in any way. The user may take control of any form of living being the size of a mouse or larger, though attempts to control animals or beings who are very small, very large or very different from humans (such as an octopus) may incur a 1-to-3-point Complication, determined by the Storyguide. Those who make use of this ability to take over other humans may find themselves shunned or viewed as equivalent to rapists; removing another person’s control over her body is a serious matter. Flaw: The power of a Yithian Mind Stone will not function unless it has been carried in contact with the skin of its owner for twelve consistent hours out of the previous twenty-four. Additional Relics 65 CHAPTER FOUR THE MISKATONIC HOLLOW “What I say is, a town isn’t a town without a bookstore. It may call itself a town, but unless it’s got a bookstore, it knows it’s not foolin’ a soul.” — Neil Gaiman, American Gods T here is an inescapable strangeness about the mighty Miskatonic River and the land it drains. Some of it comes from the mundane machinations of humanity. Some of it seems to ooze from the land itself. There are also many alien forces that have long inhabited this troubled watershed, causing otherness to become an integral part of the valley’s uncanny terrain. The Miskatonic Valley occupies a large swath of Essex County, running south of the Merrimack and Ipswich basins and north of the Charles River and Boston Harbor. The river itself empties out of the North Coastal region of Massachusetts and into the turbid Atlantic. The county includes Salem, Newbury, and Methuen. The Miskatonic’s headwaters emerge from springs west of isolated Dunwich, wending eastward down among eerily rounded hills, cutting through the middle of insular Arkham, emptying into the Atlantic just north of the strange and dreamy city of Kingsport. Up the coast lies militant Innsmouth, where newcomers are seldom welcomed. The valley’s natural landscapes project a sense of foreboding. Streams twist over tortured topography, disappearing into unknown cavities only to reemerge from surprising recesses. Glaciers left behind cyclopean formations of granite, undulating moraines, and giant “irregular” boulders carried from unknown distant lands. Back roads snake past abandoned farm communities and derelict mills, while branches of elderly trees arch and encroach on travelers from above. The coast is crowded with hidden bays, toothy rock formations, ship-wrecking shoals and barrier islands. Visitors passing through are often left wondering why the Miskatonic area exudes such an atmosphere of primordial unease. Strange entities had taken root long before the time of glaciers, including Mi-Go, Serpent People, Yithians, Elder Things and many others. Some left relics behind include remote woodland altars, sculpted caverns, and rings of standing stones clearly not placed by glacier or human hands. Indigenous people of the Miskatonic Valley farmed upland tidal waters and maintained seasonal fishing camps along the coast. People who would later galvanize under a confederacy known as Wampanoag, including the Agawam of Essex county and the Naumkeag Nation near Salem, grappled and staved off Mythos forces for countless generations before Europeans arrived. In the early 17th century, English settlers from the Massachusetts Bay Colony brought devastating diseases, slavery, aggressive religious conversion, and forced conscription for warfare among foreign powers, which suppressed and all but erased long oral histories of Indigenous triumphs, losses, and alliances with inhuman inhabitants. “Miskatonic” is a nonsense name given by early European settlers who likely appropriated poorly overheard Indigenous words that were never corrected. The Europeans carved out plantations and exploited trade in slavery and sugar cane from the Caribbean, exporting fish, lumber, and beef. Later waves of industry in the 19th and 20th centuries brought textile and paper mills, and waves of migration from places such as Southern Europe, French Canada, Russia, and Ireland, as well as African-Americans fleeing campaigns of murder and terrorism in southern states during the Great Migration. Contemporary Miskatonic Valley continues to wend through the ruins of a layered past. The basin’s identity remains forever haunted by symbols and myths of early European colonization, pulled into the destructive impulse of nostalgia for earlier eras, even as so many of its residents look to revise and cut new roads out of aimless cow paths and into a better future. It functions now as a post-industrial anachronism, as a living collision of global community, and a confluence of roiling cultural currents. As a nest for Mythos entities, the valley has an uncanny way of elongating and distorting the shadows of its history. The Miskatonic Hollow 67 ARKHAM “What he said was not to be believed, even in centuried and legend-haunted Arkham; but he threw out his dark lore with a sincerity and convincingness which made one fear for his sanity.” — H.P. Lovecraft, “The Thing on the Doorstep” STATISTICS Population: 46,298 Active Pantheons: Nyarlathotep, The King in Yellow Demographics: 71% White 10% Hispanic or Latino 9% African American 7% South Asian, 2% Indigenous peoples Median Age: 38 Median Income: $63,867 Cost of Living: 125% composite index compared to national average. (Boston, MA is 132%) Major Town Mascot/Sculpture: Jeddediah Houston’s Sacrifice Fields:: 1e Research. 1c Investigations Fields HISTORY The city of Arkham represents one of the first settlements to come from the great egress of good English peoples escaping troubled lives in their homeland for a simpler life in the new world. These immigrants saw the land a blank slate on which they could build a community more wholly complete and committed to their God’s intentions for them in this lifetime. Salem was the first in 1626, with Arkham soon after in 1628. Two years later, there began a tidal wave of thousands of immigrants from England that lasted until 1642 and seeded what would become Essex County. 68 The land was rich, fertile, and welcoming to the resolute and the hardworking. The Indigenous Nation, the Wampanoag, were kind and happy to teach these immigrants the things they needed to know to thrive on the land. What and where to plant were important, almost as much as what and where not to. They taught them better trapping techniques for game that wandered in the area, as well any number of other useful techniques. With a climate much like their homeland and ready access to timber and many other raw resources as well as waterways that ferried them quickly to the coast, they thrived in their new home, this new England. The immigrants were strange to the native people of what would CHAPTER FOUR: THE MISKATONIC HOLLOW become America with their odd tales of this new world. The Wampanoag told them of great battles, and old gods and beings older than time that had come before them and would come again after them and shape the very earth they stood on. They spoke of events so ancient that no human individual could possibly have borne witness, yet their story would have made the foreigners believe they were actually there. They cautioned the settlers to take heed in numerous parts of the forest, advising them to avoid some places entirely. Where odd landmarks with characteristics that made it hard to understand how human hands could have fashioned them. Others were simply parts of the forest where nothing seemed to grow, barren with the stench of death, that no person of sound mind would traverse voluntarily. Others were just areas with ominous-sounding names, as if a warning were built into the moniker. Exactly what these Puritans were to be warned away from was never clear. The newcomers could see no danger in this land. Their God had brought them here; had chosen this place for them. Surely there was nothing here from which he could not protect them. So, the Puritans balked at the “superstitious savages,” paying their ancient myths no mind. There were some white men, however, who noted if you looked closely, you could see the deep, haunted fear in their eyes when they spoke — or more aptly didn’t speak — of this history. Arkham was built along the Miskatonic River and sprawled into its surroundings as more and more immigrants arrived and families expanded. The slow-butsteady transformation of woodlands that were thick and wild into tamed and managed farmland was seemingly inevitable. Trees were cleared to make way for the roads that carried all one could acquire from the coast and surrounding areas. That lumber became the farmhouses, barns, and fences that were called home. This was progress until 150 years when the bounty of the woodlands was spent. The end of the 17th century bore witness to decades of witch hunts that spread through New England, hitting Massachusetts particularly hard. All the news from neighboring Salem reported on the seemingly never-ending number of trials, hangings, and burnings in their attempt to cleanse their town of evil. While the rest of their neighbors waged their crusade, Arkhamites took a different approach. It wasn’t that they were any less devout or less committed to their God than any other good citizen of New England. It certainly was Arkham 69 not because Arkham could be declared free of sinister influence or void of evil. There were too many strange goings-on. Too many rumors, whispers, and odd folks with even odder unexplainable behaviors. Every Arkhamite knew and was rightly leery of the Witch House on Pickman Street. With its strange sounds, terrifying smells, and the unsettling way it seemed to affect its lodgers, it was best avoided at all costs. While everyone was concerned about what unholy happenings went on inside, no one dared cross its bounds and knock on the door to inquire. It seemed every citizen breathed a sigh of relief when the news came of Keziah Mason’s arrest and trial in Salem, as she was the house’s owner. Then they quickly sucked in and held their breath at the news of her disappearance from her locked cell. No, it was not that the people of Arkham heeded their God less. Perhaps it could be said, however, that they had a keen sense of the forces at play and could recognize that which was beyond the laws of mortals when they brushed against it. Like most of New England, the redcoats marched through during the war and even managed to burn down quite a bit of the town. Unlike other towns, multiple reports of regiments who wandered into the woods surrounding Arkham and were never heard from again. Individual soldiers who left the safety of numbers to make chase into the trees did not return; a search found only empty, lifeless uniforms, still whole and intact as if the bodies had been simply sucked out of them. The forests eventually proved unnavigable. Soldiers swore that north would “drift” and they would end up lost, nowhere near where they should be. These events and the strange, inhuman sounds that came from the trees meant the British soon stopped coming through at night and eventually stopped coming through at all. Stories of large armies marching their way around the coast, cutting wide and circuitous paths to avoid Arkham and its surroundings all together, bandied about the towns. The 1900s were prosperous for Arkham. With the exception of a typhoid outbreak in 1905, Arkham thrived. Like all towns, it lost its share of boys and men to two world wars, but the opening of Miskatonic University in the early part of the century meant more youth and vibrancy than most towns had during war. Shortly after, the Arkham Sanitarium opened. These two institutions brought in professors, doctors, and researchers of all stripes. While Arkham was considerably smaller, its reputation was comparable to the great institutions of Boston in educational, medical, and otherworldly affairs. MODERN DAY Despite trying, the city of Arkham was never quite able to shake its small-town, Puritan roots. It has a 70 bustling, steady population of over 40,000 citizens, around 15 percent are students and faculty at Miskatonic University. Something about the small-town vibe, regardless of the crime, makes Arkham feel strangely safe to young residents. That youthful energy and money have led to the town having an active nightlife scene. The latest tunes float out of clubs to those looking for fun, music, and good food. Arkham provides well, since, like all small university towns, it has its share of contemporary conveniences. Multiple coffee shops and bakeries abound, including the best doughnuts in New England. There are a couple of medium-sized butchers and grocers. There is a frozen yogurt store, the bubble tea shop, a few hotels, and many restaurants ranging from diners to upscale eateries with tablecloths — and while the town has managed to keep out every other national chain, there is, much to the dismay of many, a single Starbucks. On the main street, you can find just about anything you might be looking for including practical things like a hardware store, several bank branches, a locksmith, car mechanics, a used-car dealer, and a drug store. For fun, there is the local comic-book shop and game store, plus the music store where you can rent or buy an instrument and learn to play it. There is a nine-hole mini-golf course, a two-screen movie house, a playhouse that shares space with the university and way more bars and music venues that rely heavily on alcohol sales than the much of the local populous would like. Of course, all of this means that the students leave campus and spend their money, which, considering what a year at Miskatonic University costs, is far more than the average 20-year-old Arkhamite has in walking-around money. The locals love it here, except for the part where the students leave campus. Like all good Puritan towns, there are no fewer than a dozen churches to save the souls of Arkham sinners. However, most churchgoers don’t think those who need it most ever attend services at all. The fact that all the students seem to sleep in on Sunday mornings or attend on-campus church sits with everyone just fine. One of the ways Arkham holds fast to its history is that it’s governed by the same town council that was put in place almost 300 years ago. One of the few and most important changes came around 40 years ago, when the council changed the bylaws to allow one non-native-Arkhamite member of the board. With the closing of paper mills and other port-based industries leaving the greater area and many leaving the US altogether, there were growing concerns about the health of a small town with very little industry of its own. As a gesture of goodwill and to show appreciation for the role the university plays in the Arkham community, a new seat was created. CHAPTER FOUR: THE MISKATONIC HOLLOW Now, even though it says in the bylaws that legacy residency isn’t required to be eligible to run for this opening, not everyone can throw their hat in the ring. Everyone knows a university professor, preferably a chair holder, or possibly a doctor from the sanitarium, will occupy this long-contested seat. Many, if not most, Arkhamites can trace their lineage back to the original Puritan settlers from over three centuries ago. Call it protectionism, call it elitism, call it a bull-headed way of keeping Arkham’s troubled history, well...history. Still, the town has never cared for outsiders to be too deeply involved in its business, and they have an unusually broad definition of an outsider. Miskatonic University and Arkham Sanitarium are fundamental to the economic wellbeing of the town, though anyone who sits on the council will give you all kinds of numbers that show Arkham could live without either institution while knowing it isn’t true. That doesn’t give the people just passing through the right to start making decisions for hardworking folks who have been here all their lives. Never mind that most of the sanitarium staff and nearly all the university faculty live in Arkham, some for decades. Not to mention the many residents who work in nearby Kingsport or who commute as far as Bolton or Manchester but have decided to call Arkham home. Then there is the economic divide. While the median income is just shy of $63,500, the top half is weighted heavily with employees of the big two. In fact, these looming institutions are just about the only places to make a six-figure salary in Arkham. All this, of course, helps push up the cost of living ($48,741 at last census) over time, making it harder for lifelong blue-collar workers to keep up. Some can barely afford to live in their hometown. What does that mean for the average Arkham citizen? Turns out, it is a little easier to get things done and make your way if your family name appears on the old citizen ledgers. Any time permission, planning, permits, or even just general courtesy is required, new Arkham residents (as in anyone who moved there in the past 150 years) encounter roadblocks and technicalities one could argue were constructed just for them. Not that they can prove it or find anyone will listen when they complain. They’re more likely to be arrested for disturbing the peace than find any justice. THE MYTHOS IN ARKHAM Legends Arkham has always been haunted, long before there were humans around to notice. Just below the simple, calm veneer of the place is a darkness that infects everything. For a town of its size, it has an unusual number of disappearances. Not officially, however; for some reason, no one ever recalls the exact numbers, just that it happens. According to the locals, people tend to keep to themselves and come and go as they please, so it is no surprise when one just up and leaves for good. Arkham, while one of the largest and most modern cities in the Miskatonic Hollow, has always been surrounded by dark trees that reach up toward the heavens. Regardless of how many are cut down, turned into homes, furniture, and shipped around the world, the trees never grow thin. It was those trees that kept Arkham safe during the Revolutionary War. At night, strange screams in the night can occasionally be heard coming from them. Some people claim the accents are old English or something stranger. A scattering of old gambrel-roofed homes dots the city — a reminder of what was. They are beside thriving businesses, apartment buildings, and mansions. One or two have fallen into the control of the city as historical monuments and are shown during walking tours. The others are still in use, with locals living in them and passing them down from generation to generation. Whispers of ancient houses that twisted their residents’ minds are now children’s songs. The Tills house was abandoned and investigated in the 1970s, after discovering both human and other remains in the walls and attic. Stories of Arkham Cemetery tell of where, if you dig deep enough in the right grave, you can reach hell and speak to the devil, or of Old Helen, a Revolutionary War widow and the victim of a fire who haunts the east side of town. Even the civic district, which should be the most respectable part of town, is not free from this stigma. In the center of the square bounded by the railroad, government buildings, civic organizations, and Arkham’s small post office sits a peculiar statue. A tall, broad man stands proud with his foot resting on a sphere, victoriously holding an odd, L-shaped object in his right hand. This is peculiar but not suspect. The devil is in the details and the inscription. The item in his hand has the rough shape and dimensions of a handgun, but it is far too cylindrical and smooth, with what can only be described as a balloon attached to the top of it. Upon further examination, his foot sits on something uneven, layered, and messy. Some speculate it is a ball of earth and grass, representing the triumph of Arkhamites over the land, but some swear they can make out what surely must be three eyes, and a mouth slightly agape. Then there is the plaque. It reads, “On this site, 1825, we recognize Jeddediah Houston and the sacrifice he made to save us all in 1722, Arkham, MA.” There are no Houstons in Arkham and no one claims to have ever heard of the family. In fact, despite a monument being Arkham 71 erected to his great deeds 100 years later, no one seems to know or can recall ever hearing about who he was, what he did, from what he saved Arkham, or why he would be honored. Yet, every attempt to remove it and have it replaced with a more modern figure is denied before the ink dries on the application. Arkham is unlike any other location. It is draped in legends, stories, and tales beyond human imagining. Those stories passed down from family member to family member shape the foundation of the city of whispers. ARKHAM SANITARIUM In one form or another, Arkham Sanitarium is nearly as old as Arkham itself. During the Revolutionary War, a makeshift jail was built to house found and captured British soldiers. It maintained its usefulness after the war, as not really a jail, but a kind of less formal, outof-the-way place to keep troubled or problem citizens of Arkham. As long as the people stowed there weren’t missed, no one paid much attention to exactly who the detainees had been a problem to or in what way they were troubled. The actual building that became the sanitarium was built on that same site, sometime in the early 1800s, and Arkham Sanitarium was both hospital and institution. A fire, rumored to have been started by one of the patients trying to “keep away the shadows,” toward the end of the century, burned half the building to the ground, sending the wing with all the records up in smoke. Its rebuilding was interrupted by the typhoid outbreak of 1905, so the new facility wasn’t completed 72 for nearly 10 years. When it was done, it was state of the art and the envy of every small town up and down the coast. These days, Arkham Sanitarium’s staff has a reputation for tenacity. They are sent the most difficult cases because they never give up on a patient. To say that there is a bit of a direct chute between Miskatonic and the sanitarium would be understating it. University faculty and staff have always made up a peculiarly consistent number of the patients, far more than really is reasonable for the size of the sanitarium or the size of the university. Professors and students venture off into untamed and strange places in search of secrets, secrets some say humanity is not meant to know. The saying goes that Miskatonic is the place you end up when you are searching for answers. Arkham is where you end up once you’ve found them. There are people who die there but no funerals are ever performed. There haven’t been any new graves in the adjacent cemetery in decades. There are stories of snarling, upright beasts that are glimpsed on the grounds, always seen running away toward the graveyard. The sanitarium graveyard is off limits to everyone, especially at night. The terrifying screams that come from the building at night can be heard in Arkham proper, carried on the wind. This did not seem to alarm anyone until in the 1950s, when the entire building was evacuated for two days, to nearby Sefton Asylum, due to a gas leak. Lights off and empty, what should have been a still and silent building rang still with the same terrified screams, perhaps even a little louder. CHAPTER FOUR: THE MISKATONIC HOLLOW MISKATONIC UNIVERSITY “After a week of debate it was sent to Miskatonic University, together with the deceased’s collection of strange books, for study and possible translation; but even the best linguists soon saw that it was not likely to be unriddled with ease.” — H.P. Lovecraft, “The Dunwich Horror” STATISTICS Attendance Population: 11,851 The school has an eight to one student-to-teacher ratio. Sixty-three percent of students are considered in-state residents, with 24% of the student body comprising foreign nationals and exchange students. Student Body Demographics: 52.5% White 19% African American 11% Hispanic or Latino 5% West Asian 5% East Asian 4% Middle East or North African 3% South Asian 0.5% Other Number of Accredited Colleges: Medicine, Public Health, History, Clinical Psychology, Nursing, Science, Physics University Mascot: Astroscopus Guttatus, commonly called the Northern Stargazer. Fields: 1e Academics and Occult; 1 c Technology BACKGROUND Miskatonic University is near Arkham’s downtown. Since its inception, the university’s relationship has been symbiotic with the town’s population. Rising and falling during the university’s academic year. The university’s origins are hazy at best, legends saying it was once Arkham College, once a Massachusetts land-grant school, and once a satellite location for Salem College. Even school records are vague on the topic, and the university simply cites its origin date as 1880, though it clearly has a history much older than that. Miskatonic University 73 In the early years of Miskatonic University, it served as a medical school and research center. The university was considered Ivy League and attendance was elite and highly paid for. The result of this was a low student-teacher ratio and a hands-on approach not seen at any other university. Students engaged in deep scientific research from year one and were encouraged to set up their own lines of inquiry with professorial oversight. Medical students were allowed to sit in on patient visits as part of their coursework and laboratories were open around the clock if the fancy for experimentation struck. Over the years, such lenient policy has necessarily been made stricter. One notable incident that caused students to need to reserve laboratory space with professor oversight was Hebert West’s line of inquiry into the nature of death in the 1920s. Accreditation requirements in the 1970s caused even more restrictions on the hands-on approach to teaching. The university quickly grew to include new programs. A general college of science was added in 1901 that included chemistry, archeology, and biology. That coursework extended to include physics in 1910. A small engineering department was added in 1936, and a teaching program was added in 1950. The university was resistant to allowing integration, with the first Black person accepted in 1918 and the first woman in 1943. Now the university is home to a diverse, marginalized population that includes attendees from nearly every nation in the world. WHAT’S HAPPENING NOW? Miskatonic University maintains its prestigious position as an Ivy League University with its medical school being recognized worldwide as a place for advanced medical procedures, research, and award-winning graduates. Graduating from the university carries with it an honor, regardless of grade-point average, and it especially endears graduates to the Arkham residents. The university continues with its hands-on approach. Each student must complete a research project as a requirement for graduation, even those studying such mundane coursework as library science or journalism. The university prioritizes laboratory time (with professor oversight, of course) over recreational time and the various deans take a personal interest in their student’s activities. That isn’t to say the atmosphere is stifling. Instead, the amount of focus on academic pursuit gives the students the necessary impetus to not only succeed but excel. Students attending Miskatonic University can earn degrees in anything from microbiology, chemistry, and 74 physics to journalism, theology, or creative art. The Miskatonic University Press publishes articles of note to the university, but also details the activity of alumni out in the world. Often, journalism students use past graduates as the subjects of their graduate thesis. MISKATONIC UNIVERSITY LIBRARY The Miskatonic University Library is housed in the new Henry Armitage Library building. It once stood in the old Miskatonic College building, the original structure that started the colleges in Arkham dating back to the 1600s. The building was updated through the years, and when the medical college moved into the Dr. Allen Halsey Building in 1945, the library moved in. Construction on the Henry Armitage Library building started in 1998 when damp conditions in the Miskatonic College building led to the loss of several ancient texts. The library moved into its new home in 2000. The Miskatonic Library is home to thousands of original texts, first editions, and sole copies of works that have barely been seen by the world. These texts are almost uniformly donated from researchers, alumni, and friends of the university out of travels. Miskatonic University houses the largest occult library in The World, and possibly in all of creation. Through the years, the library has made efforts to digitize its collection. Some works are too fragile for heavy use, and library staff hoped to preserve as much as they could. But the digitization process suffered several setbacks such as loss of information, broken machines, dead librarians, one theft, and a slew of minor setbacks all seemingly random and unrelated. Efforts to fully digitize started in earnest in 2014, and about a third of the collection can be found on the library’s website. Much of the collection sits behind paywalls or university logins, but more popular texts are available for free if you know what to search for. Despite this, people still come from all over to study at the library, gaining academic passes and temporary enrollment in order to study what can be found there. And the people who come are always a little bit stranger than normal. MISKATONIC MEDICAL SCHOOL The Miskatonic Medical School is still the largest aspect of the university grounds and contains over 60 percent of the student population. Miskatonic University was second in the race to create a model for DNA, the CHAPTER FOUR: THE MISKATONIC HOLLOW first to successfully clone cells, the first to map the human genome, and the first on a long list of discoveries concerning the human condition from brain function to reproductive care. The medical school is unique in that most of its medical students spend the extra time to earn an MD-PhD and either stay at the university for research or move on to other universities for the same. Only a minority of MD students graduating from Miskatonic University join hospitals and clinics as doctors. Even the nursing program sees its students continuing on to nurse practitioner and research nurse degrees. STORY HOOKS • One of the Band members has been invited to give a talk at Miskatonic University about their favorite subject. Such a request is a prestigious event, and one not turned down lightly. When the Scions arrive, they realize their Bandmate has been lured into a trap. Cultists hope to harness the Scion’s energy to summon an Old One, and they have some nasty Mythos creatures on their side to help take the Band down. • One of the Band members is contacted by a librarian from the Miskatonic Library. It seems that all volumes and tomes that have anything to do with their God have been stolen. To what end, though? The librarian fears someone, or something, has insidious plans and asks the Band to investigate the theft. • Someone that has a Bond to one of the Band has come down with a magical disease. All attempts to cure it, both mundane and magical, have failed. Miskatonic University is the best chance to investigate what the disease is and what its cure might be, but the Band is on a clock to find a cure. MYTHOS INFLUENCES The largest Mythos influence in Miskatonic University is found within the stacks and shelves of its library. From tomes such as the Necronomicon to scrolls containing summoning rituals for elder gods and eldritch horrors. Such a high concentration of arcane and occult works has drawn the attention of the Mythos twice over. Every single Great Old One has a tie to Miskatonic University in some way or another. Some pull Scions directly from the University, while others are bound through some relic that’s been stored in the library’s vaults for so long the University has forgotten. It doesn’t help that student inquiry has always tended towards the macabre or the strange and having such a robust occult library on campus means that students find themselves summoning mythos creatures with frightening regularity. Scions find that Miskatonic University is almost like a Terra Incognita that has crash landed on the World and spread its influence all over Arkham. Mythos Scions come to Miskatonic University to find cults, followers, or just to use the library when other resources just won’t do. Miskatonic University 75 DUNWICH “Dunwich is indeed ridiculously old—older by far than any of the communities within thirty miles of it. South of the village one may still spy the cellar walls and chimney of the ancient Bishop house, which was built before 1700; whilst the ruins of the mill at the falls, built in 1806, form the most modern piece of architecture to be seen. Industry did not flourish here, and the nineteenth-century factory movement proved short-lived.” — H.P. Lovecraft, “The Dunwich Horror” STATISTICS Population: 3,517 Ninety-seven percent of Dunwichians are U.S. citizens, and four percent are foreign-born, less than half the national and state average of 16 percent. Active Pantheons: Yog-Sothoth, Rhan-Tegoth Demographics: 94% White 1.9% Hispanic or Latino 3.98% Black .0113% East Asian. Note: Dunwich has never particularly welcomed non-white residents. Median Age: 47 Median Income: $28,327 Cost of Living: 111% composite index compared to national average; single-family home cost 65.5%. Major Town Mascot or Statue: The Foundryman, which was destroyed. Fields: 1e Subterfuge. 1 c Empathy BACKGROUND Prior to the arrival of English colonizers in what would become Dunwich, the Indigenous Algonquin people did not support villages in the area; they’d set aside the area now known as Dunwich State for hunting 76 and fishing grounds, and the poplar trees that grew along the Minnechaug River made excellent canoes. In 1636, William Dunwich and his brother Noah settled along the Minnechaug terrorizing the Algonquin. The ongoing colonization ended with the Algonquin entirely driven out of the area by the end of the French and Indian War. CHAPTER FOUR: THE MISKATONIC HOLLOW The white invaders renamed Minnechaug to Dunwich, right down to the river itself. The town submitted petitions to the colonial courts repeatedly before being incorporated as Dunwich in 1763, less than 500 souls. Within five generations, the Dunwich family name disappeared entirely from church rolls, birth announcements, and death notices, replaced by the Longseers and Nashes. Were this the entirety of the story of Dunwich, no one would pluck out its name from a long list of similar New England towns. The Dunwich Horror unfolded as the town watched in fear. No one talked about the heroic scholars who came from outside into the cursed town. The learned professors from Miskatonic University were merely human, doing the thing Gods and Scions feared. They fought the Mythos and its spawn Wilbur Whateley. For two generations after the Whateley farm went up in flames, Dunwich thrived. After Lavinia’s wandering in lightning storms brought fire and brimstone to the farm, after the scholars from the university came and unearthed what lay sequestered in the remote clapboard buildings, after the black-eyed Susans and mountain laurels grew up between the front porch steps and ivy burst through the sides of the empty water barrel, Dunwich thrived. Dunwich Steel built their big plant just off the town’s main street. A thumbprint-sized blip on the map blossomed into a bustling presence that included lunch counters in the low brick drugstore, a florist, and a jumbled hardware store. Something lived under Dunwich Steel. On this, everyone agrees. For three generations, everyone’s known to avoid the old Whateley property, the house with its windows like empty, accusing eyes, the barn fallen to ruin, fire-chewed lumber collapsed halfway to earth and every day lurching closer to oblivion. Everyone knew, and everyone stayed away. Scions of all pantheons kept clear of the old Whateley place and the dead air that surrounds it and seems to steal the livings breath. The workers at Dunwich Steel developed their own superstitions. Don’t wear a ring while you walk the floor. Don’t carry water in an enclosed container. If you heard something behind you, late at night, when the plant’s gone quiet and all the third shifters keep watch over bubbling pools of liquid metal, never turn around. For two generations, Dunwich kept Dunwich Steel, and Dunwich Steel kept the people of Dunwich. Regular paychecks, children ate their fill at dinnertime, and if, now and again, someone who didn’t obey the unwritten rules suffered the consequences, well, it was only as it must be. Thomas Vargo wore a ring on his first day, and why shouldn’t he? He’d just come back from his honeymoon, and his wedding ring still shone. His father told him he oughtn’t, that the foundry had its jealous ways. His father spoke of Dunwich Steel as if it felt, as if it knew, and Michael, a modern man of the 1970s, knew better than his father’s superstitions. When Caroline rushed to the hospital, weeping in the taxi, the nurse told her he’d caught his ring on the ladder. The only explanation: why else would he have suddenly slipped and fallen screaming, the skin on his hand inverted where the ring caught on the ladder’s metal? A man without a right hand can’t do the job they hired him for. For two generations, the workers of Dunwich Steel kept its unwritten rules tattooed on their hearts, and their polite, quiet, and deeply suspicious ways meant the town saw few visitors. The people preferred their own company, and when Dunwich thrived, Dunwich needed no one. Outsourcing and global competition drained the life from Dunwich Steel, and the last machine hissed to silence 20 years ago. The stories of who died when a beam came loose, and the fact that Dunwich Steel went up in the same place where the men from Miskatonic drew down lightning and fought something the Whateleys called? Those got lost. Those faded. The florist’s window sits empty now, faded construction paper and dead flies, an Easter display where the owner’s daughter strung up a dozen white rabbit cutouts with invisible string around their necks, oblivious to the image she’d created. The post office closed five years ago; mail gets delivered to the next zip code over, and one mailman carries all the post that comes to Dunwich these days. Children drain away, one after the other, to the opportunities cities offer and Dunwich no longer can. The old men who told stories of Dunwich Steel and the things their grandfathers said about the Whateleys went one by one to their graves, and the stories died with them. The bindings the Miskatonic professors put on the thing asleep under Dunwich Steel slowly eroded as the wheel turned, coming loose — gradually, perhaps, to the people going about what little business remains in Dunwich. A generation isn’t much to things that lie sleeping for thousands of years. A generation’s hardly a nap. Miskatonic Demolition knocked down Dunwich Steel, and when they did, clouds of dust and asbestos spiraled up from collapsing metal beams. Ask the demolition team, and if they could, they’d say the clouds curled up into the early morning air in the form of something sprawling and hungry. Something shaped like a mouth and a thousand eyes stretched up toward the lemon-yellow Dunwich dawn. Those men couldn’t tell you, though; six hours after Dunwich Steel collapsed forever, the century oak outside the Whateley farm Dunwich 77 crashed across the road in front of their truck, and all five died. That night, a light in the window of the old Whateley could be seen for miles around, though no one lived there. Something slept beneath Dunwich Steel. Something no longer sleeps. MODERN TIMES Small towns like Dunwich populate the northeastern United States. At one time or another, some industry made its home in the town, building up homes and shops around itself like a protective cocoon. When that business migrated overseas or simply failed, the cocoon cracked open, leaving people and shops and homes abandoned, capitalism’s errant effluvia. Dunwich Steel lingered much longer than the textile mills of North Carolina or Bethlehem Steel in Pennsylvania. The foundry lurched onward, zombie-like, until finally giving up the ghost in 2002, and even then, the buildings sat empty for almost 20 years before demolition. Something watched over Dunwich Steel as long as possible, until the fight was lost, and whatever curled beneath the concrete finally broke free. At one time, Dunwich had enough residents to support its own high school. The building stands abandoned after the school district’s consolidation into the 78 county-wide district. Its brick exterior spattered with graffiti, windows broken, Dunwich High sits desolate in the middle of a patchwork of basketball courts and parking lots disrupted by weeds. The wild areas around Dunwich slowly reclaim what men built during the town’s industrial era. Dunwich Elementary School serves now as both elementary and junior high schools; high-school students endure an hour-long bus ride to Consolidated Eastern High School, dragging themselves to the bus stop before dawn and slouching home mid-afternoon with piles of homework. Most high-school students must also help their family with income, working at either gas stations, the one remaining grocery store, or the massive discount supercenter 20 minutes up the highway. As a result, Consolidated Eastern’s high-school graduation rate plummets year over year, and the tying of funding to test scores and graduation rates further penalizes Dunwich’s few remaining families. Those families that remain often do so because no other alternatives are open to them. Property values decline, trapping older and disabled residents, or impoverished families, in homes no one will buy because no one wants to move to Dunwich. No one really chooses to move to a creepy, failing town increasingly isolated from even the nearest cities by its foundering economy and failing infrastructure. As more people leave, the process CHAPTER FOUR: THE MISKATONIC HOLLOW speeds up, further damning the town and leaving stranded in it only those who absolutely cannot leave. PEOPLE Even the old families in Dunwich suffer from the ongoing youth-based population drain. The Longseers and the Nashes own an overwhelming majority of rental properties and struggle for precedents in their shared stranglehold on local politics like ants jousting for the best spot on a log slowly sinking into a swamp. Dunwich’s very own Hatfields and McCoys have been battling for control of Dunwich’s resources since before the building of Dunwich Steel. They profited the most from its ascendancy and benefit handsomely from the penury of its remaining citizens. THE LONGSEER FAMILY Landon Longseer, the family patriarch, claims he descended from the now-extinct Dunwich family responsible for founding the city. Whether or not that’s true is under strenuous dispute by the Nashes, but it’s hardly relevant to anyone except the families. Landon owns vast swaths of property inside and on the outskirts of Dunwich and serves as the head of the current borough council. Never one to miss a trick, he recently purchased a foreclosure company that serves the area in which Dunwich lies. He’s nearly 70 and now stooped and worn, but his broad-shouldered frame still bears witness to the fact that back when Dunwich High School still existed and he still had a full head of hair, he played quarterback for the Foundrymen. He met his late wife, Anna Marie, at college and brought her home as just another one of his trophies. Anna Marie’s sudden death six years ago bubbled through small-town gossip as either a tragic accident or potential foul play, but the medical examiner ruled it a heart attack. After all, the Longseer matriarch had just celebrated 62nd birthday — it wasn’t all that surprising. Landon’s daughter-in-law, Katrina Longseer, runs Dunwich Property Services, making her one of the richest and most hated women in Dunwich. The company handles foreclosure services for banks, then snaps up the bank-owned properties post-foreclosure and turns them into rentals. The money from rent goes to buy the next foreclosed house, and if she skimps on maintenance, her tenants don’t have the resources to do much about it. Almost six feet tall, Katrina’s whip-thin body and severe face give her the appearance of someone who might collect puppy pelts for a coat. Utterly shameless — some would say soulless — in her business pursuits, she’s tossed more than one family out of their house at the first legally permissible hour, assisted by her nephew, Micah Longseer, who very conveniently serves as Dunwich’s sheriff. Dunwich elects its medical examiners or coroners, and Michael Longseer, the eldest son of Katrina and her husband Garth, took the post 10 years ago at the age of 20, making him Dunwich’s youngest medical examiner. Barrel-chested and red-faced, Michael looks more jovial than he actually is; his family commands his complete loyalty, and more to the point, his mother has him wrapped tightly around her pinky finger. Like Dunwich, the Longseers give the impression of slowly collapsing in on themselves; Michael’s generation hasn’t married and produced the next generation as profusely as Landon expected, a fact which comes up at every family holiday. The lack of acceptably bourgeois girls who would want to live in Dunwich entirely aside, he cuttingly remarks on the lack of great-grandchildren every chance he gets. This tactic does not seem to motivate his grandchildren to provide him with another generation to lord over. Rumors fly about the potential interrelation of the various branches of the Longseer family — one commonly whispered comment holds they don’t so much have a family tree as a family wreath. Given that most of the birth and death records housed locally rest in the hands of Bethanne Longseer, Landon’s granddaughter via his son David and daughter-in-law Angelica, no one’s been able to definitively prove or dismiss that particular bit of scurrilous gossip about the family’s intermarriage proclivities prior to Landon’s generation. Then again, the inability to hide that sort of thing anymore might explain the sudden dearth of great-grandchildren, or so the Nashes whisper at Sunday brunch to anyone who’ll listen. THE NASH FAMILY Once upon a time, Judy Nash ruled Dunwich High School, a precious princess from one of the two families that counted as anything like aristocracy in Dunwich. No place is too small to have its own royalty. In their senior year, Judy and Landon attended homecoming together, and everyone expected they’d marry. Then Landon went to university and came home with Anna Marie. After that, any prior rivalry between the families deepened to the point of becoming a localized war. Judy never married, instead choosing to rule over her extended family as a sort of spinster matron with her lifelong bosom companion, Daisy. Daisy died the day Dunwich Steel closed and, since then, Judy’s grandnieces and nephews avoid her hellishly bitter presence as though she’s got some sort of contagious plague. Her only remaining sibling, Dennis Nash, has either lapsed into senility or pretends to have done so to avoid her company. She storms around town in a noxious cloud of White Shoulders perfume, leaning on her glittery pink cane with a pink sweater wrapped around her narrow shoulders. When she’s at home, she spends an awful lot of time stomping around in her garden in pink galoshes, Dunwich 79 tending her roses. Once upon a time, those roses won prizes, when Dunwich had prizes to give for anything. The Nashes own almost as much of Dunwich as the Longseers do. While Landon’s play at control comes from ruling over the borough council, Judy chose the school board, local district courts, and social events as the angle for her stratagem. Her grandnephew Mitchell Nash, Dennis’ son, oversees the local district court, handling matters both civil and criminal at the local level. The fact that the school district has largely slipped out of her grasp distresses Judy and makes her rather obstreperous whenever the topic comes up — however, the establishment of Dunwich State Park was her coup, a fact she doesn’t let anyone forget. Every few years, Judy picks another one of her grandnieces and shoves them into attempting to re-establish some sort of social calendar in Dunwich. She can’t accept the events calendar Dunwich hosted in its heyday won’t ever return; USO dances, Fall Festivals, even a local theater company please the Nash matriarch. The lack of available public funds for such undertakings inevitably dooms her proxy’s efforts, and she circles her family like a shark, looking for the next sacrificial victim while the grandniece previously responsible falls from favor until she does something fantastic like produce another child. Everyone else in town regards Judy’s grandnieces as almost entirely interchangeable: harried like a poorly driven team of sled dogs, herding around a flock of their own children as well as the currently elementary-age nieces and nephews, more worn out every year. Most of them quietly urge their children to leave the nest as quickly as possible and make good the exit their mothers never managed. Both families have plots in the cemetery of Dunwich Episcopalian, with old tombstones in the graveyard going back over two centuries. Most of the limestone slabs no longer bear names or dates, but each family knows their plots from the other’s, and they upkeep the graveyard as competitively as they do everything else. EVERYONE ELSE Caught in the crossfire, the rest of Dunwich’s population generally attempts to keep well out of the way of the warring families, either by insulating themselves in their own little familial bubbles or by leaving Dunwich entirely. It’s impossible to entirely avoid the LongseerNash feud, but people try. Intolerant of outsiders and protective of their slowly disintegrating way of life, Dunwich’s residents skew extremely conservative. An old story of some pride to the older residents recounts how “Shotgun Shorty” Campbell, a tiny Scottish immigrant of the same era as the Whateley family, chased a census taker off of her 80 family’s farm when he began to tabulate numbers for said census without her permission. That “leave us alone, we neither need nor want your help” attitude persists as a strong through line of Dunwich thought to this day. No one else could possibly understand what this town has been through in the last 100 years, and why would they trust anyone to try? Steel injuries mark the vast majority of older men in Dunwich as well as some of the oldest women — who worked at Dunwich Steel during World War II, but some of those women still live, though fewer every year. The oldest woman in Dunwich, Ada Nolan Campbell (the daughter-in-law of Shotgun Shorty), worked at Dunwich Steel during the war and can be persuaded to tell almost anyone about the superstitions the foundrymen had. Shrunk almost to nothing, with short, curly, stark-white hair, Ada can no longer see, and can barely hear, but at 98 years old, her mind remains sharp as a tack. She could tell the stories more concisely; she just likes the company. She’s also prone to “accidentally” swatting young men with her white cane while smiling beneficently. Her granddaughter Catherine, who looks after her, spends an awful lot of time apologizing for the harassment her grandmother seems to be able to get away with due to her age. Cathy and Ada keep a clean little cottage on the outside edge of Dunwich proper with Cathy’s trio of black cats. MYTHOS INFLUENCE A hundred years ago, three professors traveled from Miskatonic University, following the chain of incidence and evidence left by Wilbur Whateley’s dissolving corpse. They worked in secret, knowing the ancient thing that sought to defeat could easily destroy them and then rampage across Dunwich, and how Wilbur’s brother had shed his skin, taking on a form more suited to his father, Yog-Sothoth. They swore they’d killed the thing, but they marked stones with sigils carefully and left them buried ever-so precisely in the earth outside Dunwich. Dunwich Steel’s concrete floors kept the sigils entombed, and the stories kept the thing sleeping. Concrete cracked by controlled explosions releases toxic dust, asbestos, and stink into the air, but the disruption of sigils and the death of the stories holding the thing in place have left Dunwich a horror, waiting. Hungry. Yog-Sothoth and its spawn never left Dunwich; the men from Miskatonic University bound the Great Old One’s child, broken free from the Whateley human skin in which it had incubated. All manner of things in Dunwich have played out according to the machinations of the Old One whose child lay sleeping, gaining its strength tenfold beneath the foundry. The rise of both families and their endless war played out for its amusement. The ascendance and crash of Dunwich CHAPTER FOUR: THE MISKATONIC HOLLOW Steel? That, too. And now, like a pompilid wasp bursting free from the corpse of the spider it consumed to fuel its growth, the Elder God’s spawn breaks free from its cocoon, still hungry. Something about the slumbering, trapped creature calls to other entities of the Mythos to bring it forth. The weaker the wards, the stronger its call. The remaining residence of Dunwich are unknowingly trapped in the town to feed the creatures that are coming. STRANGE TIMES Dunwich State Park During the apex of Dunwich’s industrial boom, concerned citizens petitioned to have several hundred acres of mostly forest turned into Dunwich State Park. These days, the park’s maintenance suffers from the declining citizenry and a lack of state-level funding, turning it into as much a hazard as a tourist attraction. At one point, the ranger station had a full staff, but these days, there’s just Sally Brooks, well past retirement but still spry. White-haired, her uniform disheveled but serviceable, well-mended and patched, she spends the days walking Dunwich State Park’s trails from end to end, ostensibly looking for lost hikers. Sally eagerly talks with everyone and it’s certainly out of character for Dunwich’s notoriously laconic residents. Visitors often find themselves talking to her until it’s too near sundown for them to make their way entirely out of the park before the sun drops behind the trees. Always apologetic, she constantly makes excuses for why she can’t see hikers back to the parking lot. Perhaps unsurprisingly, Dunwich State Park’s missing persons rate currently sits at double the state average for all parks, county or state. Attempts to replace Sally — there have been several, over the last two decades — seem to fail somewhere in the labyrinthine twists of state and local bureaucracy. State employee unions disavow her, and people have even questioned whether she’s officially an employee anymore, or just the only person who has the keys to the ranger station. These questions go unanswered, and Sally persists in her seemingly ageless old-lady watchfulness over Dunwich State Park. Visitors sometimes report seeing two shadows moving around in the ranger station windows after dark — one about the size of Sally, the other much taller and slenderer. No one’s ever knocked on the door of the ranger station after dark and reported back. The Stairs in The Woods In the woods surrounding Dunwich, several sets of stairs sit isolated, leading to nowhere. Residents simply do not talk about the stairs, and outsiders who find them are more mystified by the fact that none of the locals will even speak about them than about the stairs themselves. The stairs shouldn’t move, and yet, they seem to do so, relocating from one location to another within Dunwich State Park as well as appearing on private land. The Stairs in The Woods always appear completely pristine, no matter how long they’ve been there: one Scion of Goibniu, Sophia Aveline, reported finding a set of wrought-iron spiral stairs ascending to nothing, with not so much as a bit of dust on their spotless black metal steps. When Sophia asked Dunwich’s residents about it, most wouldn’t answer her, but the one who would — a teenage boy who agreed to speak with her on the condition that she not ask his name, because “talking about them is forbidden” — told her about another set of stairs stranded in the depths of Dunwich State Park. When she followed his directions, stepping off the main hiking trail at the Century Oak and heading northwest, she found a staircase that looked as if some otherworldly hand had plucked it from a high-end townhouse, pristine cream carpet and all, and placed it in the middle of the damp autumn woods. She stood there, watching, as wet red leaves scattered from maple branches, twisted in the air, then drifted away from the stairs as if repelled by an unseen barrier, settling a full foot away from the lowest stair. When she plucked up her courage enough to approach the carpeted stairs, she felt her heartbeat pounding in her ears, the sound of blood rushing to her head like a siren screaming. She got to the bottom stair just as the screaming of blood in her head reached a fever pitch. With one hand resting on the handrail, she looked up the stairs and briefly saw a dark smear of a humanoid form twitching and hovering on the top step. She placed one foot on the bottom stair, and the figure stretched itself down the stairs, an inhuman jaw hinging wide as it bent impossibly toward her. Half an hour later, Sophia found herself sitting at the foot of the Century Oak, and when she returned to Dunwich, none of the town’s residents would even look at her. She caught the eye of one or two people, but everyone she tried to engage looked away, pointedly turning their backs on her. Strangely, when recalling the incident later, Sophia doesn’t remember seeing Sally anywhere that day. Homecoming A pair of identical twins from overseas recently returned to Dunwich, taking up residence in a trail on the old family land. William and Wilma Whateley began reconstructing the old family home and buying up the few pieces of available property in town. Their arrival has thrown the town into more disarray as the two leading families prepare for another rivalry. The twins spoke at the most recent town meeting about their plan to modernize the city and increase tourism by highlighting the quaint, rustic feel of the town. Dunwich 81 HAVENSPOINT “What, to the American slave, is your Fourth of July? I answer: a day that reveals to him, more than all other days in the year, the gross injustice and cruelly to which he is the constant victim. To him, your celebration is a sham; your boasted liberty, an unholy license; your national greatness, swelling vanity; your sounds of rejoicing are empty and heartless; your denunciations of tyrants, brass fronted impudence; your shouts of liberty and equality, hollow mockery; your prayers and hymns, your sermons and thanksgivings, with all your religious parade, and solemnity, are, to him, mere bombast, fraud, deception, impiety, and hypocrisy—a thin veil to cover up crimes which would disgrace a nation of savages.” — Frederick Douglass STATISTICS Population: 25,000 (35,000 with the surrounding area) Active Pantheons: Ghatanothoa, Manitou, and Nyarlathotep Demographics: 48% White 18% African American 12% Indigenous peoples 10% Hispanic or Latino 7% East Asian 3% Middle East or North Africa 2% South Asian Note: 12% of Havenspoint residents are foreign born, 4% less than the national average of 16%. Median Age: 44 Median Income: $45,786 Cost of Living: 95% composite index compared to national average. (Boston, MA is 132%) Major Town Mascot/Sculpture: Statue of Achac and Abe, acknowledged as the city founders Fields: 1e Culture. 1c Survival BACKGROUND LEAVING SALEM Havenspoint has a deep and tragic history. 82 There have always been people who live on the edge of society: loners, outsiders, those who are simply different. Sometimes in belief, ancestry; maybe it’s because CHAPTER FOUR: THE MISKATONIC HOLLOW someone is a little odd or poor but, whatever the reason, they are unwelcome in mainstream society. Much of the time, they exist on the edge of society in relative safety. The early New England settlements were no different. Some who traveled from the old world to the new did so hoping to find a place to fit in and this worked for those willing to embrace Puritanism. Others continued to live on the margins. This uneasy coexistence changed in 1692 with the Salem Witch Trials. While accusations flew and judges widened their investigations to execute more innocents in Salem, some looked on in horror and fear that Salem’s fervor would cast a wider net and identify them as targets. Some moved north, following the Merrimack River. Others continued into what would become New Hampshire, or settled on a promontory in the river and formed the community that would become Havenspoint. The settlement started with a dozen families, in the loosest sense of the word. While there were a handful of related families, the rest were people used to living on their own, daring to risk interacting with their old communities only when the need was dire. Trust was slow to develop at first, but it became easier as winter came, bringing with it hunger and cold and possible death for those who could not or would not cooperate. Through that first winter the community knew hunger and loss, it also gained by taking in outcast members of a nearby Indigenous Nations. The people who abandoned their homes near Salem, Arkham, and other coastal towns to found Havenspoint were an eclectic group. Several had come to the New World seeking the same religious freedom sought by the Puritans but chafed under Puritan rule. The gods they believed in were far older than Christianity, harkening back to before the dawn of humanity. To say they worshiped these Old Gods would be a grave misunderstanding. While they believed in the existence of these ancient beings, to worship them required a step into the void. Instead, these believers took what they could in the form of what the ignorant would call “magic” from the Old Gods while striving to maintain a balance and retain their sanity. A few found the names of ancient beings who walked the hills and traded their Old-World faith for that of the pre-humanity alien entities. FOUNDING HAVENSPOINT Settling Havenspoint occurred over several months. The initial settlers were Abraham and Dorcas Havens and their five children. According to the journal of Honest Havens, the eldest of the children, the family left Salem on April 4, 1692, following the Miskatonic Valley west despite the cold weather of early spring. After a few days, Goodman Havens decided to leave the group with which they were traveling and head north along the Merrimack River. During this part of the journey, they encountered several groups of Pennacook and spent a few days in an unidentified village. Honesty wrote that there was concern for the family when their father said that they intended to continue north and that they were told to avoid the spirits that could be heard on the winds. Three days after departing the village, the family entered a promontory along the west bank of the Merrimack River and decided to camp there for a few days with an eye toward making it their new home. It was during the second night that the decision was taken from them. Honesty does not record everything that happened that night in her journal, but it was momentous. The family was startled into wakefulness by the sound of drums beating in the darkness. Her father and Patience, the second eldest of the children, went to check on what was happening, while her mother watched the younger children. Honesty recorded that she slipped out unobserved and followed her father and brother toward the source of the drums. As they drew nearer and the drumming quieted, she said she could hear the faint sounds of strange, airy piping on the wind that rose to a great crescendo. In response, the drummers began to beat frantically as if trying to drown out the unseen pipers. Her father and Patience were some 20 feet ahead of her when she saw them surrounded by warriors. She kept as quiet as she could when they were led away, then crept back toward the wagons where she could keep watch over her mother and siblings. The drumming continued unabated until the first touch of dawn and then stopped. She did not hear the piping again that night, but this was not the last instance of that strange music recorded in her journal. Her mother and the younger siblings emerged from the wagon just in time to see her father and Patience depart the woods, accompanied by an ancient man, an aged priest of Kitchi-Manitou, and a pair of warriors. Her father and the old man exchanged words and went back into the trees with one of the warriors while the other stayed behind. As her father approached them, she saw a guarded smile on his face. When he joined the rest of the family all he said to them was, “We are home.” Others arrived over the following weeks, some related to each other, most not. As they arrived, Goodman Havens and the warrior, Achac, would speak with each group’s leader for a while. Some moved on, while others were encouraged to remain. Those who stayed disagreed about religion and a good deal of other issues but could agree on one common ideal: They wanted to be left alone to live according to the dictates of their conscience. As a community, they agreed on a few simple rules that would serve as guiding principles and founded the village of Havenspoint on August 11, 1692. Havenspoint 83 THE FOUR TENETS • • • • Community first and foremost. Live freely according to the dictates of your conscience to the benefit of the community. Do no harm to others except in defense of the community. All members of the community are equal. From the beginning, music was an important part of Havenspoint’s culture and the celebrations incorporated an amalgamation of traditional hymns, Western European folk music, and the music of the Indigenous people who joined the village. This grew into a new genre of music that is the antecedent of music played in Havenspoint and the surrounding area to this day. Music was not the only cultural intermixing that occurred. One year after the founding of Havenspoint, Achac and Honesty married. Their union symbolized the ethos of the town: All were welcome who would accept the beliefs, ways, and lives of the other inhabitants. The entire town poured out in celebration of the event with one notable absence. The Smiths, a large family of relative newcomers, did not attend the event. What should have led to days of celebration instead turned to tragedy. The Smith family, recent arrivals in Havenspoint, was found dead in their home. The scene was grisly and those who saw the bodies swore the act was not done by the hand of any human. The only surviving member of the household was an enslaved person named Hezekiah, who had been beaten almost beyond the point of recognition. The fact that the Smiths had heretofore refused to free Hezekiah had been the source of much gossip and consternation around the town and threatened to divide the community. Some believed that the Smiths should be free to manage their household as they wished, while others believed that keeping an enslaved person violated the spirit of the town. Threatened with permanent division, a council comprising 13 randomly selected residents met to discuss the issue and, after several days, announced that the governing principles of Havenspoint would be The Four Tenets. Prior to the Smith incident, Goodman Havens and a loose group consisting of Achac and some of the earliest settlers formed a quasi-government for Havenspoint. Matters that required public attention were discussed openly and decided communally. As the village grew, this approach became unmanageable. The selection of 84 the council and their efforts to develop the tenets were a success and became the model for future governance. Following a vote by the populace, the council continued to serve as the governing body. It took a few years to establish how the council would function but, eventually, they settled on having four members rotating off the council each year to be replaced by residents selected at random. The 12 general members would then elect the 13th member from among the remaining townsfolk. January 14, 1697 was The Day of Prayer and Fasting as the people of Massachusetts remembered the horrors of the Salem Witch Trials and the fate of those falsely accused. Public figures involved in the atrocities apologized publicly for their roles in sentencing innocents to death. The people of Havenspoint honored the day by remembering those who were lost and reaffirming their respect for The Four Tenets. Even though the town had existed for less than five years, it was known throughout the region as an oddity. The ecumenical attitude toward religion and willingness to live alongside and among Indigenous Nations made the colony’s government uncomfortable. The introspection on the part of the colony’s leaders regarding the witch trials benefited Havenspoint and the people continued their odd ways with little interference. The village continued to welcome outsiders and with few exceptions. THE INTERVENING YEARS The town continued to grow over the following decades. The economy depended on agriculture first from the forests and, once they were cleared, from farms. The town charter codified and enforced an agreement made between tribal elders and the council to preserve hundreds of acres of forest north of Havenspoint called “Nigamo.” These lands were sacred and could not be settled. Any who tried despite the charter were run off, but the few who persisted in encroaching on Nigamo simply disappeared. Legends grew about the cause of these disappearances. An old trapper claimed to have found a great pit deep inside the forest and when he looked inside, he saw CHAPTER FOUR: THE MISKATONIC HOLLOW a huge column of smoke rise quickly to the mouth of the pit where it smashed against the air as if it hit a solid wall. Most considered this the raving of a madman, but a few gullible people believed him, leading to other incursions into the forest in search of this pit. These acts resulted in a handful of violent altercations with Achac and his people and almost resulted in open warfare that was only averted when the now-elderly Achac and Abraham confronted the interlopers. The commanding presence of the old men calmed frayed tempers and, after a conversation with the leaders of the group, everyone parted in peace. This fortunate outcome of this incident was the reaffirmation of agreements made between the people of Havenspoint and the people who lived in the forest. In recognition of these events, the village erected a statue of Achac and Abraham Havens in the village square, where it still stands. In 1703, Charity Havens established the Havenspoint School of Scientific and Artistic Study to promote progress in the arts and sciences. The school was open yearround, and anyone was encouraged to enroll. Due to the wide age range of full- and part-time students and the need to establish a defined curriculum, the school was split into two academic institutions. Havenspoint School served younger students while Havens College became the institution of higher learning. Havenspoint was largely untouched during the American Revolution. Some residents volunteered in service of the revolution, serving as skirmishers and scouts. The only battle near Havenspoint was a small skirmish against British irregulars navigating the Merrimack River out of Canada. Witnesses reported the British succeeded in forcing through a blockade entering the woods and were never seen again. Through the 19th century, Havenspoint became a favored getaway for those with an artistic bent. The beautiful Merrimack Valley scenery was desirable as a backdrop for paintings Many visitors descended on the town in early August for the Founders’ Day Festivities. That grew over the years to include a music and arts featuring the unique sound of local music. Rumors persisted that there was an underground form of the local music that was only played to accompany strange rituals, but these stories were decried as myth by knowledgeable locals. The mid-19th century was when the values of the town truly shined. Several prominent families, including the Havenses, the Smiths (descended from Hezekiah, who had taken on his former enslaver’s surname), the Whateleys, and the Cabots openly supported the activities of the Underground Railroad. The Cabot family, owners and publishers of the Havenspoint Herald, advertised Havenspoint as a place where escaped enslaved people could find refuge. These families also hired agents aiding them to do so. Havenspoint 85 This led to several attacks by slave catchers. One account features an outlandish tale that after clashing with armed townsfolk, they sent out an invisible being to dispatch the fleeing slave catchers. The sole survivor was given little credence because he made the claims several years after the supposed encounters and was confined to a sanitarium. MODERN TIMES Havenspoint continues to grow and has established itself as a community of musicians, artists and artisans. The population is ethnically diverse, comprising the descendants some of the first residents (Indigenous peoples, Freed people, and former white colonizers). The city is the home of a unique genre of music called “Fuse” that mixes traditional Algonquin music with that of the early settlers and goes back to the city’s founding. As was traditional in the beginning, all are welcome in Havenspoint. The humble beginnings as a settlement for outcasts and those seeking solace was not forgotten. Newcomers are asked to adhere to The Four Tenets as was expected of new arrivals in centuries past. Local farmers provide most of the city’s food and Havens College is a small and reputable institution of higher education. Tourists fill the streets from spring to fall, enjoying the scenery and outdoor activities, visiting craftworks and galleries by day and spending evenings enjoying the local music scene at one of the outdoor venues. It is an idyllic place with a touch of seediness that makes it even more interesting. Still, Havenspoint is not a wealthy town. Most residents live and die by the tourist trade and go the winter months with little-to-no income. Havenspoint School and Havens College continue to thrive. Havenspoint School evolved into the local public-school system, but continues to focus on providing a strong, multi-faceted education. Havens College is a well-regarded liberal arts college with around 3,000 students. Relations between the town and the college are good, but as with any large institution in a small town there are times when the college exercises undue influence on local politics. The college president, Dr. Ananya Acharya, Ph.D., is a stalwart defender of the school and works hard to raise money and grow the influence of Havens College. The faculty and student body are diverse and hail from all over the world. She has broadened the influence of the school over the past year through digitizing the school’s selection of rare and occult books and making them available online to the delight of occult scholars and practitioners around the world. The Founders Day Festival is the main event of the year and includes a street fair, art festival and music festival. The celebration balloons the population and brings in significant tourism revenue. The most prominent symbol of the event is the statue of Achac and Abe. An image of the statue is part of the town’s branding 86 and is sold on everything from t-shirts to coffee mugs. The festival features a parade and reenactment of the skirmish between the defenders of the forest and the townsfolk followed up with a three-day music festival called FuseFest, featuring top fuse bands. Havenspoint also faces a great challenge. Attracted by the openness of the community, the artsy atmosphere, and low housing prices, an influx of retirees and other transplants from the coast are moving in. Some are Havens College alumni who recall the flavor of Havenspoint in their youth and want to return there to relive those days. These newcomers and returnees buy run-down rental properties, evict the tenants, renovate the homes to their former glory, and move. While this helps ensure these old homes continue with a new life, it also means the people who lived in those homes are left with nowhere to go. Many families who first settled in the area more than a century ago have moved on, unable to live in the only homes they’ve known. With these changes, the newcomers bring demands that would see more of their type come to Havenspoint and destroy the very things that attracted them to the city in the first place. Some of the newcomers are insisting the city violate the centuries-old pact with the descendants of the Indigenous Nations allowing development in Nigamo Forest. Others have filed numerous complaints trying to silence local music performances. The regentrification of Havenspoint could destroy the city and change it from the place it was founded to be centuries ago. These changes have also raised the interest of land developers who are using legal means to have the government seize land from those that won’t sell. They are most interested in the Nigamo Forest and the neighboring farmsteads. In recent months, the newcomers have managed to wield The Four Tenets as a club against what they see as threats to their property values and peace of mind. The most noticeable change is that the ever-present music that once poured from the small cafes, bars, and shops around the town has diminished and, in some cases, gone silent. MYTHOS INFLUENCES Havenspoint and its environs have always felt odd, mysterious, and bizarre. Before the first white settlers entered the region, Indigenous peoples stood as a bulwark against an incursion of chaos. Since time immemorial, they’ve stood vigil at the mouth of a seemingly bottomless pit that lies deep in the forest. On certain nights, strange piping music can be heard resounding from the depths of the blackness and those who dare to look inside can see the stars. Any who ventured into the pit were slaughtered by strange, shapeless masses of violence and destruction guarding the depths of the great hole. The elders devised CHAPTER FOUR: THE MISKATONIC HOLLOW rituals to counter the music that came from the darkness and trapped the guardians inside. What the Havens family encountered that night in 1692 was a ritual performed by the guardians in their continuing effort to placate the dwellers in the cave, restraining them from pouring forth onto the surface. Goodman Havens possessed knowledge forbidden by church leaders about such matters and was able to impress upon Achac and the nameless elder who led the band of guardians that he understood what they faced and could aid them if they would allow it. After many hours of discussion, the elder and Havens came to an agreement that the family could stay. Achac was designated as liaison between his people and the settlers. Dorcas Havens studied music as a girl and had the idea of merging the musical styles of the guardians and the settlers into a counterpoint to the infernal piping. These efforts succeeded and fuse was born — something unique to Havenspoint and with an incredible purpose. The music evolved over time, adding African components as the city diversified. At first, the changing of the music worried those who knew the truth, but it seemed the harmony inherent in integrating the music was essential to maintaining its efficacy as a ward against the dwellers in the cave. In modern times, the music is all that keeps the dwellers at bay and those who would silence the music risk the destruction of everything. Desperate times call for desperate measures, and the oldest families in Havenspoint — the Smiths, Cabots, Whateleys, Peabodys and even ancient Abraham Havens IV, scion of the city founder — have gathered to discuss their concerns with the changes to the city. They’ve heard someone is behind these events and realize they need to investigate the rumors to find out for certain. These old families own ancient texts and know the truth behind the old stories passed down by their forebears. Most important, they understand those texts and believe the old stories. They have decided that it is time to act. STRANGE TIMES The Dead Developer The local coroner, Dr. Anne Quincy, M.D., and her assistant Joe Paine were sent by the sheriff to recover the body of Carson Grimes, a real-estate developer from Boston who was to take possession of several farmsteads in the area. At least, the identification found in the pocket of the torn pants belonged to Carson Grimes. The body was described in the police report as grotesque, with greenish skin, a wide mouth, flapping lips, bulging eyes, and strange ears. Beyond possessing four limbs, a generally upright form, and a head atop the shoulders, the thing in no way resembled a human. Incident at Phillips Planetarium The fuse band Free People debuted their latest composition, titled “The Music of Infinity” at the Phillips Planetarium last week. Featuring their fuse stylings combined with recordings of deep space, the music accompanied an unnarrated planetarium exhibit. Planetarium management was forced to stop the show early when attendees began screaming. After the event, several people reported that midway through the show the stars changed, and they could see bizarre creatures gathering among the stars. Emergency services treated minor injuries on the scene but took several people to the hospital including one person who had damaged their eyes trying to claw them out. Havenspoint 87 INNSMOUTH “There were vague statements about disease and concentration camps, and later about dispersal in various naval and military prisons, but nothing positive ever developed. Innsmouth itself was left almost depopulated, and is even now only beginning to shew signs of a sluggishly revived existence.” — H.P. Lovecraft, “The Shadow Over Innsmouth” STATISTICS Population: 2,362 Note: 12% of Innsmouth residents are foreign-born, and 100% of the population are U.S. citizens, an outlier for other cities within the state. Active Pantheons: Cthulhu Population Demographics: 68% White 15% African American 6% South Seas Island 5% East Asian 3% Latino Median Age: 37 Median Income: $31,000/year Cost of Living: 80% composite index compared to national average. (Boston, MA is 132%) Major Town Statue: A statue of Obed Marsh in the Old Town Center Fields: 1e Subterfuge. 1c Academics BACKGROUND Innsmouth is a small fishing town along the Manuxet River in Massachusetts north of Arkham and south of Newburyport, founded in. The marshy lands surrounding the area made it hard for the town to grow in the early years, keeping it isolated from its neighbors except for fish exports. During the War of 1812, many able-bodied men joined the military, and the town suffered a severe downturn. The price of fish dropped, and some left seeking better 88 prospects. The town was near death when Captain Obed Marsh started up trade with the South Seas Islands for gold trinkets. This trade route brought immigrants to the city, which changed the population demographics drastically, and the already-remote town became even more isolated from the white New Englanders. Marsh built a refinery to melt the gold into ingots and brought some prosperity back to the town. While the fish were running dry, the gold kept the town on the map for the next few years and immigrants helped the town grow. Two more refineries and mills sprung up along the river during this unprecedented time of bounty for the city. CHAPTER FOUR: THE MISKATONIC HOLLOW THE ESOTERIC ORDER OF DAGON In 1838, Marsh’s trade partners were destroyed by inhabitants of a neighboring island. The fish were nearly gone and the city’s prospects looked bleak. It was at this time Innsmouth first contacted the Deep Ones, though it wouldn’t be the last. Captain Marsh knew where his trade partners in the South Seas had gotten their gold, though he barely believed it. Desperate to save the town, he took a metal idol they had gifted to him and he dropped it into the ocean at a black coral reef a mile off Innsmouth Harbor — since named Devil’s Reef — and prayed to the Deep Ones. They answered Marsh’s prayer and offered the same deal their brethren had with the islanders: He would give them sacrifices twice a year, and they would drive fish to the harbor along with the gold. The first sacrifice was within days and the fish flooded in. At the same time, Marsh created the Esoteric Order of Dagon, a cult to worship and carry on the tradition of sacrifice. The order ran all other religions out of town and commandeered the churches. For nearly a decade, Marsh’s scheme kept Innsmouth in prosperity with a railroad to Rowley carrying fish and ingots out of town, and shipping boomed. Rumors that the gold came from a found pirate’s booty kept his true dealings secret, and most people simply marveled that the fishing remained strong in the harbor. In 1846, the sacrifice was discovered. The townspeople arrested Marsh and several others for murder. They remained in jail until the following May Eve, when the order’s sacrifice was due. That night, when they missed their sacrifice, hundreds of Deep Ones came ashore and went on a killing spree. The town of thousands was reduced to a little over 300 , all of foreign descent and members of the Order. The news reported the incident as a plague followed by riots, but only the remaining residents knew the truth. Fearing another such incident, Innsmouth became extremely secretive. It was at this time that Dagon insisted the people of Innsmouth breed with them to increase their own numbers. Marsh agreed, taking a wife from the Deep Ones’ numbers himself. People in the surrounding areas shunned Innsmouth even more after that. Between rumors of plague and the bogs and marshes that made travel there difficult, most people wrote off Innsmouth as too strange to visit. The Innsmouth people were just as wary of outsiders. In 1927, a young Marsh descendent — unaware of his heritage — was drawn to the city, and what he found there terrified him. By then, most of the town’s residents were mixed with Deep Ones, and it was hard to hide the evidence. Those too far gone hid in abandoned and dilapidated buildings, along with rumored Shoggoth, though he never saw the terrifying creatures. He notified the U.S. government and with the fear and hatred surrounding the town and its people, it wasn’t hard to get them to come in and break up the Order. They had little notice before the army arrived to round people up and burn down buildings. They tried to torpedo Devil’s Reef, but the ancient city below that reef is far more resilient than modern weapons of the time. The Esoteric Order of Dagon was scattered, with the survivors not captured by the government, fleeing to the nearby towns of Arkham, Boston, Havenspoint, and Ipswich. The remaining residents, too stubborn to leave, continued along in their dilapidated and nearly destroyed town. It took nearly a decade before people started moving back, the stigma of the supposed plagues that ravaged the city finally gone. REVIVAL Despite having been driven away, the Esoteric Order of Dagon continued to visit Innsmouth twice yearly, once on May Eve and once on Halloween to make sacrifice and consort with the Dagon at Devil’s Reef. The residents maintained the fishing industry, though the city barely grew due to the previous troubles. The city was nearly a ghost town until 1942, when the remaining Marsh family members repurposed the refineries for steel and opened the harbor for shipbuilding during the war. The Marsh family had been avoiding the government for decades by intermarrying with locals from Newburyport and even as far as Boston and changing their names. The old Innsmouth families were cautious of inviting the steel industry, but knew they needed more sacrifices or their deal with Dagon would become moot. The wartime effort brought people into the city from all over, including returning members of the order. The town boomed and shortly after the war ended the city had grown to nearly 10,000 occupants. The old town went through rapid repairs, and the inhabitants tore down residences that were too dilapidated to restore. The city expanded to accommodate the new arrivals, and it looked like the Innsmouth might finally grow out of its strange past. The Order, now a minority, couldn’t stop rapid growth and refurbishment from uncovering ancient secrets long lost to them. In 1947, the mayor decided to revitalize the old town by rebuilding its grand cathedrals. They started with the old New Church Green, which housed the Esoteric Order of Dagon Hall. Workers salvaged curious artifacts from the building before its destruction, including strangely carved tiaras and diadems made of a lustrous, whitish gold. The items went on display in the city’s government building, which sparked some inquiry into the town’s history. The Order, worried that such an inquest might spark another culling, sought out and destroyed all the files pertaining to that time Innsmouth 89 period, which was no easy task as the highest levels of the government had record of what had happened. They infiltrated everywhere in order to preserve their own. The Order’s efforts took nearly 20 years, and in that time the steel industry moved on, leaving only one working refinery. Fishing remained the staple for the town, and its population dwindled even as the order began to re-establish themselves in the city. The old Innsmouth families remembered the time when the order was in charge of the city and made space for them once more. Innsmouth returned to its status as an isolated, backwater town. The 1950s brought with it more isolation and fear as the most 90 established families in Innsmouth running out the few diverse voices struggling to survive in the city. THE TOWN TIME PASSED For the next 40 years, Innsmouth was a town forgotten by time and its neighbors. People avoided the place as much as possible, those from Innsmouth avoided leaving the town as much as possible, and it grew more insular and xenophobic as time passed. In 1986, a highway between Newburyport and Arkham completely bypassed the city, and the only people coming and going were people in the shipping industry bringing goods in and fish out. CHAPTER FOUR: THE MISKATONIC HOLLOW open and running off visitors, they have hidden their worship in mainstream churches. They hide the congregation and true worship behind non-denominational Christianity, Zorastrianism, Buddhism, and even the Church of Scientology. The rest of New England sees these groups as eccentric, allowing the order to operate in the open without giving themselves away. The people of Innsmouth are poor, hardworking, and extremely xenophobic. At this point, nearly the entire population has some amount of Mythos taint. Many never make the change to Deep Ones, while some make a partial change. Those who make the full change do so in their early 40s and leave the public as soon as the changes become too obvious to prevent notice. This leaves the apparent average age of Innsmouth residents as relatively young due to other factors. Those who never undergo the full transformation end up as sacrifices — often willing — during the twice-yearly celebration. Those who are far gone with transformation continue to stay out of the public eye. While Innsmouth is far behind the times, technology has not completely passed them by. Smartphones have pervaded the youth, and internet searches bring up legends surrounding Innsmouth and Devil’s Reef that bring horror tourists and paranormal investigators in droves. Trying to keep up with the times, the Order feeds into these legends, rather than trying to stifle them. Visitors still get cold shoulders and unblinking stares, but the town’s leadership has taken the opportunity to gain tourism dollars from those passing through. In this vein, the old Gilman House has been renovated and opened to visitors, and underground tunnels throughout the city allow those residents who are visibly changed to go about their business without interacting with the public. Visitors who overstay their welcome, or ask too many questions, end up as sacrifices. And if one or two sightseers disappear in the area a year? Well, that only adds to the mystique of the small town. CHALLENGES The last 30 years have proven hard for Innsmouth as technology advanced and left them behind. Tradition strangles the town, and the Esoteric Order of Dagon likes it fine that way, as long as no one looks too hard at what happens there. People not tied to the order moved away, and those lost and scattered came home to roost. The city slowly reverted to a majority of the people being in bed with the Order, literally. WHAT’S HAPPENING NOW? The Esoteric Order of Dagon controls the city, even if they allow outsiders as government officials to keep suspicion from them. Instead of worshiping out in the Innsmouth’s fishing industry has always been its lifeblood. Commercial fishing conglomerates have taken note of Innsmouth’s fertile waters and have tried several times in the past few years to open fisheries in the harbor and open processing plants on the river. The city is resistant to these advances, but the money they bring in is more than the town can really afford to turn away. With the influx of outside fishers, the Esoteric Order of Dagon is dangerously close to losing their cover and their control over the city. The Order has tried to prevent large corporations from moving into Innsmouth by refusing to sell land or accept agreements. Keeping corporate influence out of Innsmouth has been harder than it sounds as companies Innsmouth 91 have strangled fish exports from Innsmouth by lobbying for legislation and regulations that make their fish unsellable in its current state. Innsmouth also suffers from a population who are universally disliked by outsiders and therefore suspicious of anyone who comes through town. Residents know that despite all the changes Innsmouth has gone through over the years, the racial stigma from the Obad Marsh’s day still lingers through the region. As a result, the white inhabitants exhibit extreme prejudice and racism against anyone of color to prove that they are worth their white neighbors’ attention. Little do they know or care that their neighbors will never see them in a favorable light. This makes Innsmouth a dangerous place to live, even for the older Order families. Those who have the Deep One transformation are somehow fine, but anyone else who looks different they shun. They especially don’t take kindly to strangers, and after sunset it’s a dangerous place to be outside, not just because that’s when the Dagon come calling. The town’s xenophobia and racism keep it in isolation and keep the people poor. The town itself is near destitution. Buildings sit in disrepair or unused, the city streets are dirty and broken, and even the few restaurants and groceries dotting the small town are dives. Corporate money has the chance to revitalize the place, but the fear and resentment toward outsiders keeps people from fully accepting that truth. What’s worse is that the people of Innsmouth do not view themselves as poor. Nearly every person owns several pieces of strange golden jewelry worth a small fortune a piece. And while they would never sell their precious Dagon heirlooms, they believe the trinkets are proof of their personal riches. Even as families go without food or children go without new clothes, the Innsmouth residents look down on the rest of New England, and the United States, for their inferiority. CELEBRATION DAYS Innsmouth has leaned in hard to their twice-yearly sacrifices and the two days are celebrated throughout the town as the largest holidays of the year. People come in from all over the area to participate and revel in the spectacle, and the town delivers a great show. On May Eve, the celebration is considered May Day to those who are not fully in the know. The day is filled with Halloween-like festivities and celebration of spring planting. Children’s activities include mock crop plantings, fishing and sporting events out in the harbor, flower crowns, collecting candy and treats from adults, and costumes. Adult celebrations include drinking, daytime picnics, and sex. 92 Halloween is a similar affair, but instead of the normal one-night celebration other towns partake in, the entirety of October is converted into a celebration for the occasion. The old town is decorated in strand lights and eerie music. Haunted tours take visitors past houses with strange sounds emanating from them — often the sounds of sleeping shoggoth. Each night people drink and revel. The spectacle brings in more visitors than any other event of the year. On both May Eve and Halloween night, children go door to door in costumes well before the sun sets. Adults put on their own costumes, with fish-frog people being the most common one. The night allows to residents who are farther gone than the others to go out and mingle with their family and friends. Fireworks meet the setting sun, and once the sun goes down completely, the streets empty. Of course, visitors don’t know this, but the residents all pack themselves away safely, knowing the Dagon will arrive on Devil’s Reef and seek their sacrifices. Sacrifices are chosen wisely. Many are willing sacrifices, the old who never fully changed to Dagon, the young who are wrapped up in the idea of the revel, and more than a few celebratory visitors who happen too close to the harbor as the Order takes their sacrifices out. And if visitors see shapes moving and undulating out of the reef, then they just think that there’s a big party they weren’t invited to. And it is a party in the eyes of the residents. The Dagon drink, fuck, and feast upon the sacrifices and revel in the bounty their humans have brought them. STORY HOOKS • A Mythos Scion has a Bond to visit Innsmouth for its Halloween celebrations. They haven’t returned, and the Band must go there to try to find out what happened to them, or exact revenge for their sacrifice. • A report of a cryptid sighting draws the Band’s attention to Innsmouth. News coming out of the city always veers to the strange, so authorities aren’t giving it any credence, but images make it clear to any Mythos Scion that the indescribable horror is not of this World. Are shoggoth on the move, or has some other Mythos creature decided to terrorize Innsmouth? • Fish-frog-looking people have been showing up dead all along the Miskatonic Valley, especially along the Manuexet River. No one has heard from Innsmouth in some time, and when the Band arrives to investigate, it seems the town has been abandoned. Did the Dagon attack their own, or is some other unspeakable monster wreaking havoc in the city? CHAPTER FOUR: THE MISKATONIC HOLLOW MYTHOS INFLUENCES The Esoteric Order of Dagon runs Innsmouth. They haven’t completely taken over the town the way they had back in the 20s, but they are ever-present in all aspects of the city’s government and bureaucracy. The Order is as riddled with Deep One hybrids as they ever were, making the town still sit on the edge of normal, despite the number of outsiders allowed to live there. They continue their worship of Mother Hydra and Father Dagon, with more zeal and freedom than they’ve ever used previously. The Order may hide in plain sight among other religions, but they haven’t completely abandoned their open worship. The town makes a big deal of its celebration days when the Deep Ones make their way to Devil’s Reef. The other days of the year, the town is inundated with the worship of the Deep Ones. Little signs here or there point to this, and if one looks hard enough, the Deep Ones are literally everywhere in town. The buildings in the oldest part of town, near the wharfs, have been gutted and repurposed to hold the half-fish, half-toad beings that people turn into when they aren’t yet ready to take to the sea. Inside these warehouses and boarded-up homes are tunnels leading out to the sea where people and Deep Ones can traverse freely. Sleeping Shoggoth — giant monsters crafted by the Deep Ones and summoned by worship — also lie inside these abandoned buildings. And, as before, the Deep Ones intend that once they have summoned enough Shoggoth, they can devour the town and nearby areas in a bloodbath worthy of the great Cthulhu. Until then, Mother Hydra and Father Dagon stay far away from their children. Mythos Scions who hail from Innsmouth are likely one of the many old families who are the backbone of the Order of Dagon, meaning they are part Dagon themselves. Innsmouth is not fond of outsiders, and that goes for Scions as well. Mythos Scions are more likely to gain acceptance, especially those of Cthulhu or the sea dwelling Albtraum. The Deep Ones don’t particularly care for children of Gods, even those chosen by their own God, especially if it seems like that person might threaten their livelihood or their goals. A Mythos Scion could theoretically cultivate Followers or Cultists here, though they would need to prove themselves very worthy indeed to do so. TERRA INCOGNITA Y’ha-nthlei lies on the ocean floor just under Devil’s Reef. While this is not the only small Terra Incognita Deep Ones sometimes call home, it is the one that feeds from Innsmouth. It is accessible only from swimming at a certain angle toward the ocean floor from Devil’s Reef. Getting in and out is surprisingly easy, and the edges of the Terra Incognita are porous, allowing things to come in or flow out at will. Y’ha-nthlei is an underwater city filled with Deep Ones and their creations. While the realm is relatively small, the city itself is huge. It’s built of massive irregular blocks that create walls and columns, soaring into the ocean’s depths from its floor. The city lies in complete blackness, lit only by pinpricks of light coming from inside the masonry itself. The columns hold nothing aloft, but instead seem to give the impression of a gargantuan sea creature, huddled and spiny. Getting to the Terra Incognita might be remarkably easy, but the Deep Ones only accept their own there, preferring to kill and feast on anyone unlucky enough to travel there. Innsmouth 93 KINGSPORT “… and Kingsport, nestling uneasy on its lesser cliffs below that awesome hanging sentinel of rock, sees oceanward only a mystic whiteness, as if the cliff’s rim were the rim of all earth, and the solemn bells of the buoys tolled free in the aether of faery.” — H.P. Lovecraft, “The Strange High House in the Mist” STATISTICS Population: 70,500 Active Pantheons: The Greenish Flame, The King in Yellow, Lord of the Great Abyss Demographics: 52% White 18% Hispanic or Latino 13% African American 7% East Asian 3% South Asian 2% Indigenous peoples 2% Middle East or North Africa Note: 35% of Kingsporters are foreign-born, more than double the national and state average of 16%. In the 80s and 90s, refugee communities came mostly from Southeast Asia, the former Soviet Union as well as Serbia, Bosnia, and other parts of the former Yugoslavia. Nowadays, arrivals are coming from Iraq, Syria, Burundi, Rwanda, the Congo, Angola, Djibouti and Ethiopia. Median Age: 34 Median Income: $53,500 Cost of Living: 120% composite index compared to national average. (Boston, MA is 132%) Major Town Mascot/Sculpture: Rusty, a North American Porcupine Fields: 1e Integrity.1c Technology. INTRODUCTION Kingsport is a city of dreamers and broken dreams. It calls out like a beacon for the lost and displaced, sending signals through a distorted Fresnel lens. Its essence is surreal. Under facades of coastal New England timelessness and colonial charm lurks a dynamo illusionist. This city’s history is marked by wanderers who 94 disappear, waves of immigration from overseas, and people seeking safe harbor in a turbid world. Kingsport has a way of holding onto its dreamers, of constructing a maze of confusion around residents in its thrall. Many Kingsporters share a common story: washed up in Kingsport, hoping to find brief shelter and sanctuary, and then stayed much longer than expected, for reasons that escape explanation. CHAPTER FOUR: THE MISKATONIC HOLLOW BACKGROUND The sheltered bay of Kingsport, which cuts sharply into the north coast of Massachusetts, provided a rich tidal mud flat for the coastal Agawam people to gather fish, clams, crustaceans, and other fruits of the sea. Its most prominent feature is Kingsport Head, a steep bluff of granite that surges skyward from the coast. There are no summits along Massachusetts shores that are even remotely as high. The cliffs spawned Indigenous legends of love stories and family intrigues, all of which end in tragedy or plummeting murder. Other tales warn of over-curious characters who wander too close to the foreboding, Stygian tidal caves at the foot of the cliffs. The first European arrival was a small colony of English castaways, bound for Virginia in 1623, when a gale blew them off course and onto the jagged rocks submerged under Kingsport Bay. The group did not survive its first winter. Its leaders chose to set up camp against a bluff in the shadow of Kingsport Head, exposed to weather and failing to account for seasonal shifts in wind direction. Many died, though some survivors fled to other colonies and lived to recount their horrors. A second colony sponsored by the Dorchester Company set down roots in 1630, building on the abandoned ruins of the first. Abundant food in easy reach made Kingsport Bay a tempting place to linger, but salty land and uncooperative weather made farming arduous and unproductive. Several Kingsport residents fell victim to the same witch panic of 1692 that claimed so many Massachusetts victims, associated most with nearby Salem, where many have now embraced the problematic history as a tourist attraction. Three Kingsporters, two women and one man, were convicted and hanged from a gibbet on the road to Arkham. These executions are rarely spoken of, and the family names of accusers and victims have been changed to shed shameful associations. The site bears a humble bronze placard now, overgrown with raspberry brambles and rarely visited. In time, Kingsport developed into a fishing village. The colony expanded into a jumble of stout buildings made from white pine and red oak, a few of which remain today. Aside from the brooding presence of Kingsport Head, land near the bay features steep hills known as the Three Sisters. They are named Beacon Hill, Central Hill, and Grave Hill. Below them, an underground river flows through a karst-like network, segments emerging like darning stitches in scattered parks, exposed hillsides, or running through root cellars of ancient homes. Sloped graveyards look down from the hills, concealing buried secrets. Along the shore, rotten wharves perched on barnacled pylons sway precariously with the tides. Geological quirks and inconsistent bedrock caused the town’s map to grow in strange ways. Roads wend haphazardly and aimless, labyrinthine alleys and angular stairways twist drunkenly up slopes, while tiers of houses pile up on one another like the strewn blocks of children. The front door of one house often looks onto the roof or chimney pot of another. The city seems to repel parallel lines. Kingsporters have long joked about the ease of getting lost, “there’s ten ways to get from here to there, and none of them are right.” Frequent ground fog adds to its reputation as a city of disorientation. In the early 18th century, Kingsport also became known as a center of religious freedom, due to Quaker influence and language in the town charter likely inspired by Sir William Penn. Church steeples from obscure sects blossomed in the skyline like daffodils after a spring thaw. Only a few European Kingsporters fought in King Philip’s War in 1675, but across New England the land was stained with blood, with 40 percent of the entire Wampanoag population killed, and many captives of war — as well as allies — sold into slavery. The Agawam people who occupied land around Kingsport and Cape Ann largely abstained from the war, and instead assimilated into European communities under protection of English law. By the time of the Revolutionary War, Kingsport had mostly stayed away from conflict, with a pacifist streak among town elders and an isolationist approach to politics. Most were neither loyalist nor revolutionary. Those who wanted to join the fight moved to Danvers, Ipswich, or other nests of resistance along the coast. The 19th and 20th centuries saw Kingsport transform from fishing village to an industrial textile-mill town, with waves of factory workers emigrating from Southern Europe, Ireland, and French-speaking Canada. These newcomers were treated with suspicion, resentment, and xenophobia by a Protestant majority across New England, with many empowered bigots in Kingsport and the rest of the Miskatonic Valley sowing fear of newcomers with particular fervor. MODERN TIMES Contemporary Kingsport is a weird, faceted community with the forces of industry, tourism, past, and present in tension and concert. Some new arrivals find the town’s strangeness exhilarating and alluring. People tend to wash up in Kingsport and get stuck or lost. The demographics of Kingsport shift rapidly. Pockets of foreign-born communities crop up and thrive as Kingsport’s policy of open doors welcomes them. While many have moved on to larger cities, small neighborhoods of people fleeing strength remain anchored there. Portuguese, Italian, German, Polish, Franco-American, Chinese, and Russian Jews arrived in the mid-20th century. Later waves of arrivals included Vietnamese, Cambodian, Central American, Serbian, Kingsport 95 Sudanese, Somali, Afghan, Angolan, East Timorese, Uyghur, and many other small communities. Some neighborhoods feel like windows into far-flung nations. In the 80s and 90s, refugee communities came mostly from Southeast Asia and the former Soviet Union as well as Serbia, Bosnia, and other parts of the former Yugoslavia. Nowadays arrivals are coming from Iraq, Syria, Burundi, Rwanda, the Congo, Angola, Djibouti and Ethiopia. REFUGEES AND ASYLEES In 1985, Kingsport’s chapter of Catholic Charities launched a refugee resettlement program that was enabled under the Refugee Act of 1980. Over the years, the group has supported waves of immigrants and asylum seekers fleeing conflict or disaster, and the municipal government has supported these arrivals with services of their own. Kingsport has refugees and asylees from more than two dozen countries, and students in the city’s public-school system speak more than 60 languages other than English. The city provides special services for health, adult education, and other resources to help newcomers to get on their feet. While many Kingsporters welcome new arrivals, some resent the city’s support for refugees as a drain on taxes and a threat to “American” traditions, code for the status quo of white New Englanders. There is a small but outspoken xenophobic minority that expresses opposition in demonstrations and newspaper editorials. These voices have recently ramped up their public rhetoric, and there have been increasing incidents of violence and harassment in the city. Refugees and asylees often face difficult mental-health issues and cultural shock when they arrive, adapting from harrowing struggles in countries of origin to an alien world, shattered identity, onset of PTSD, overall displacement, and discrimination. STRATIFICATION Successive waves of newcomers in Kingsport over the years have stratified the town into groups of new residents and old residents, legacy communities and new communities, insiders and outsiders. Some of the oldest families with ties to colonial founders harbor a sense of entitlement and privilege over new arrivals. While many town elders embrace what they see as a welcoming attitude toward immigrants, contributing generously to charities or opening the doors of their homes to host displaced people, “good deeds” come with strings and expectations. New arrivals often struggle with feelings of being lost and stuck in an alien world. The cycle of more established Kingsporters discriminating in subtle ways against newer communities has repeated over generations. Less subtle tensions sometimes escalate to violence. 96 ADDICTION Kingsport is no stranger to drug addiction. Massachusetts has been hit hard in recent years in a wave of opioid use, and methamphetamines and designer “club” drugs have lingered for years. The state has recognized Kingsport’s higher rates of addiction, and the city receives extra funding for treatment. Miskatonic University’s school of public health has launched several experimental pilot programs to collect data and explore alternatives. Kingsport generally welcomes the supplemental funding, but none of the experimental programs have shown much success. HOMELESSNESS Homeless shelters and centers in Kingsport are overflowing, and services are strained. Several factors may cause unusual rates, including the city’s reputation for providing meals and beds, the copious hidden spaces and sheltering overhangs that pepper the city’s chaotic design, and a historically accommodating law-enforcement approach. It’s also possible that the Greenish Flame has been calling out to wandering minds. Whatever the cause, homeless numbers are peaking, and camps have cropped up in tucked-away spots. KEY LOCATIONS Circle Square In the approximate center of the city, between the Three Sisters, is the old town commons where colonists held public markets, previously known as Circle Court. The shape of this area has changed over the years, leading residents to start calling it “Circle Square” as an injoke. The name was officially changed in the 1970s, when the area was the stage of many public demonstrations. The square, now more of a rhomboid, remains cobbled and has been preserved as a pedestrian-only zone to encourage people to patronize downtown businesses, an effort that has only been modestly successful. Many of the city’s oldest buildings ring the border. Circle Square is home of the city’s chapter of the Massachusetts Office for Refugees and Immigrants, known as ORI, which resides in an ancient-looking storefront with diamond-paned windows where the upper story overhangs the square in a mock medieval style. This office is a center of activity and community for many foreign-born residents, where free English classes are conducted most weekday evenings. Rusty On a pedestal in the center of the square, there is a hunched, strange-looking anthropomorphic figure made of wrought iron mounted on a pedestal of pink granite. The sculpture, nicknamed Rusty, depicts in crude detail CHAPTER FOUR: THE MISKATONIC HOLLOW a North American porcupine standing on hind legs and howling at the sky. Rusty is the mascot of Kingsport. An apocryphal legend recalls the first European colonists blown off course during a storm while en route to Virginia. The desperate castaways saw shadows scuttling on the shore and prayed it was game, but when a small hunting party landed ashore a porcupine ambushed the group and skewered them all with its quills. The Hall High School adopted the porcupine as its mascot in the late 1950s. In 1978, the city commissioned folk artist Eduardo Silva to make a metal statue of the mascot. The result was controversial. His creation is an abstract anthropomorphic creature that stands in a tortuous hunched position, exaggerated quills curving out of its back like a bouquet of sabers. The town council nearly voted against placing it in Circle Square, but it was installed despite protests. The controversy flared up again when the new casino unveiled an image of a cartoon porcupine wearing a minuteman’s tri corner hat as its brand logo. Burying Ground One of the Three Sister hills has long been used as a cemetery. Many of the remains from the first English castaway group were interred in the hillside. Some stones mark multiple graves dug hastily before the ground froze that tragic winter. Many were never marked at all. In later years, plots were more structured, but occasionally graves are disturbed as the community’s need for space grows. Most Kingsport residents currently use a graveyard on the edges of the city limits on the way to Arkham. There are rumors that the lost dead still wander the city in search of their own gravestones. Bridge City Two short bridges span over a section of Kingsport’s river in a spot downtown where subterranean waters surface. The structures provide shelter for a small homeless tent community that has entrenched there. Bridge City expands and contracts with the seasons, but is largely left alone by Kingsport law enforcement, as long as its residents remain out of view and do not attract attention. Bridge City enforces its own rules, maintaining its invisibility, informally appointing its own mayor and council, governing itself as a neighborhood hidden on the fringes of society. Kingsport Harbor Fishing boats, cruisers, marine patrol “enforcers,” beefy tugs, and whale-watch liners crowd the waters of Kingsport Bay. Slips, wharves, and marinas skirt the town’s shoreline from one end to the other. Marine traffic is busy, and the channels are tight around rocky shallows and tidal mud flats. Fish shacks, weathered eateries, abandoned warehouses, and bric-a-brac shops contour the shoreline. Kingsport 97 Minuteman Casino A crushing economic slump hit Kingsport in the 80s and 90s, shuttering downtown businesses and turning the once-thriving city center into a gallery of abandoned buildings. The city teetered on the edge of solvency. Town leaders, desperate for investment, accepted one sketchy tax abatement scheme after another. None bore fruit. The most recent is a grand hotel and casino, built on a peninsula on the south end of Kingsport’s harbor. The project involved a long saga of community division, public outcry, and statehouse shenanigans to get the gaming license approved for the newly named Minuteman Casino. Historians and Kingsport’s old timers roll eyes over the marketing; Kingsporters largely abstained from the Revolutionary War. Complaints persist, but the casino has added jobs to the city for the first time in many years. The addition has also drawn a new population of lost residents. Slot machines attract rows of hopeful gamers, retirees, and those with stubborn compulsions, whose fortunes slowly drain into the seductive flashing lights. The casino’s greenlight also sparked outrage from a Wampanoag Nation that was not federally recognized until 2007. They applied for a casino on Cape Ann and do not appreciate the competition or the fast-track speed with which Kingsport’s Minuteman project was handled. MYTHOS INFLUENCES Kingsport is under the thrall of a powerful Mythos force, the entity known as the Greenish Flame. The Flame is an alien column of living energy that carries out inscrutable plans at a geological pace, using subtle, nearly undetectable mind-altering powers to bend the community toward its ends. The Flame took up residence in one of Kingsport’s underground grottoes generations before the arrival of English colonists. Before that, it managed to influence a few Indigenous residents who cultivated food sources in Kingsport Bay, but it wasn’t until the arrival of English castaways in the early 17th Century that the Flame began to establish a network and allies to carry out its odd errands. STRANGE TIMES Stewards of the Greenish Flame The Flame that nests in Kingsport’s underground caverns forges special ties with select residents. This influence is limited to one or two dozen people. The Stewards spend their lives connected to the entity by an unconscious link, occasionally performing small tasks as if sleepwalking. Some Stewards only carry out a few requests during their whole lifespan and remain in the dark about their roles. A firefighter finds herself adjusting the pressure of a steam pump in the basement of City Hall. A librarian sets fire to an equipment shed at a city park. A Marine Patrol officer 98 dumps a load of swordfish bait into a sewer. Other sleepwalkers may be more active, retaining memories of their relationship with the Flame. A trio of substitute teachers gathers in the Nethermost Caverns for a council, digs up the graves of four town elders, and then buries them on the same night. Whole councils of Stewards meet in the attic of the old Market Building for a secret congress or gather to paint eldritch symbols on police cars or perform a small sacrifice ritual around the pylons of a new bridge. Scions share a much stronger connection to the entity but are not in its thrall. Some sleepwalkers are aware of Scions of the Greenish Flame and form the backbone of a cult devoted to them. Kingsport Glitches For most Kingsport residents, the quirks and tears in the fabric of Kingsport’s reality remain mostly hidden from view. Some may spend a lifetime without noticing eccentricities. Others quickly forget the ones that they witness. Some may notice easily dismissible phenomena; unusually frequent déjà vu, peripheral hallucinations, conflicting memories, moments when time stands still, or a whole afternoon that seems to pass in just a few minutes. More observant residents start to see patterns emerging. Some take notes. Others use digital tools to build theories and connect with groups who share observations. The glitches are irregular and contradictory, defying clear patterns. Theories proliferate. Government experiments gone wrong. Alien technology. The terrorists. Those who experience intrusive projections suffer a range of side effects. Most forget or compartmentalize. Memory fades quickly if the witness does not speak about the experience with someone or somehow record it. Depression, mania, and loss of concentration are not uncommon responses. Some may self-medicate for the intrusions, in the form of drugs, alcohol, or compulsive behavior to outrun unsettling memories. Uncanny Corners Sometimes the fabric of Kingsport’s reality tears, and the Flame throws up a hasty simulation to cover the flaw. A new street, a new alley, or a new stairway appears in an unexpected place. Such glitches vary from unnerving or uncanny to utterly bizarre. There was only one cellar door a moment ago, but now there were too many to count. Timeslips Residents who are deprived of sleep are prone to find themselves thrust momentarily into a version of Kingsport that is out of step with time, suddenly thrust into a portion of town that has long been changed or buried. The architecture of buildings becomes old fashioned, pavement gives way to cobblestones, and phantom sounds of horse carts CHAPTER FOUR: THE MISKATONIC HOLLOW haunt the night. These visions may be fleeting and quickly dissolve into an eerie but dismissible episode of déjà vu. She woke to the sound of creaking timbers. The harbor was suddenly full of wooden ships, and the streetlamps danced with oily flames. up, down, gravity, or perspective. These wanderers perceive surreal nightmare environments that evoke stark and irrational dreamscapes such as those seen in the Cabinet of Dr. Caligari, or the works of M.C. Escher. Escaping from these realms requires rigorous puzzling across irrational paths. The Dreamer’s Lighthouse Windows and Lenses Glass has qualities that can disturb the Flame’s projections, sometimes bending or amplifying illusions. People may look through an antique window, and see shadowy figures revealed in the reflection, or notice movements that lag slightly behind. Some see through projections that others do not, or through walls and earth into spaces they should not. A huge soap bubble wobbled by. Gazing through it, the child saw every single one of the monsters again. Shortcuts Kingsporters sometimes experience odd occasions when distances across the city are suddenly bridged. These are folds in space that allow a person to turn a corner or down a stair only to end up somewhere they did not intend to go. These experiences can be unsettling but are often explained away as the quirk of a distracted mind. The jumps may be accidental, or they may be the strategic movements of game pieces on a board. Each day for a week, Taylor shaved another 10 minutes off her walk to the hospital, even though she tried extremely hard to dawdle. STRANGE PLACES Nethermost Caverns The Greenish Flame has claimed the catacombs under Kingsport as its lair. Visitors might find a range of openings to the tunnel system: tidal caves, secret doors, tombs, wells, rivers, and sewers reveal that the city features copious subterranean spaces. But the Flame uses its perception-bending powers to confuse and ward off intruders. Many of the Flame’s Stewards hold keys that allow newcomers to enter the lair. They may be physical keys that open ancient locks, or a grave digger’s shovel, or cans of spray paint to draw gates that open into solid stone walls. The lair itself has an oily black river that opens into a large cavern where a pillar of cold light from the Greenish Flame rises out of a bottomless well, which empties into a murky garden of alien vegetation that the Stewards sometimes collect and feed to the Flame. The Catawampus Kingsport residents sometimes wander into a pocket realm of mind-bending imagery projected by the Greenish Flame. These are spaces where the Flame’s simulations have gone completely wrong. Witness see vivid vistas of impossible architecture unfolding and collapsing, of angled stairs and cobbled streets and gabled roofs that defy notions of Kingsport Light sits on Cow Island at the end of a neck that stretches out from the south end of the bay. The brickand-wood tower dates back to 1853 and is still used as a navigation beacon and staffed by the U.S. Coast Guard. Like many lights in Massachusetts, it has been automated since the late 1990s, but a keeper acts as tour guide. The light’s first keeper was Carlton Webster, who as Steward for the Greenish Flame was able to hone an unusual talent for lucid dreaming. During his solitude, he opened doorways from the lighthouse into the Dreamlands, where he spent eons exploring and mapping whimsical realms where time moves much slower than on Earth. After decades of passing back and forth between the worlds, his talents opened a permanent Axes Mundi portal in the lantern room. Passage through it requires an expert level of ability in lucid dreaming, or annotated pieces of Webster’s maps. The Old Church Many old churches crown the hillsides of Kingsport, but one has a Georgian spire that rises higher than the rest. It is a stately, square building with clapboard sides that juts out of Beacon Hill like the prow of a ship. The basement of this building was once a meeting space for Stewards, who dug tunnels into the labyrinth below and congregated with the Flame in secret rites. The trapdoor entrance has long been bricked over, but the church stood over the main entrance for so long that the area around it is subject to more frequent glitches in the Flame’s psychic projections. It still functions as an ecumenical meeting house, but many Kingsporters sense that something is wrong, and claim the church gives off “bad energy.” Kingsport Head Atop one of the highest points in coastal New England, there is a realm of eerie timelessness. The steep rock ridge is one of only two places in Massachusetts left untouched by glacial scouring. The vegetation on Kingsport Head is unlike anything in the rest of the state, and researchers have documented several anomalous species. This strange, high landform acts like an antenna or a lightning rod for eldritch forces. The Lord of the Great Abyss has appeared several times to residents over the generations, notably a hermit who once built a house atop the cliffs, with a doorway facing the ocean that opened into nowhere. A phantom image of this house sometimes still appears in foggy nights atop the bluff when time comes unfettered and drifts for a lingering moment with the mists. Kingsport 99 CHAPTER FIVE MYTHIC MYTHOS STORYTELLING “Sometimes you want to say things, and you’re missing an idea to make them with, and missing a word to make the idea with. In the beginning was the word. That’s how somebody tried to explain it once. Until something is named, it doesn’t exist.” — Samuel R. Delany, Babel-17 M asks of the Mythos and Scion storytelling, by their very nature, are different. Even in myths of heroines battling their way into the Underworld for glory or to rescue someone, there is little fear or uncertainty in those actions. It becomes more of a display of power against overwhelming forces, while the Mythos is an exploration into the unknown with fear and madness as one’s bond mates. The power of those tales dovetailing together is something greater than either in isolation. The power is made clear when a hero’s outcome is at best questionable and not fated. NARRATIVE STRUCTURE T he structure of Lovecraft’s Mythos stories is rather straightforward: the protagonist of the story, usually a bookish, white man who claims to be rationally minded yet has inexplicably studied troves of occult tomes, encounters something strange. Rather than shying away, he decides to push forward until he encounters the nameless and hideous cause of this strange event and he passes out, which somehow results in the protagonist’s survival and a greater insight into the workings of the universe followed by some reaction to that newfound knowledge. The stories developed in Masks of the Mythos differ in a multitude of ways because it’s the characters who cause those strange events; their Lovecraftian protagonist fainted, a companion was possibly consumed, and survive tormented by the experience. Masks of the Mythos protagonist come from all walks of life; people of color, all genders and sexuality spectrums, and are a true representation of our world. The narrative steps are incident, investigation, resolution, and insight or denial. Despite the Mythos Scions’ connection to the Mythos, there is a parallel to the standard Lovecraft protagonist. The focus of the storytelling is investigating the strange and unusual. Masks of the Mythos borrows from the narrative structure of modern Mythos stories by LaValle, Emrys, Butler, Wilson, and Gaiman by providing an inciting incident that takes the character out of their routine. They may stumble on an old fishing village while backpacking, discover their ancestry links them to government-sanctioned imprisonment, suddenly inherit something strange from a long-lost relative, or any other of hundreds of things. This incident begins as something mundane but is the first step into the weird. It can start with something as simple as being asked to play a gig. While fainting as the resolution to an issue is decidedly unheroic, it still provides some ideas for structuring the narrative. The act of fainting gives the protagonist the opportunity to deny themselves from seeing the truth. A Mythos Scion may not understand or accept the truth of reality as presented in their story. That concept excels in literature but less so at the actual gaming table. That lack of agency robs the Scion, Demigod, or in some cases a literal God, the chance to act. Working within the genre, the Storyteller should present the resolution in a way that lets the character embrace the truth and continue living in defiance of the horrors lurking in the darkness. One example is to have a companion succumb to the horror before them and faint, flee, or be overcome. That conveys the horror, allows the Scion to remain an active force, and relays on a core conceit of Scion. This resolution is difficult enough for a pre-Visitation Scion, who should be impaired somewhat but still allowed to act and becomes increasingly difficult as the character experiences greater revelations and fights against ever-greater threats. More than one Scion chalked their visitation experience up to hallucinations and struggled to avoid using the powers bestowed upon them as they try to keep their grasp on humanity rather than accept the awful truth about the universe. NIHILISM VS. HEROIC MYTH BLOOD OF THE GODS A standard Scion game is about Gods, humanity, and forging a destiny with the power of Fate. You were born, blessed, and infused with divine abilities to battle the ancient enemies, the Titans. It’s a tale in the vein of the African medicine man who traveled to the land of the dead, Kalunga, for his king; of Beowulf who battled Grendel; or of John Henry who bested the machine to prove humanity can’t be stopped. Those stories are legends bound by Fate Nihilism vs. Heroic Myth 101 and held up to the world to see. They are Scions using their powers to defeat powerful rivals. The Scion’s path is fraught with obstacles, but the road they travel is brightly lit with divine guidance and mysterious influence. THE STARS WERE RIGHT Scion spins stories of humanity, Gods, and the union of the two. Now let’s delve into stories of older entities. Humanity sometimes encounters beings beyond the comprehension of finite minds. They may be called Gods by those who lack any other word to describe them. They are alien and unfathomably powerful, but they work in the shadows and occasionally brush with humanity in the periphery. The Mythos is alien in every way. The entities do not share moral or cultural values with humans. Their languages are ancient and unknowable. Their mathematics can create and destroy. They experience reality in more dimensions than humans. They have an entirely different relationship with time. Their goals and desires are impenetrable. They are not here to help humanity. They are not malicious. They exist beyond our realm, even beyond the Gods of humanity. Each Mythos entity intersects with Earth and its inhabitants for different reasons. Some have plans that stem from the planet’s primordial past, or a far future billions of years ahead. Some are just passing through. Some are wild and erratic, creating and destroying whole worlds on a whim. To some, humans are little more than an object of curiosity, like a bug in a jar. Though Mythos entities may be indifferent to humans, their influence still ripples through humanity. Most alien beings do not crave reverence or demand worship from humans, but humans still tend to revere powerful entities as Gods. They build altars in their name, they study their histories, and they collect artifacts and alien evidence like magpies. But no matter how much praise is given, how much devotion is shown, or how perfectly ancient rites and rituals are performed, humans can’t truly understand that which is beyond their capacity. Despite these barriers, humans are tenacious and curious to a fault. The impulse to wedge alien limitlessness into limited human structures is powerful. Sometimes there are glimmers of success. Across human history, there have been moments of partial human comprehension, of unthinkable discovery and unnerving insight. Scattered across the globe are remnants and artifacts that hold powers of alien science and mysticism. Though discovery, legacy or fate, a few humans have stumbled on these powers. A few possess the strength of mind and immutable character needed to cope with these otherworldly forces. 102 COSMIC MYTHIC HORROR Scions empowered by Mythos forces are not evil or malignant by nature, they are simply something other than divine or Godly. These forces are beyond the human constructs of good and evil, though the Scions who wield them still must make choices within the human world, from a finite point of view, among the whole pallet of hard choices and challenges that bedevil the human condition. What happens to a heroic myth when illuminated by the strange light of alien forces? What does a hero look like, when they grapple with the vastness of space and knowledge of the infinitesimal? What does a person do when infused with alien powers whose nature separates them from humanity? The Mythos is a grindstone against which Scions can test heroic choices within the grayness and ethical confusion of the modern world. The path of an ethical and heroic journey is not brightly lit. As Mythos Scions, your powers and your very presence can disrupt the world in unpredictable ways. In an interconnected world, the ripples of effects and consequences travel far and fast. Scions wielding alien power in such a fragile ecosystem are bound to create some chaos in their wakes: rips in reality, the veil, and propagating more Mythos. Mythos Scions’ paths wend through thickets of challenges and complications. Mythos Scions, like Divine Scions, are not assigned to be good or evil because of the forces that sponsor them. They make choices, and those choices make them unique. That choice is the root of what makes them human. The chaos that follows in their wake disrupts the fate of all with which they intersect. Fate can permanently bind that which is eternally unknowable. What happens to Gods and Titans when their tales are broken by that other outside of the wheel? Applying that level of otherness and horror to an existing game can feel daunting, but there are a few ways to incorporate the Mythos. Some questions to consider are: • How much Mythos do you want in your game? • Which elements of the Mythos do you want? • Are you allowing Mythos Scions to work with other Scions? • What Great Old Ones best accent your campaign? If the Mythos is just a brief encounter to widen the world or start a campaign, “The Scion Job” (p. 108) is a great start. Another intrinsic way to add the Mythos to your campaign is by having the Band travel to the Miskatonic Hollow to research a clue, seek aid from a professor at Miskatonic University, inherit a house in Dunwich, or have an old friend housed at Arkham Sanatorium. The Mythos is less “jump out of the shadows and fight you” and more a slow build to terror that CHAPTER FIVE: MYTHIC MYTHOS STORYTELLING erodes mental fortitude, ending with some unnamable and indescribable thing assaulting you. The Mythos should be a nagging sense that something is not right that you can never put your finger on, always lurking just at the edge of your senses. While Scions possess Godly powers, those abilities do not instantly defeat the Mythos. The Mythos can break the Fates binding of Heroes, Demigods, and Gods alike. Playing a Mythos Scion is mechanically similar to playing a divine Scion. Their stories can even be similar to those of divine Scions but the more they engage with the world, the more it changes it subtle ways. Their powers disrupt the world and that should always follow in their wake. THE UNKNOWABLENESS (AND AWARENESS OF IT) H umans have always struggled to find reason for things they can’t explain. Magic, for example, has been just one way of hand waving away things we don’t yet understand. There are still gaps in human understanding and knowledge, but now that we have answers to some questions, we naively assume that the rest will come in time. Humanity believes it’s working towards complete understanding of the universe, and just hasn’t found all the answers yet. In The World of Scion, magic is real. And yet it, too, follows rules and can be studied and deciphered. Scions themselves are proof of that. Even in this version of reality, where magic and science intermingle, humanity assumes these two systems can explain everything, if used correctly. The unfortunate truth is there are some things beyond the scope of human comprehension. And they will remain that way. Or, at least, they should. The Mythos is, by nature, something that cannot be understood by mortal and divine minds. The creatures within it — their powers, physical forms, and their minds — are beyond anything the human brain can comprehend. They appear evil, partially because they are unknown, and the unknown is frightening, but also because their wants and desires are so far removed from our own. They don’t lack morals, but rather operate on an entirely different playing field. Beings within the Mythos are greater than humans not only in size, but in ability. Humans have limited control of the physical world around them, and even more limited The Unknowableness (and Awareness of It) 103 perception. Dogs can hear more than we can; cats can see far better. But the difference between a human and a fish is nothing compared to the yawning gulf that stretches between earthly creatures and those of the Mythos. They are literal and figurative giants, greater in size and power than the human mind can fully understand. Even in sleep, Cthulhu is able to reach beyond his own dreams and into others’. He can see and feel and exert his powers, even bound and submerged and cut off physically from the world. To him, humans must seem like tiny mites crawling on the back of the world. How many of us kill insects, those seemingly mindless little pests that hardly register until they’ve made nuisances of themselves? Sure, we perceive some to be prettier or smarter or stronger than others, but as a whole they are lesser. Funny, weak little things who operate with inscrutable thought patterns. That must be how the Mythos pantheon sees humanity: tiny, strange creatures who occasionally entertain or annoy, but are mostly beyond concern. Many people have tried to study and understand the true natures of those within the Mythos. Most are shattered by the truths they tried and failed to comprehend. Humankind has discovered certain truths about the creatures’ origins, but these are empty facts that do not explain the more important whys and hows of their past and present activities. The Mythos comes to us from the corners of the universe: from space, from the depths, from parallel dimensions. They aren’t meant to be focused on. The mind rightfully skitters away from them in fear. People know, instinctively, that these beings should be left out of sight and out of mind. To focus on them instead? To force yourself onward, to grit your teeth against your own instincts and better judgement? To stare deeper into the darkness in search of the hidden shapes within, the knowledge those shadows might contain? It changes people. Warps them. In absolute darkness, the human mind conjures images where there are none, attempting to fill the void with something known. It’s much the same for those who start down the path toward Awareness. They can never quite be sure if what they perceive is real or imagined. That fearful liminal space is exactly where the Mythos lives. Scions of the Mythos operate similarly in the dark. Their patrons’ true motivations are unknowable. Maybe your Scion doesn’t care or has simply resigned themself to the idea of following blindly. Or, maybe, they enjoy the strange honesty of such bald-faced obscurity. Plenty of people (and Gods, and Titans) conceal their true selves. The Mythos pantheon has no need for such deception. Its deities stretch beyond human imagination by their very nature. They don’t need to pretend to be above human affairs: they simply are. However, even if we can’t comprehend the Mythos, ingame Scions can. Maybe not at first, and certainly not without great cost, but by digging deeper into the link with their patronage, Scions can achieve Awareness and see beyond the mundane. Unfortunately, this often is incorrectly called 104 “madness” by outsiders, as Aware Scions react to seemingly imaginary things and begin functioning differently. The more Aware they become, the more they change — not just mentally, but physically and emotionally. To draw closer to the Mythos, Scions must leave humanity behind. Often, the work of severing ties is done for them; even the closest family members and best of friends will eventually be alienated by the behavior of an increasingly Aware Scion. MYSTERIES AND TRUTH “Thus there is such a thing as being too profound. Truth is not always in a well. In fact, as regards the more important knowledge, I do believe that she is invariably superficial. The depth lies in the valleys where we seek her, and not upon the mountain-tops where she is found. The modes and sources of this kind of error are well typified in the contemplation of the heavenly bodies. To look at a star by glances—to view it in a side-long way, by turning toward it the exterior portions of the retina (more susceptible of feeble impressions of light than the interior), is to behold the star distinctly—is to have the best appreciation of its lustre—a lustre which grows dim just in proportion as we turn our vision fully upon it.” — Edgar Allan Poe, The Murders in the Rue Morgue Mysteries and the unknown, haunting dread; existential questions about our place in the universe with horrific twists are critical parts of any Mythos tale. These stories may include a lone protagonist uncovering their own family ancestry in a seaside town, questioning the strange behavior of an old friend who seems to be two people in one body, or discovering long-forgotten alien “treasures” in the mountains of Antarctica. Each is a mystery unto itself requiring different approaches with numerous steps to find the truth. The confrontation of the thing is secondary in Mythos mysteries; the pursuit, inquiry, gathering of clues, the endless hours of research, and forming conclusions with those clues to uncover the truth is most important. The Storyguide weaves these complex, layered mysteries, whether they are grand millennium-spanning affairs or smaller, more intimate ones. Regardless of size and scope, these mysteries, conspiracies, and knowledge humanity was not meant to know are crafted by Alien intelligence, unknowable Gods, or are long-lost to history; many with their roots in times when the ancestors of humanity eked out a fragile survival in a hostile world. They are not mundane cold cases requiring nothing more than a single skill roll to resolve. CONSTRUCTING CONUNDRUMS Before a Storyguide can craft a mystery, they need to know the essential components of: CHAPTER FIVE: MYTHIC MYTHOS STORYTELLING Plot: This is frequently the unknown, Mythos, or supernatural element interacting with the World. Foreshadowing future mysteries and plots for Goliath mysteries (a collection of mysteries linked together for a great plot). Cosmic horror is not about violence it’s the philosophical query about your place in the universe. Less about seeing the monster but questioning why, it’s purpose, and how it related to you? them to have all of the knowledge and they will make deductive leaps of logic based on the materials on hand. Characters: These are the primary people with whom the characters interact. They are the victims, the sources, the antagonist, and the inbetweeners. Provide vivid descriptions utilizing all senses, sensations, and suspense. Create a sense of dread by having people watching them that just drive them off, leaving the players questioning if that person was involved or just lost. Settings: These are the locations where the mysteries unfold. They are as important as the characters in Mythos stories. They frequently have Fields that enhance or complicate skills. A “rundown” or “dilapidated” building -- these are the kind of descriptive words that should be used in the Mythos, giving a dreaded sense of horror Think of which character reside in the location before the mystery starts, The setting for each scenario or scene may differ but Mythos Mysteries should always retain the feeling of Cosmic Horror. The Problem: This is the initial hook that brings in the players. Likely linked to the dreaded horror. There has to be something that needs uncovering: a murder, theft, secerts. The essential element is the problem and must have suspense. The Resolution: The different ways the mystery can be resolved. The first questions a Storyguide should ask themselves are Who? What? When? Where? Why? How? Who committed the crime, who had the item, where was it buried, etc. and who or what did they do it to? Who is trying to stop them from solving this? What was the crime? What is the mcguffin? When did it happen (morning, afternoon, dead of night, a decade ago, tomorrow)? Where did it happen? Where is it now? Where are the characters? Why are the players getting involved? Why did they do it? How did they do it? All of those questions and more are the mystery and possibly the Golitha mystery (a collection of mysteries linked together for a great plot). Each mystery is structured as a series of scenes with clues and leads. The leads link to other scenes and eventually to the final confrontation. The assembled clues are what the players use to resolve the mystery. The confrontation and mystery do not need to be the same thing. These questions help form the scenes for the skeleton of the mystery and your plot. STRUCTURING THE MYSTERY The skeleton is the backbone of the mystery but the moving parts inside of each scene are essential and require a logical flow of actions to enable the players to use the clues to solve the mystery. It is impossible for Think about your antagonist’s motivations. Make a list of suspects or sources, what information is garnered from which avenues (lab work compared to interviews, compared to investigating sites), and focus on encouraging a team investigative approach, as not one person can do everything regardless of their Mythos or divine blood. WHAT KIND OF WHODUNIT? Mysteries in a detective style story frequently rely on a crime of some type and the characters investigating it to solve the crime. Mysteries easily fall within a model that focuses on the characters. A few styles of play are: Hardboiled: These are dark and frequently violent stories involving criminal underworld or elements. Frequently heavy on violence and adult themes. Sherlockian: Cerebral type investion focused more on analysis clues and forming deduction. Frequently light on violence. Procedurals: Work more like a police drama or homicide investigation show. Can be heavy on adult themes and violence but these events often occur offscreen with the characters investigating the incident. Thrillers: Suspenseful mysteries where the characters are racing against to stop something before time runs out. Impossible crime: These mysteries focus on a seemingly impossible incident that occurred. INVESTIGATIVE FUNDAMENTALS As discussed in Scion Origin (p. 73) information is broken down into two different types. Leads which are always discovered during a scene and are the base link to another scene in the scenario to propel it forward. Clues are additional information that aids the characters in uncovering things about the current mystery, the larger plot, or something that aids them in some manner. Layered onto that are Red Herrings, which are false leads or clues that hamper the character progress or possibly place them in dangerous situations. Any Skill (Scion: Origin, p. 58) can be useful in an investigation, but some work better than others. Top-notch sleuths would do well to choose from Academics, Culture, Empathy, Integrity, Medicine, Occult, Persuasion, Science, or Technology, and investigations often require use of Mixed Rolls (Scion: Origin, p. 62). A Mythos Scion interrogating a cultist about some Mysteries and Truth 105 piece of esoteric lore may have a high Occult skill, but it could require successful use of Empathy, Intimidation, or Persuasion to get the needed information. Similarly, a Mythos Scion of Nyarlathotep might be smooth and charming, but they won’t understand a thing about the rare disease at the center of an investigation without the Science or Medicine skills. Characters in these situations can rely on assistance from other characters using Teamwork (Scion: Origin, p. 65). ARENAS The two most useful arenas for investigative scenes are Mental and Social. There are times when things get physical, but most activities will focus on seeking out information. Investigations involve finding clues and most of the time they are either recorded somewhere or known by someone. Use the Mental Arena to seek information in dusty old tomes or on the dark web, and the Social Arena is useful to help persuade a witness to tell you everything they saw that night in the woods when things got strange. APPROACHES Any Approach is useful in an investigation, but Finesse and Resilience may work better than Force. Use of Finesse in an investigation could involve taking a targeted approach to obtaining information, such as narrow searches for information or targeted questions for a witness. A Mythos Scion using Finesse quickly gets the specific information they seek but may inadvertently bypass other clues. Use of Resilience in an investigation represents the long, hard slog through thousands of records, hours of conversation with witnesses, and exhaustive evaluation of all of the information obtained for every scrap of data pertaining to the investigation. This Approach is great if you have time but may not work as well when there’s a deadline. Failing to obtain a critical clue is a huge stumbling block for an investigative game. The Storyguide should structure scenarios to provide multiple ways to get to the final scene. One of the best ways to achieve this is by allowing characters to fail forward. Instead of outright failing to obtain a clue, perhaps the Storyguide provides a partial clue and a hint at what other information the characters need and where to get it. This approach is built into the Storypath system through Consolation (Scion: Origin p. 70). Fateful Encounter. Failure reveals another approach to the character’s goals, through new information or sheer coincidence. For example, a Scion of Rhan-Tegoth links a number of clues together on their murder board but fails to see the pattern. In a rage, they fling papers off their desk and a key photo floats on top of the pile of papers that links the clues together. 106 Chance Meeting. Failure introduces a new character who can offer help or information, though perhaps at a price. For example, a Scion of the King in Yellow fails to persuade an actor to hand over a tattered playbook with a map. Before leaving, the Scion encounters an understudy that hates the actor and is willing to steal the playbook for a favor. Unlooked-for Advantage. Failure results in +1 Enhancement to a future challenge, though it can’t benefit a second attempt at the same goal. For example, a Scion of Cthulhu fails to find the cause of death during an autopsy of killer’s victim but made enough progress to recognize the killer’s pattern and what to expect next time THE MECHANICS OF MYSTERIES T he target number of skill rolls during mysteries are influenced by the age or obscurity of the information. Old mysteries are more difficult to solve so for every hundred years that has passed since the incident under investigation happened the target number increases by +1 up to 10. At which point, the target number increases the difficulty by 1 for every 200 years. If agents are actively operating to keep the mystery from being resolved, the difficulty for skills rolls that agents could influence should increase by +1 to +4 based on their influence and resources. If a Scion is involved in obscuring the mystery, the difficulty of skill rolls in attempts to find information about the mystery increases by +1 per point of Awareness or Legend they possess representing their interference per mystery. The increases in difficulty are cumulative. For Mythos or Divine beings interfering at a different Scale also impart a Narrative multiplier on skill rolls up to their Awareness or Legend score. CONSPIRACY OF MYSTERIES Storyguides create a grand mystery or a Goliath Mystery that requires overcoming multiple mysteries to resolve and may have active opposition. This may include rival cults, rival Scions, Mythos entities, or even time itself. Their Threat represents the degree to which opponents work to undo progress or achieve their own victory, detect or capture the player characters, or stymie the investigation. Characters opposing a Goliath must overcome any number of mysteries (Milestones) equal to the Goliath’s relative Size + Awareness + Threat, to uncover the truth. The difficulty of each Milestone is equal to the Goliath’s Scale and represents scenes equal to the Goliath’s Size. Failure on Milestones may inflict Conditions. CHAPTER FIVE: MYTHIC MYTHOS STORYTELLING Complications on Milestones may include increasing the Goliath’s awareness of the characters (and therefore its Threat; if this would exceed 5, the Goliath is enraged, with suitable consequences). Success on a Milestone represents focused but significant damage done to the Goliath or actions that successfully impede the Goliath in some manner. When all Milestones are passed, the Goliath is effectively destroyed, even if it’s otherwise intact in the form of cult membership or a mystery still standing. The passing of milestones represents the end of active opposition to the character’s progress. Use the following template for Goliath Mysteries: Threat: Threat represents the Goliath’s willingness or ability to directly attack the player characters, rated from 0-5; 0 represents a Goliath that is unaware of the characters’ actions and only takes actions that impede them unknowingly, while 5 represents a Goliath that is both highly aware of and actively trying to harm the characters. If the Goliath takes an action, roll its Threat as a dice pool and apply Scale (Dramatic against Heroes, Demigods, and similar mythic beings; Narrative against anything else). Awareness or Legend: If the Goliath is divine (likely, but not required), it has a Awareness or Legend rating. Use the highest active member of the Goliath as the base for this — a cult might be pledged to a rival pantheon, for example, but if it’s only being led by a Hero the Awareness or Legend would be 1-4. Size: The size (in terms of Scale) of the Goliath relative to the attackers; if Sizes vary, use the smallest Size in the group and apply Enhancements relative to that Scale. If the Goliath is essentially a collective (such as a huge network of cults or the population of a city), the Size models their number. Narrative Scale: This represents the Goliaths destructive powers relative to the characters and environment. Extras: If the Goliath has any particularly unusual abilities, list them here. Goliaths are most useful, in a storytelling sense, as a way to include conflict without that conflict necessarily revolving around interpersonal violence (though it can also serve as a big cinematic boss-fight system, as well). The Mechanics of Mysteries 107 CHAPTER SIX THE SCION JOB “The cosmic perspective reminds us that in space, where there is no air, a flag will not wave, an indication that perhaps flag-waving and space exploration do not mix. The cosmic perspective not only embraces our genetic kinship with all life on Earth but also values our chemical kinship with any yet-to-be discovered life in the universe, as well as our atomic kinship with the universe itself.” — Neil deGrasse Tyson, Astrophysics for People in a Hurry “The Scion Job” is an introductory scenario for pre-Visitation Bands or newly empowered Scions experiencing the Mythos for the first time. The sidebars provide additional details to scale up the scenario and increase the horror. It is a relatively straightforward affair to show the players and Storyguide how a Mythos investigation operates: investigating clues, following the horror, and eventual exposure to the Mythos. The actual greater Mythos moment is presented as initially more narrative in nature here than with hard mechanics. This is an opportunity for the Band to make a few connections and a possible ally in the Miskatonic Hollow and determine the fate of a powerful Mythos relic. AWAKENING B en Moore is a world-weary Scion who is living down to his recently soured reputation with vigor. Ben, a Scion of Odin, performs a fruitless act of valor and acquires a mysterious painting for his efforts, then calls his fence Whisper on the way home to make a much needed few bucks. The sale would help pay the interest on his everincreasing gambling debts. That plan fell to the wayside after a few hours with the painting. He called the players’ Band to recover the painting but decided to act with valor again only to meet his end. Ben’s blood-splattered apartment awaits the Band with the art nowhere to be seen. The Band now face a race toward the truth — and the missing painting. THE CHORUS Nancy Thomas, Ben Moore’s neighbor Nancy is a Kingsport native, having lived in the building for as long as there’s been a building. She’s not the landlord but might as well be. She reports everything back to him — and to everyone else, whether they like it or not. The police no longer take her seriously. Whispers, collector and auctioneer, Legend 3, Awareness 2 Whispers recreated themself five years ago after losing interest in the Fate they were cast. They sought out new patronage from Donn to change the trajectory of their life. Whispers now spends their days as a collector of information and host of the Whisper Auction. Glass, a.k.a. Heather Green, wannabe-academic heiress Heather is the heir to a toothpaste empire, has been groomed for the job of CEO from birth, and wants none of it. Her real passion lies in research, but her parents have pulled strings to keep her out of academia. Recently, her unfulfilled dreams have attracted some Eldritch attention. Pre-Visitation Scion of Cthulhu. Bones, a.k.a. Dr. Frank Mason, double-dealing archaeologist Mason might have been scrupulous once, but years of mediocrity have rubbed the sheen off his dreams of academic glory. He now makes a handsome living stealing artifacts from other archaeologists’ dig sites and selling them on the black market. Ford, a.k.a. Trent Santos, charming businessman, Legend 2 Ben Moore, fallen Scion, Legend 1 Moore’s time as a Scion has always been one of missing greatness, living without achieving fame or fulfilling his Fate. The capstone occurred when he failed to achieve a Band deed. But he kept trying to move forward. He’s scrappy, resilient, and always gets back up again. Mostly. He’s in his late fifties, balding, and long disillusioned with the “heroic” Scion lifestyle. He’s been fencing stolen trophies from his victories for years now. The annoying little voice in the back of his head rarely kicks up a fuss about it anymore. Santos divides his time between boardrooms and private clubs, using his silver tongue to make deals and glean information. He never stays in one place too long, and never attaches himself too closely to anyone. His closest relationship is with his patron, Èshù Elègbará. Cherish, a.k.a Temperance McGovern, “retired” millionaire Temperance exhibits nothing of the sort. She views the irony of her name with the same dry amusement she applies to everything (and everyone) else. She’s a wealthy Awakening | The Chorus 109 septuagenarian who lives only to amuse herself, often at the expense of others. There are very few people she considers true friends. None of them are related to her. Vitas Varnas (Outskirts of Arkham), Actor Adventurer, Legend 2, Awareness 2 Varnas is a white male in his late 20s, with dark brown hair and brown eyes. He’s kind and helpful, a little chaotic good, but also an enigma in regard to his background and past. He uses his knowledge and wealth to aid those who ask of him. As a Scion of Nyarlathotep, his help rarely comes without strings. If the players are trapped below ground during the Auction, he’ll free them after Green has departed. Mather Gilman, Gang Boss, Deep One Gilman began a small gang in Kingsport nearly a decade ago, muscling out a few of the more significant gangs. Gilman’s gang is only eight members strong but has a steady stream of currency, mostly gold, and uses brutal tactics. LOCATIONS OF NOTE The scenario can be moved to any town but is presented as being in Kingsport. The dreamy nature of the city dovetails nicely with The Dreamlands painting. A devious Storyguide may amplify the painting’s abilities reflecting the location or to add additional obstacles for the Band, possibly releasing other creatures or friendly Dreamland beings trapped on Earth in need of aid. Temperance’s Villa (Just outside Boston, MA) McGovern’s French-revival-style villa lies just outside the Boston city limits, surrounded by a sprawling garden. She moved in and remodeled the place shortly after “retiring.” The villa is far offset from the street, surrounded by a rambling lawn lined with a wroughtiron fence and more than a few security cameras. The architectural influence and the décor show touches of art nouveau here and there, mostly in the details. It makes for an exciting mix of curving forms ending in sharp, narrow points, like thorny vines. DUNWICH Dr. Mason’s Warehouse (3489 St. John Street, Dunwich, MA) Dr. Mason stows his ill-gotten gains in a temperature-controlled warehouse in Dunwich, as the cost is cheap, no one pays him any mind, and there are easyto-access semi-trucks. It’s a large warehouse, as they go: about 8,000 square feet of the concrete floor and brick walls, filled with shelves and shelves of crated artifacts. Dr. Mason is in his makeshift office in the center of the warehouse. It’s a large room made of tin walls. He has motion detectors set up throughout the warehouse that feed to his cellphone and laptop. KINGSPORT Ben Moore’s Apartment (Armstead Spire — 209 Gaiman Lane, Kingsport, MA) ARKHAM Dr. Mason’s Apartment (Arkham, MA — 2 Blocks from Miskatonic University) Dr. Mason’s apartment is a messy crash pad near Miskatonic University. The building is old but well-kept. His apartment is decidedly less so, a beat-up couch here, a dark stain on the ceiling there. The fridge still keeps things cold but emits a constant grinding noise as it does so. He is not here and rarely is, spending most of his waking hours at the warehouse in Dunwich. Moore’s apartment has historically been a mess, even on its better days. Today is not one of its better days. Claw marks ravage the walls, floor, and furniture. Blood is spattered across the length of the corridor style apartment, mainly the living room, but there is no body. The Dreamlands painting is also gone. The Whisper Auction and Townhouse (1811 Elm Street, Kingsport MA) BOSTON Trent’s Condo (The Kilroy — 25 Northern Ave, Boston, MA) A study in normalcy-for-show. Whispers doesn’t use the townhouse itself much, except as a façade for the Whisper Auction. Guests who arrive early or late must figure out the secret way downstairs for themselves. The library is the only other room Whispers uses with any frequency. Trent Santos’ official residence is a condo in uptown Boston, but he uses it for little other than sleep. The building is a new high rise. Santos is too practical for the penthouse; he lives a few floors down in a simple but classy two-bedroom. It’s barely decorated, and what décor there is carries a distinctive red-and-black scheme — a nod to his patron, Éshu Élégbara. The Whisper Auction is a party first, and an auction second. There are tables of drinks and refreshments set against the walls of the show floor, and gauzy draperies hang in arcs across the ceiling. The items up for bid are represented by placards and photographs set atop pedestals around the show floor. The exact presentation varies depending on the item. 110 CHAPTER SIX: THE SCION JOB The Labyrinth and the Vaults (Below 1811 Elm Street) The actual items up for bid are too valuable to be displayed out in the open, protected only by glass and goodwill. They’re kept deep in the bowels of the Earth, in individual vaults tailor-made by Whispers themself. Each vault has a unique lock and is booby-trapped inside and out. The path from the show floor to the vaults is twisted and treacherous. Optical illusions on the walls make the same path look unfamiliar from different angles, sending trespassers in endless circles. The halls are also studded with various traps, which must be carefully avoided or disabled. Gilman’s Gang Hideout (475 Water Street, Kingsport, MA) The gang’s hideout is a historical landmark that has been in the Gilman family since the 1950s. The large house that was originally a post office in the 1860s is nestled next to the Miskatonic River. A sizable imposing steel gate with an electronic lock protects it from unwanted guests. NEWTON The Green Estate (5 Cabot Street, Newton, MA) The Green’s sprawling family estate is only a nod to their privileged existence of being old money and knowing nothing else. A simple web search will reveal the address of their Boston-adjacent estate. Green is the only Green who stays in the estate with any frequency. The rest of her family is rarely home, preferring to spend time in other houses across the globe. WHAT CAME BEFORE The Dreamlands are eternally old and new all at once. They are ever-changing, visited and shaped in turn by dreamers’ wills. The land is familiar and strange: a funhouse mirror held up to the world we know and what was. A blend of dreams and nightmares twisted together so thoroughly they bleed into each other. Humans rarely access the Dreamlands without aid, and it is practically impossible for them to do so physically. Those that enter are bound to tarry for a few hours in Earth time that could be years to them in the Dreamlands. No dreamer is destined for the Dreamlands, though skilled dreamers subvert and can enter the Dreamlands, the land of wishes and terror. Others, on the whims of fate, find themselves fortunately able to gain access. While practically unheard of, it is possible for humans to physically enter the Dreamlands. There are maze-like ghouls’ tunnels, leading from crypts down into the ground and back up into the caves below the Dreamlands. And there are other, subtler ways. Kingsport holds other gateways that have warped her and the residents of the sleeping city. “The Dreamlands” painting, crafted within the Dreamlands, carries enough fragments of dream stuff to act as a portal between Earth and the Dreamlands. One such skilled dreamer, Richard Upton Pickman, was once renowned for his ghoulish artwork in the Boston arts scene. They raved about the depths of his imagination and vision, but it wasn’t his inspiration that was poured onto canvas. Pickman had managed to stumble upon the Dreamlands. Led by the ghouls through their labyrinth of tunnels from earthly crypts to the nightmarish subterranean Underworld, Pickman was able to document all manner of creatures for portrayal in his paintings. However, his works were so disturbing that eventually he was disowned by the Boston Art Club and shunned by everyone who ever held him in high esteem. He continued to work in private, delving deeper into the dream world that inspired his art. Over the following years, Pickman divided his time between his studio and the Dreamlands, aided by the ghouls. With no human companionship, he instead found strange company among the ghouls and considered them family. Eventually he even began to paint in the Dreamlands themselves, forgoing his studio entirely. His last painting, “The Dreamlands,” took him over a year to complete. The painting is heavy, with layers upon layers of paint. The ever-changing landscape of the ends of the Underworld were impossible to document conclusively, so Pickman used impressionist techniques rather than his usual gruesome realism. The result is a master work of impressionism and abstract expressionism far ahead of its time. The painting is unnerving to view and burns itself into every viewer’s memories. Pickman presented “The Dreamlands” to the Boston Art Club, hoping it would redeem his good name. However, he received little more than a cold shoulder. The Boston Art Club was undergoing its own internal upheaval at the time and had no patience for a disgraced recluse, no matter how stunning his latest work. Pickman was turned away without fanfare. He went back to his studio, left the painting among his other orphaned works, and then disappeared into the ghouls’ tunnels, never to return from the Dreamlands again. After months of unpaid rent, the landlord took possession of Pickman’s studio and sold off the masterpieces to a local pawnshop to recoup losses. “The Dreamlands” waited patiently, draped under a white sheet in a pawnshop, then in various private collections, leaving a trail of death in its wake, and finally at an estate sale that went wrong. A pack of ghouls slaughtered everyone as Moore, who had planned to rob the collection instead, found himself dispatching the remaining ghouls. He scavenged a few trophies, including the painting, placed What Came Before 111 an anonymous call to the Kingsport police department, and fled the grisly death scene. He’d planned to pawn all the stolen goods off to Whispers, a fence who ran a private underground auction, only to reconsider as the painting’s unnatural pull on him grew stronger. He called the Band, leaving a voicemail begging for them to take this cursed object tomorrow morning at eight o’clock. Unfortunately, he didn’t live to keep his appointment. EVENTS TIMELINE This scenario largely transpires over the course of 48 hours, following “The Dreamlands” prolonged sequestration in a private collection. March 2nd, 1929 Pickman’s latest piece, “The Dreamlands,” is rejected by the Boston Art Society and he leaves Earth for the Dreamlands permanently. September 19th, 1929 The landlord claims Pickman’s studio and all his remaining works. 1929-1972 The Dreamlands passes through twelve collectors. April 2nd, 1972 Sarah Levy purchases “The Dreamlands” to add to her collection. August 11th • 7:30 P.M. Sarah’s granddaughter, Alexa, accidentally activates “The Dreamlands,” releasing a pack of ghouls. • 7:20 P.M. Moore arrives at the Levy estate and eliminates the remaining ghouls. • 8:30 P.M. Moore contacts Whispers on the way home. Whispers is only interested in the painting and a jeweled frog. • 11:45 P.M. Moore calls the Band, leaving a voice message. August 12th • 2:00 A.M. Moore attacks “The Dreamlands,” activating a portal and is killed. • 2:03 A.M. Thomas alerts the police and is ignored. • 4:30 A.M. Heinz reports the call to Whispers. • 6:45 A.M. Whispers acquires The Dreamlands, disguised as a police officer. 112 • 7:15 A.M. The Band receives the voice message from Moore. ROLLING FOR IT! The Scion Job presents multiple times for the players to roll throughout the course of the scenario. Storyguides should remember the goal rule is to only roll when it’s important, dramatic, or an action has weight in the scenario. When rolling, the number in parentheses represents the baseline success for the task. Occult + Resolve (2) means the player needs to rule at least two successes to succeed at the task. Some tasks may have a Complication (something making the task harder) or Enhancement (something making the task easier) associated with it. These also range from 1 to 5 and are written as 2c or 2e. Example: Josiah rushes into Miskatonic University Library with the thing hot on their heels. The smell of acid feeling the air, they know that one of the tomes is the only way to banish it. Josiah grabs the book off of the dusty shelf and steadies themself. The Unnamable Thing destroying everything in its wake dives towards them. Hand extended, Josiah shouts from the book to intone the ritual in the darkness. Casting requires an Occult + Resolve (2) with 2c (no light in the library) and 1e (Josiah is familiar with the book). To effectively cast the spell, they needs three successes. THE SOJOURN TOO LITTLE TOO LATE Location: Armstead Spire, Apt 406 Following the Path: Opening Scene The Road: Crooked Law, What the Neighbors Saw, Hollow Halloween, The Golden Gilman The Band receives Moore’s delayed voicemail at 7:15 A.M. The man’s voice is nearly panicked and is more screaming than talking. “Hey, mate. I need your help. I fucked up big time. This damn painting. It’s… it’s…. Please come tomorrow morning at eight. I just can’t… I can’t…. I am ...Armstead Spire, and the code is 6125, apartment 406.” Then the message ends. Anyone checking the timestamp notices the message reads last night at 11:45 P.M. Moore is expecting them to come right away. It’s obvious Moore is frantic and near the point of breaking. If pre-Visitation, the Band knows Moore as an old family friend, co-worker, or drinking buddy that was always a loser. If they are already Scions, they know CHAPTER SIX: THE SCION JOB Moore as someone of lost potential, missed chances, doomed by fate, and a Scion of Odin. Either way, they know, he was always two days too late but never gave up and rarely asked for help. His message includes his address and the passcode into the apartment building. The proximity to the painting interfered with the call, causing the message to arrive hours too late. Armstead Spire is a grayish building reaching some seven stories skyward and surrounded by fog billowing off the water from behind it, almost blending seamlessly into the background and easily missed. The sleepy lane rarely sees much traffic regardless of the time of day. Once inside the 1980s-style apartment building, the Band notices it has no elevator and a single, well-used spiral staircase. Once on the fourth floor, no amount of knocking on 406’s door gains any response from within. After five minutes of knocking or loitering in the hall, the Band gains Thomas’s attention. If they look friendly (professionally dressed), the athletic middle-aged woman opens the door saying “We are not looking to sign any petitions or join any organizations, and we are already registered to vote. Please leave.” If not, she calls the police immediately and makes an exaggerated display of opening the door to close it loudly. All actions interactions with Thomas suffer 1c. Persuasion + Presence (1) stays her fingers from dialing the police and has her chat with the Band instead. She answers a few questions before returning to her apartment to possibly call the police. She keeps it light and never leaves her partially opened door unless the Band impresses her or makes her feel safe. She has the following information if asked: • Moore came home late last night with a large package under his arm. • Moore has not left this morning. • Persuasion + Composure (2) Moore made a loud commotion last night. • Persuasion + Composure (2) She called the police and a uniformed officer came by this morning. • Persuasion + Cunning (3) She provides any information in What the Neighbors Saw (p. 114). The Band must break in if they want to investigate Moore’s apartment. Inspecting the lock reveals it was recently tampered with. Whispers, disguised as a police officer, flattered Thomas back into her apartment, broke into 406, and acquired a few choice items. Then they locked it behind themself, hoping to slow down the discovery of the incident, after being alerted by Heinz. Whispers is shocked by the scene but takes “The Dreamlands,” the jeweled frog, and Moore’s Eyes relic that grants the Scion of Odin the ability to see in the dark. Anyone entering the apartment is assaulted with the stench of death (The scene is so powerful all rolls suffer a 1c unless some action is taken to dilute it). The four rooms — living room, bedroom, bathroom, and kitchenette — smell of fresh grave soil, rotting flesh, and waste matter. The small place is wrecked, showing signs of a sprawling battle that encompassed the entire corridor-style apartment, destroying what little furniture there was and smearing the walls with gore. The living room’s concrete walls are covered in fresh claw marks that appear to have easily cut through the stone. Any member of the Band who can view the past sees a distraught Moore grab a spear, slashing at the nightmarish painting. Moments before the blade hit, the painting pulsated; Occult + Intellect (2) recognizes that a portal of some kind opened, and dozens of decaying creatures poured out. Moore panicked and attacked them. Occult + Intellect (2) or Academics + Intellect (2) recognizes them as Ghouls. Three or more successes enable them to recall ghouls are peaceful by nature but easily after provoked turn deadly. These turned out in great numbers to defend themselves and each other. They killed Moore in self-defense and destroyed his apartment in the process, then fled back to the Dreamlands. The last thing the vision perceives is the constant knocking and a woman saying, “Be quiet in there or I’ll call the police!” Investigating the living room uncovers several clues: • On the dried-blood-splattered floor are over two dozen smeared footprints. Careful inspection turns up one usable footprint, a paw print of some bipedal human-sized creature with three clawed toes. Surveying (Close Combat + Intellect (2) or Medicine + Intellect) the blood patterns reveals that not enough blood is present here to have killed Moore, and if he had left under his own power, he would have left a blood trail. Additional successes reveal there are hard edges to a few of the blood splatters on the dingy carpet. This is where Moore met his end, trampled to death. • Aware Scions, with Occult + Resolve (3), notice the lingering effects of an Eldritch presence here — the air moves in strange patterns nearest the spot against the wall that’s large enough for a painting. • There are a few disrupted spatters low on the right wall, too, where Moore propped up the painting. A light smear of blood starts gradually in the middle of the room and ends abruptly in this same spot, where the bottom of the painting’s frame would’ve been. The ghouls, scavengers by nature, dragged Moore’s body back with them through “The Dreamlands” painting. Searching the bedroom finds Moore’s open laptop that Whispers hacked and left alone after finding The Sojourn 113 nothing else of interest. Reading through his files finds numerous unpaid bills, multiple pawn shop addresses, a file of bookies’ names with amounts owed and the due dates, all of which are a week away except one to Gilman that was due last week and is in bold. Under the leg of the bed is a pile of vomit, next to a shiny costume plastic badge with the name “Harold’s Year-round Halloween” on the back. The stench overwhelmed Whispers who fled quickly, leaving the laptop open and not noticing their badge fell off until it’s too late. Cracking Moore’s phone with Technology + Cunning (2) reveals he called the Kingsport Police Department, Whisper Auction House, and then the Band hours later. The web browser is open to a Google map to Levy Collection House, an art gallery of some repute. Any searches about the Levy Collection House reveal multiple homicides occurred early last evening. The Kingsport Police Department has custody of the scene. Searching the bathroom and kitchenette turns up nothing of interest other than Moore rarely showered and never cooked. Piles of ancient Chinese fast-food boxes tower out of the trash can by some feet. The Band has a few leads and clues to follow, including knowing about the missing painting and Moore’s missing body. ENHANCING THE MYTHOS One: A dreamlike haze remains in the apartment, providing surreal moments of insight into the Band’s personal past. Each Scion experiences a feeling of drowning in the memories and fighting for a breath. Two: Time in the apartment flows differently and from room to room. Any time the Band separates in the apartment, one group seems to experience time in hours for every minute they are apart. Once they come back together, checking any time devices confirms they were separated for hours, regardless of how long it actually was. Stepping outside of the apartment shows that time has progressed normally. Three: The ghouls brought bits of treasures from 200 years ago by accident and they fell off during the fight with Moore. These jewels defy description and texture when touched. They seem to squirm in the hand and vanish into the ether after an hour. 114 WHAT THE NEIGHBORS SAW Location: Armstead Spire Fourth Floor Following the Path: Too Little, Too Late The Road: Crooked Law The Band may decide to question Thomas or any of the other six neighbors on the fourth floor of the apartment building. Only two neighbors saw Whispers masquerading as the police. The first was Audrea Parker, a nine-year-old girl walking her dog named Dog, and Thomas. Either of the two require Persuasion + Presence (2) or Subterfuge + Manipulation (2) to share what they know: • (Both) The officer seemed to be in a hurry. • (Both) They can give a vague description of Whispers, but they did say they worked at the Kingsport Police Department. • (Thomas) The officer was very polite and listened to her unlike most of the rest of them. The officer even listened when she described the yelling, banging, guttural noises, a thundering noise, and then nothing coming from inside Moore’s apartment. • (Thomas) Now that I think about it, it was funny that the office did not give me a name or take any notes. • (Audrea) The office left the building with a large object under a blanket and Mr. Moore’s backpack. May describe something roughly the size of a painting. • (Audrea) They smelled like rotten food and looked like they had vomited. Any member of the Band who specializes in the underworld auctions, comes from an affluent background, or succeeds on a Culture + Intellect (3) roll, may connect the dots between Moore’s plan to auction the painting and Thomas’s vague description of Whispers. Scions with connections to Netjer or Tuatha Dé pantheon communities may know about Whispers’ past as a Scion of Ptah, or their current status as a Scion of Donn. By leveraging their connections, Scions who put the pieces together can find Whispers’ address in a few hours. HOLLOW HALLOWEEN Location: Harold’s Year-round Halloween Following the Path: Too Little, Too Late The Road: N/A The Band ventures across town to Harold’s Yearround Halloween shop discover the small brick building. It appears to have seen better days and is open from 7:00 A.M. to 5:00 P.M. daily. If open, they step into a world of 1970s Halloween costumes with a mannequin from a decade earlier. Harold is a rather short but kind person. If asked about Whispers or a police costume, Harold CHAPTER SIX: THE SCION JOB does not know anything but offers to show them the only police costumes in the shop. Harold talks about loving Halloween ever since seeing the movie at the tender age of seven. After nearly an hour of searching or showing the costume badge, the shop owner recalls someone asking about a police costume early this morning after they opened the shop. Harold can’t describe what the person looked like, and once the topic is changed, they forget the person was ever there. An Empathy + Cunning (1) roll knows Harold is not lying. Occult + Intellect (2) or sensing magic detects that Harold has been forced to forget. Given the power of the magic, it is likely the person had sole access to the shop owner, unlike the people in Armstead Spire, and the magic was stronger. More than 2 successes allows a Scion to realize Whispers has Mythos relics capable of clouding Harold’s memories. CROOKED LAW Location: Kingstown Police Station wooden business card bears an iconified “shush” gesture on one side and the other a coded address that looks like little more than abstract lines. If pressed, she’ll describe Whispers in simple terms: tall, slim, dark skin, long dreadlocks. Then she goes to get a coffee and whispers, “Leave.” Inquiring about the Levy Collection gains cold stares and places the Band under the scrutiny of the police who have nothing but questions and clues they do not know what to do with. A Technology + Intellect (3) roll with 3c hacks into the station, a patrolman happily spills the beans as gossip with Persuasion + Manipulation (2), or being on the force gains the following: • The Levy family (Sarah, Robert, Amber, and Corey) were slaughtered and partially consumed. The bodies appear to have been savaged by animals, but all of the bites are human-sized jaws. • They have two deformed bi-pedal humans with animal features (ghoul) that have been slashed apart with something impossibly sharp. • According to the record, a frog statue, painting (“The Dreamlands”), multiple rings, and $5,000 in petty cash are missing. Following the Path: Too Little Too Late The Road: Smoke and Whiskey The Kingstown Police Station is in the middle of town and is a large, three-story building. While the building could easily house dozens upon dozens of officers, the force is relatively small due to the lack of crime in the city. If the Scions go to the station and mention Nancy Thomas, the desk sergeant answers with derisive laughter. If pressed to explain, she states that they hear from Thomas every day, at least twice. Persuasion + Manipulation or Academics + Intellect (1c as the desk sergeant is focused more on his work than the Band) gains the additional information that Officer Heinz asked about her noise complaint last night regarding apartment 406. Multiple successes lead to the Scions learning that Heinz has been asking a lot of questions about that apartment the last few years. • There was an anonymous call reporting the incident. • Detective Jill Carter has been assigned to the case. THE GOLDEN GILMAN Location: Gilman Gang Hideout Following the Path: Too Little Too Late The Road: Smoke and Whiskey The sergeant points to Heinz, a tall, broad woman who rarely smiles and is hard to read. She speaks in a deadpan voice and gives away as little information as possible. If any of the Bandmates comments on her last name, she’ll say something like “Yes, like the ketchup,” with long-suffering weariness. Researching Mather Gilman turns up that he is an eccentric millionaire who has not been seen in over a decade. He rarely leaves his home, but when he does it’s in his black, tinted-windowed limo escorted by three guards. The guards interact with the public and stop anyone from catching a glimpse of the millionaire. A Research + Resolve (2) roll scrapes away that veneer of normalcy and allows the Scions to discover Gilman is linked to a number of assaults, money racketeering, and protection schemes. His six bodyguards all have arrest records for assault, theft, and arson but seem to be left alone by the local Kingsport Police Department. A little Persuasion + Presence (2) suffering 2c as Heinz doesn’t want to chat, Subterfuge + Manipulation (2), or directly asking about the auction has Heinz take a moment to size up the Band. She’ll ask for the password, which Moore left on the voicemail they used to access to his building; he changed it so he would not forget the number. The most she’ll tell the Scions is that someone left a card for them, which she drops on the floor when none of the other officers are watching. The high-quality, Unless the Bandmates have underworld contacts or references, they are here to pay Moore’s debt or succeed on a heavy dose of Persuasion + Manipulation (2) with 1c, as Gilman doesn’t like unexpected guests. The gang does not unlock the gate. The steel gate is electrified and has a sign stating it is always on. Anyone who touches the gate is electrified (attacks with 4 dice, has the brutal tag). The gang calls the police on anyone staying outside the gate for too long, as the building is protected by the city. The Sojourn 115 Any Scion forcing their way into the house is greeted by six goons. After three rounds of combat, the back door opens to reveal Mather Gilman; a fully transformed Deep One, shocking any human hangers-on with the Band, who pass out at the sight of the horror. If any of his gang is killed, he rages and attacks the Band. If not, if severely injured, or they are Mythos Scions, he offers to trade information. Mythos Scion gain a 1e on Persuasion is interested in money; unlike most Deep Ones, he resists the call to the sea and enjoys the comforts the world affords, for now. The urge grows stronger every day, and as his humanity subsides, his more alien nature takes hold. What Gilman knows: GILMAN AND THE GANG This encounter is scalable based on the Band’s make up. If the Band are preVisitation Scions, the gang uses mainly nonlethal tactics attacking with bare fist or brass knuckles. If they are Scions, the gang are hybrids (Foes instead of Mooks) granting them a few qualities and use deadly force and firearms. If the Band is seasoned or well equipped, Gilman is a Nemesis rather than a Rival and gains an extra action per round. • Moore was some kind of supernatural creature. • Moore had worked as an enforcer to pay off some of his debts. • Moore had a fence for fine art goods called Whispers. • Persuasion + Presence (2+) or + Strength (3+) or doing him a favor gains Whispers’ address and the code. If the Scions negotiated initially but were rude, Gilman has one of his goons for every three members of the Band attend the auction to watch them. If the Scions refused to talk and Gilman is severely injured in a battle, he dives out the window into the cold waters behind the house, attempting to escape. SMOKE AND WHISKEY Location: Whispers’ Townhouse Following the Path: Crooked Law The Road: Mythos Auction The invitation is a high-quality wooden business card. One side bears an iconified “shush” gesture, the other a coded address that looks like little more than abstract lines. The code is an Ogham alphabet cipher, which a Scion can instantly deduce with an Academic + Intellect (2) roll or four hours of research. However, the letters need to be read right to left and top to bottom, like Arabic. The final translation is the address of Whispers’ townhouse, along with a time: 8 P.M. The time has come for the Scions to attend the Whisper Auction. Whispers’ townhouse is inaccessible; breaking in requires Technology + Dexterity (3) until 7 P.M., at which time the doors automatically unlock. If someone gains entry before 7 P.M., Whispers quickly intercepts them. Though peaceful at first, Whispers won’t hesitate to use violence to protect their home if necessary. The Band is told to come back at eight o’clock, “after you’ve gotten some dinner, and hopefully also some sense.” 116 The upstairs includes four bedrooms, all of which are immaculate and empty. The downstairs consists of the foyer, a sitting room, a dining room, a kitchen, and a library. The sitting room and dining room areas are as empty and immaculate as the rooms upstairs, and equally as staged. The kitchen shows some signs of life; cooking is one of the few things Whispers actually does in their townhouse. The fridge is full of fresh ingredients and leftovers. There’s a spice rack on the far wall, full to bursting. The cupboards are stocked with nonperishables like flour, sugar, nuts, dried lentils, and beans. Entering between 7 and 8 P.M. gives the Band full access to the townhouse. No doors are locked here. Not that there’s anything to hide — most of the rooms are perfectly staged, like something out of a furniture catalogue. The library is the most lived-in. The books are an odd mix of reference material and fantasy novels in varying stages of use. One of the chairs, a tall orange armchair near a bay window, is well-worn. Technology + Cunning (2) with 1c from the high-quality device or 15 minutes investigating reveals the chair is not only more frequently used than any other piece of furniture, but also breaks the flow of the room. It’s set at an angle, whereas everything else follows a grid layout. The chair is actually the way downstairs to the auction. If a person sits in the chair, it activates a sliding wall panel to a descending staircase to the auction’s reception area underground. The chair rises back up after being dismounted. A panel closes the sliding door below ground. If the Scions haven’t found their way downstairs by eight o’clock, they encounter “Cherish” (Temperance McGovern), a 70-something auction attendee, as she enters the townhouse. Cherish wears simple, elegant clothes and carries herself with an air of self-assuredness that only the well-lived can exude. If the Scions try CHAPTER SIX: THE SCION JOB to introduce themselves by their real names, she waits until they’ve all finished to tell them one of the auction rules is to use pseudonyms to preserve some degree of anonymity, and, with a devilish smile, that she’ll remember them. others because there’s a particular item they’re looking for. But everyone uses a pseudonym, a house rule Whispers instated to level the societal playing floor (as much as such a thing can be leveled) and to provide a layer of plausible deniability. Cherish is happy to show them the way downstairs once she’s had her fun. The reception area is empty but ready for visitors. The key NPCs here are Ford, Cherish, Bones, and Glass. The other three Varnas, Zoltan, and They each stand out from the crowd for different reasons, and a keen-eyed Scion notices each of them take an interest in “The Dreamlands.” MYTHOS AUCTION Location: Basement of Whispers’ Townhouse Following the Path: Smoke and Whiskey The Road: Alone Again, Tea with Temperance, No Bones About It, A Vivid Green THE AUCTION BEGINS Around 8:30 P.M., all attendees have arrived. Most have a drink in hand as they were provided on the way downstairs, and they are chatting on the show floor about everything and nothing of depth. If the Scions are still upstairs or outside at this point, or have yet to arrive, they’ll need to find their own way downstairs as the upstairs is now closed. Cherish is the first to arrive. She always is. She makes a beeline for the refreshments and proceeds to examine the six items up for auction, with a flute of champagne dangling from one hand. The items are presented only as photographs; the actual inventory is locked away in the vaults for security reasons. The Band can bid for any and every item at the Auction and may even win them. Aside from “The Dreamlands,” the other items up for bidding are: • A statue of a frog, carved from solid jade, with ruby eyes and engravings across its back. • A gold ring, Roman, 2nd century AD, with an alabaster cameo. • An engraved rectangular shield, Celtic, 3rd century BCE. • A piece of music, of which only the first six notes (two bars) are given: A, Db, D, A, G, E. • An original Leonardo da Vinci sketch. The Storyguide decides whether the Scions make any winning bids. Remember, all bids are made secretly by whispering to Whispers, and Whispers values information and secrets above all. That said, they may also consider another valuable artifact, powerful item, or service as a winning bid. The auction is as much a social event as it is a place of business. It’s a place to trade (and steal) information, win loyalties, and catch up on the latest gossip. Some people come because they’re bored, some to network, Cherish is, in general, a ready source of information, if a bit glib here and cryptic there. She enjoys teasing the Scions, along with the other auction attendees. The Band may observe: • She talks openly about how she’s interested in “The Dreamlands,” “as an artist, myself.” • An Empathy + Composure (2) roll reveals she talks more loudly about the painting whenever Bones is nearby. She finds him an irritating hanger-on and picked up on his interest in the item immediately. Now she just wants to make him bid as high as possible, so he pays dearly for it. • She stops by Whispers frequently throughout the night but doesn’t actually make any significant offers. Mostly, she offers tidbits of gossip and feedback about the reception and harmlessly flirts. • She has an incredibly cutting wit and uses it liberally. It’s how she shows affection, irritation, and most every other emotion. • She’s been coming to the Whisper Auction the longest, and knows many of its secrets (second, of course, to Whispers themself ). • She may be convinced with a Persuasion + Presence (3) roll to give the Band clues about the vaults, or what kinds of bids win Whispers over. This may give the players an Enhancement to use in the labyrinth if they decide to pursue the vaults. • She tells the players her real name. • She’ll even reveal the names of some of the other attendees if they made the Persuasion roll (3+) with a 1c. It’s breaking the rules, but she knows she’ll get away with it. Glass is a wallflower, awkward and out of place. She’s well-mannered, but clearly happier on the sidelines. She has a habit of nervously adjusting her glasses whenever anyone looks ready to talk to her. The rims of her glasses help hide the dark circles under her eyes. • A Culture + Composure (1) roll with 1c from her awkwardness means she tells the players how wealthy she is. The Sojourn 117 • Despite appearing simple at first glance, her clothes are incredibly fine. If this is what she wears while going incognito, imagine how fine her “good” clothes are! • Plume, a wealthy socialite and inconsistent attendee. Plume married a much, much older man to secure a financial future, and rarely bids with anything other than money. • She spends most of the evening positioned across from the painting’s stand, watching who comes and goes and who talks to Whispers. A Scion can notice her behavior with Empathy + Composure (2). She is, essentially, counting cards. She makes her bid later in the night: a whopper, to ensure she gets the painting. • Orange, a middle-aged woman with fiery hair and a warm demeanor. Friendly, polite, and wary of others’ attempts to get too close. Doesn’t drink or eat. • She tells Whispers about her dreams, about how she needs the painting, because she knows it. Bones mingles heavily, but unsuccessfully. Like Glass, he’s socially awkward and out of place. Unlike her, he’s determined not to be. He barges into conversations and talks over other people, constantly attempting to assert his intellectual and social dominance. • A History + Intellect (2) roll highlights the artifacts he wears as accessories. His spectacles look odd and old-fashioned because they’re from the 19th century. Two ancient Greek pins are pinned in a cross shape on his lapel. • Academics + Intellect (2) roll: his cufflinks are inlaid with small, dark stones that reflect the light in bright, oil-slick patterns. Looking at them for too long makes the viewer light-headed and confused — and highly suggestible. Unfortunately for him, most people don’t look at him for long at all. Ford is the handsomest man in the room. Tall, dark, and suave, he flits between various attendees with ease, exchanging kisses on the hand or cheek and glib pieces of gossip. • An Empathy + Manipulation (2) roll with 2c for his behavior, highlights his distant, shifting behavior. He never stays too long in one place, and neither do his smiles. Everything about his persona is carefully constructed: a hummingbird darting between flowers, hovering to sip without getting too close. • He glances at each of the items up for auction in passing and lingers just a moment longer on the painting. He even narrows his eyes at the placard — the only outward sign that he’s concerned by its apparent supernatural qualities as a Scion. A few bit parts, in case the players want to really chat around: • Gate, tall and strong and interested in feats of mechanical engineering. An acquaintance of Whispers’ from their days in the Central Intelligence Agency. Speaks and moves with a calm ease. 118 • Bitsy, a formerly homeless teen who now possesses tremendous personal wealth due to her previous success at the auction. She won many bids early on thanks to the devious info she collected while living on the streets. • Spiral, a high-powered lawyer who is now trying to reconnect with his younger sibling, Bofa, and struggling to find activities they both enjoy. The Whisper Auction is his latest attempt. • Bofa, the youngest attendant and Spiral’s younger sibling. Still in high school. Chose “Bofa” because they knew the terrible meme would get on their older brother’s nerves. THE LABYRINTH If the Band attempts to find and break into Whispers’ vaults, they must survive the maze-like labyrinth. Whispers installed the vaults and traps before beginning the auctions that have been a staple of Kingsport high society for a decade. Whispers designed this tunnel system to bend the mind and uses the few minor relics they discovered. Passages lead in all directions, with optical illusions that make the walls look different depending on the direction from which they’re viewed. If these illusions go unnoticed, attempted burglars are sent in endless circles. There are trap doors that lead back to lower passages, dead ends, and booby traps. ACTION MOMENT For more action-oriented Scions, Gilman’s goons are watching them at the auction. They have orders not to cause trouble, but just to put a little “respect” into the Scions. If confronted with violence they open fire with silenced pistols if things get serious. There is one goon per Scion. Players must first Survey (Scion: Origin, p. 74) the tunnels. If they’ve spoken to Cherish about the Vaults and the maze, grants the Band 1e. The maze below requires a series of navigation rules to pass. For five rounds the band needs to succeed on a Survival + Cunning (4), failure results in one of the spells or traps below. After CHAPTER SIX: THE SCION JOB three failed checks the Scions are hopelessly lost until rescued by Whispers in the morning. If they have befriended Varnas, he frees them after Green has left and the auction is still going on. Eldritch Spells and Booby Traps include: a vault a Survey (3+) takes the item inside without it dropping through another trap door into an oubliette to await Whispers after the auction. The following relics may easily be replaced with campaign appropriate items for future scenarios. • A rune causes everyone to believe the walls are closing in on them. • Triggers a hallucination spell of beings close to the Scions being tortured for their actions. • The floor electrifies (attacks with 4 dice, has the brutal tag). • Pit trap dropping them into the sewers below that closes after them. • Releasing a pack of guard dogs. • Aggravated Freezing cold ethereal green flame erupt from multi-faceted eyes in the floor (attacks with 6 dice, has the shockwave tag). THE VAULTS The vaults themselves, should the players reach them, are a series of locked doors along a long, wide corridor. Each lock is a state-of-the-art keypad entry (3c) making them difficult with a crack, but it’s possible with a Technology + Intellect (3) roll. Two failed attempts to unlock any one door drops the Scions through a trapdoor back to the show floor’s reception area. Once inside ENHANCING THE MYTHOS A few ways to increase the Mythos is to add more cosmically thematically spell traps based on the Band. The Storyguide may have Winged Terror statues, indescribable starfish like parts of body parts, disembodied wings attached to the wall and used to entangle like nets. • The frog statue’s door is locked with two color wheels that use the same optical-illusion devices from the labyrinth to encode the lock, so that except when viewed sidelong it appears to be two plain gray rings. Working together to see the lock from both sides (thus clearing up part of the illusion) gives 1e on the Survey roll. To open the lock, red and green must be set opposite each other on the two wheels. The Sojourn 119 • The ring is behind a door with a giant rotary dial. Inside each of its 10 rings is another dial that goes from 0-9. The smaller dials need single-digit inputs and must be completed in the correct order for the larger dial to open. • The shield’s door is a grid of squares. Squares must be pressed in to form the same pattern as the design on the shield. • The sheet of music is locked behind an alphabet puzzle. The key is the sequence of notes presented in the auction room (ADAGE). • The sketch is behind a door engraved with a tangled maze of grooves. A lever must be guided through the carved channels to reach the right dead end. Mimicking the lines of Da Vinci’s sketch will lead to the right ending. • “The Dreamlands” is locked with the keypad and the most mundane mechanism of all: a key. Whispers has this one hidden in their boot, increasing the complainant to 4c. AFTER THE AUCTION Whispers shakes the guests’ hands individually on their way upstairs. The handshake is not only a gesture of farewell, but a way to discreetly give each guest a unique key. The next morning, the winners of the auction receive lock boxes containing their winnings, which can only be accessed by their particular key (otherwise, Technology + Dexterity (3) or Athletics + Might (4) with 1c). ALONE AGAIN Location: Trent’s Condo Following the Path: Mythos Auction The Road: N/A The building’s reception desk has a package waiting for him: a lockbox containing the ring from the auction (unless one of the players won it). No matter when the Band visits, Trent Santos won’t be home. A sly Scion has an opportunity to pilfer with Athletics + Dexterity (3) or charm Persuasion + Presence (3) the underpaid receptionist. A reasonable bribe and assurance gain a 1e or 2e. The sparseness of the living room, kitchen, and Santos’s bedroom is offset by the contents of the spare bedroom, which has been converted into a combination home gym and worship space. There’s more furniture and décor in this one room than in the rest of the condo put together. The door is locked, albeit with a fairly mundane lock, to protect the only part of Santos’s condo that means anything to him. This can be bypassed with a Technology + Dexterity (1) or Athletics + Might (2) roll. Aside from the exercise equipment, the main piece of furniture is a red leather couch. This is where Santos 120 meets with Èshù Elègbará to chat about all manner of things. Èshù Elègbará likes stories; Santos provides. TEA WITH TEMPERANCE Location: Temperance’s Villa Following the Path: Mythos Auction The Road: No Bones About It, A Vivid Green McGovern keeps a small staff, mainly a gardener and two maids. She lets the gardener do whatever, with one caveat: that the roses be left to their own devices. As a result, the garden is near-perfectly manicured in a very French garden style, with concentric circular pathways around the villa bisected by radiating lines. The roses are the only outliers; they comprise rambling bushes, vines climbing up the west side of the building, and overflowing trellises arc over the gravel paths. The smell is inescapable. The roses themselves are treacherously thorny and should be given a wide berth. In some places, they’ve begun to choke out the garden’s other flora. McGovern is typically happy to have visitors, as long as they aren’t family. Provided the Scions didn’t offend her at the auction, she’ll be pleased as punch they’ve stopped by. Her burly security-guard and gardener, Reece, is less pleased to have guests but keeps quiet and out of the way. As long as they don’t step on the grass or trample the flowers, of course. If things escalate, McGovern intervenes before any real violence takes place. Reece remains within speaking distance at all times. The villa’s interior is similarly incongruous. Most of the décor is tasteful and expensive, and precious works of art line the walls and stand on pedestals. Some of the art, however, is less becoming. These paintings are more akin to the junior work of someone at a Paint-and-Sip class. Nonetheless, they are framed with the same reverence as the rest of the collection. Most of McGovern’s abundant free time is spent in the giant art studio on the villa’s top floor. Her paintings aren’t particularly good, and she knows it. She enjoys watching people squirm as they try to compliment her art, although she has few visitors and rarely gets the chance. The locks in the villa are strange, and unusually hard to crack. Anyone who tried to pick one of Whispers’ locks before knows them on sight. Sleek on the outside, deceptively complicated on the inside. Whispers custom made them for McGovern in exchange for one of her paintings. The door handles are embossed with the subtle lines of a just-blooming rose. She has no secrets of her own, and no desire to hide from anyone. If the players try to dig up dirt or find hidden rooms in this villa, they’ll come out empty-handed. McGovern, however, happily hints at a dark past and long-buried secrets just to rile up her visitors. CHAPTER SIX: THE SCION JOB The doors of the villa are unlocked, the Band may either enter freely or ring the doorbell. In the latter case, the two household maids quickly answer the door and escort the Scions upstairs to the studio sitting area. McGovern tells them to sit while she finishes her latest painting. It’s a horrid affair of violets, oranges, and yellows. She says she’s “going through a conceptual period,” but it looks more like a middle schooler’s poor attempt at an in-class project. If the Scions compliment her work, she waits until they’re done to call out their lies. She knows all her paintings are miserable; it’s why she makes them. She’s spent her whole life being the best at everything, at the top of every ladder, that it feels viciously good to revel in mediocrity. Her family says she’s going senile. She thinks none of them have a sense of humor and claims that poor trait comes from her husband’s side. She’s easier to talk to outside the auction, giving the players information more readily, unconstrained by her respect for Whispers and their rules of engagement. She’ll reveal any and all attendees’ real names, their backgrounds (what she knows of them, at least, which is usually a lot), and most of all, her opinions of them. With a Persuasion + Presence (2+) roll, she’ll tell the Band who she thinks won the painting. It’s likely Bones (Dr. Mason) or Glass (Heather Green). She’s convinced he bid heavily after the work she put into talking up the competition. But she’s never seen Green stick around the auction so long, and there’s no denying that she spent most of her time near “The Dreamlands.” She only made one bid, near the end of the night, so she must’ve had an ace up her sleeve. The only question is, what ace could a shut-in toothpaste heiress possibly have? And was it enough to outbid Bones? NO BONES ABOUT IT If the Band sets off any of the security measures, he leaves his small office armed with a shotgun (Firearms + Dexterity of 6 dice) and patrols the large warehouse. Unfortunately for the Scions, if he discovers them or their identity, he’s intelligent enough to put two and two together about why they’re in his warehouse. If they let enough slip about why they’re in his warehouse or what they’re looking for, or express interest in his eldritch artifacts, he’ll latch onto the information and refuse to let go. He wants very badly to acquire the power he’s caught glimpses of through his research. He’d hoped to get his hands on “The Dreamlands,” but he was outbid at the last minute by Glass. The artifacts cover an eclectic mix of time periods and countries of origin. Most are completely benign. However, recently he’s found a few items with eldritch origins. They’ve sparked an ill-advised, clumsy interest in the occult. So far, Dr. Mason’s managed to gather a pendant embossed with the elder sign and twin small idols of Cthulhu, one whole and one broken. The broken idol reveals an empty chamber within the stone. The last item in the rear of the warehouse is a massive statue, standing some 10 feet tall. The gruesome looking, monstrous thing is made of an unusual stone. If interacted any character with a Legend or Awareness score of 1 or higher interacts with it, it animates into a Terror from Beyond (p. 134), grabbing the unsuspecting Scion and flying upward towards space. The animate creature is half of the speed of a Terror and is destroyed after being hit four times, dropping whoever it was carrying. A VIVID GREEN Location: The Green Estate Following the Path: Mythos Auction, No Bones About It, Tea with Temperance Location: Dr. Mason’s Apartment, Dr. Mason’s Warehouse ENHANCING THE MYTHOS Following the Path: Mythos, Tea with Temperance The Road: A Vivid Green If the Scions visit Dr. Mason’s apartment, they find little other than carelessly discarded socks, jackets, and takeout. However, an Academics + Resolve (2+) roll turns up some half-shredded mail in the overflowing trash can. It’s shredded to protect the envelopes’ contents: bills for the upkeep of a warehouse, which include the warehouse’s address. If the players didn’t already know about the warehouse and its location, they do now. Scions who Survey the warehouse with Technology + Intellect (3) or Subterfuge + Cunning (2) before entering notice many security measures. There are security cameras installed on and near the warehouse, along with motion detectors in the doorway. There are numerous more motion detectors inside which need to be avoided. One: The warehouse feels expansive, with the aisles seemingly going on for hundreds of yards. The further Scions venture in, they hear faint animal noises all around them that are impossible to locate. The animal sounds slowly transform into monstrous snarls and then human howls. The shelves seem to lean in closer to them and their vision is obscured by shadows. Two: One of the idols shatters onto the floor, releasing hundreds of black slithering things that burn (2 damage with the piercing tag) the Scions and disintegrate on touch, appearing to meld into them. The Sojourn 121 The Road: Awake and Dreaming The Green estate sits along a wide lane in the town of Newton, surrounded by other sprawling displays of wealth. The building is immaculately white, the lawn perfectly manicured. There are no flowers, only a low, decorative hedge around the edge of the yard. Green spends most of her time in her library. The room is a converted playroom (albeit a huge one, made for a very wealthy child), which she slowly filled with more and more books. The bookcases vary in age, size, and material, but are all expertly crafted and full to bursting. The smallest is child-sized; the largest is the size of a set of double-doors. The center of the room is dominated by tables and a few chairs, all piled with books both open and closed. This is where she examines “The Dreamlands.” She sets it up on the one empty bit of wall space — the spot above the first bookcase she ever had, full of her childhood books. Green is alone inside, as usual. “The Dreamlands” arrives at 6:30 A.M., and she runs out to meet it. If the Band arrives at any point after this, she is locked in her library with the painting. Success on a Technology + Dexterity (2) or Athletics + Might (1) roll gains entry and finds her in a different state, depending on when they find her. By noon, Green is frustrated with “The Dreamlands.” No matter how she looks at it, it’s an ordinary (if masterfully made) piece of art. She is beyond frustrated with the painting, is drawn to it, and attempts to calm her suffers 2c. “The Dreamlands” is, of course, working exactly as intended. She can’t understand why it was so prominent in her dreams. Books lie open across the library’s central table, and spends her time taking notes and cross-referencing points. Green is close to awakening and becoming a Scion of Cthulhu. At seven o’clock, the skies grow dark, Cthulhu’s power grows, and so does “The Dreamlands.” she is drawn to it ever more forcefully. After spending all day alone with it, she’s starting to lose her grip on reality. If the Band arrives and tries to take the painting, she’ll need a considerable Persuasion + Presence (4) roll to convince her anything bad is happening. It could possibly even take a show of force, as she becomes violent when feeling her destiny is being denied. By 7:30 P.M., the sun has set, and Green is entirely in the thrall of “The Dreamlands”, made doubly effective by Cthulhu’s power over her. Half-dreamingly activates the painting and steps through into the Dreamlands. If the Band arrives after sunset, Green is nowhere to be found. Low feral howls (the ghouls on the other side) emanate from “The Dreamlands.” An Occult + Intellect 122 ENHANCING THE MYTHOS The Dreaming has been open and as a gateway, people or things have crossed over to Earth. Signs of what or whoever it was are left throughout the manor, as they escaped. Cruel Storyguides may have a Mythos Antagonist surprise attack the Band, such as a Shoggoth. (2+) roll or use of Awareness makes it clear to the Scions just where she’s gone; the painting still ripples faintly with energy. The Axis Mundi is still open. The Scions risk accruing temporary Awareness while in The Dreamlands painting’s presence. They must decide quickly what to do. AWAKE AND DREAMING Location: The Underworld (below the Dreamlands) Following the Path: A Vivid Green The Road: Awakened Before the Scions step through the painting, have elderly versions of them appear from the Dreamlands after a life lived there, to give them warnings to convince them to turn back. They should share little personal parables, which could give thematic guidance, or these visions are from Cthulhu, who has plans for his Scion. If the Scions go after Green by entering “The Dreamlands,” they find themselves at the edge of the Underworld below the Dreamlands. The landscape is half-formed and more colorful, feeling more drawn into existence than anything physical. Mythos Scions gain a temporary point of Awareness and slightly lose their grip on humanity. The Band risk gaining temporary physical mutations for every two hours they are physically in the Dreamlands via the painting. Horns, pointed dog ears, claws, or rubbery skin are all possible. The mutations are rooted in the nature of the painting, Pickman, and the influence of Cthulhu from Green. Anyone who stays in the Underworld after going through “The Dreamlands” eventually becomes a ghoul sooner or later. Green is still alive, but half out of her senses. She’s receiving her Visitation, awakening fully as a Scion of Cthulhu. The Sleeping Giant is speaking to her, and only she can hear it. Her body extends, thrashing luminous phantom tentacles that shed the only light in the pitch-indi tunnels. The tentacles curl out of the air to tangle around her shoulders. The ghouls are only kept at bay by the tentacles, their howls echoing throughout the CHAPTER SIX: THE SCION JOB maze of tunnels, their numbers increasing by the dozen every minute. Cthulhu’s manifestation pins anyone interrupting against the walls of the tunnel. The spectral tentacles can’t be harmed in any way, but their presence is strong. The air around them feels thick, like water and anyone touch feels like they are drowning. It’s no surprise, then, that Green looks like she’s drowning. The ghouls move closer and closer. She chokes and gasps on thin air until, finally, her eyes roll back in her head and she goes limp. Cthulhu’s apparition keeps her from keeling over completely. A moment later, Green reels forward, gulping lungful of air, and the tentacles disappear. Still, Cthulhu’s presence lingers around her. She flexes her fingers, testing new strength. A sheen of sweat covers her body. The air around her smells of the sea. She thanks the Band for coming to get her and says that she’s all right now. Better than ever, in fact. Some 200 feet away are Moore’s partially consumed remains. He’s little more than scraps of cloth and bone. His enchanted metal gauntlets lie nearby. Remaining risks enraging the hundreds of ghouls. Green’s light dims and the ghouls move closer. Walking back into the colorfully painted drawing of the Underworld’s outer edge leads the Scions out through the Axis Mundi. AWAKENED Location: The Waking World Following the Path: Awake and Dreaming The Road: N/A Once the Band has returned to the waking world, Green thanks the Band again. She promises to safeguard TERROR ACTION MOMENT For a more action-oriented Band, dozens of Ghouls attacking them. The dozens upon dozens come out of the darkness. The ghouls are effectively endless in this situation, given the centuries of breeding and that the underground is their kingdom. They attack in waves with every increasing numbers every two to three rounds. The moments between the battles are tense and horror filled. The Band is in an entirely new realm surrounded by legions of monsters while witnessing the Awakening of a new Scion. The presence of Great Cthulhu alone would shatter humans in seconds and the Scions are not immune to that terror. The longer they remain, the stronger his presence becomes until it is untenable. “The Dreamlands.” She knows how powerful it is now and as a Scion of Cthulhu can resist its effects. If the players disagree, she gives in before the situation escalates to violence; she’s had enough adventure for one night, and the adrenaline from her Visitation is starting to wear off. The Band potentially has a power relic, a new ally, and has stepped into Miskatonic Hollow. Their actions have likely drawn the attention of the Great Old Ones in every town they traverse. Those alien intelligences have long memories and unknowable ways. The Sojourn 123 CHAPTER SEVEN MYTHOS ANTAGONISTS “What would an ocean be without a monster lurking in the dark? It would be like sleep without dreams.” — Werner Herzog C ountless entities and beings beyond description fall under the scaly appendance of the Mythos. These entities’ visages shatter ordinary mortals and give Scions pause, regardless of status. This handful of Mythos creatures listed below merely convey a glimpse at the wider diorama. NEW FLAIRS Masks of the Mythos expands flairs with a few specific Mythos-themed ones: SUFFOCATE Cost: None Duration: Instant Subject: One character Range: Close Action: Simple Cooldown: End of grapple, or end of scene While grappling someone with a lower Size Scale, the attacker gains access to the following Stunt: Suffocate (Success equal to opponent’s Stamina): You smother your opponent, preventing their ability to breathe. Attempts to take any action in the subsequent round has a +3 Complication with a consequence of 1 Injury Condition if not bought off. BEYOND DESCRIPTION Cost: 1 Tension per character effected Duration: 1 scene Subject: One Character Range: Upon seeing it Action: Simple Cooldown: End of the Scene The antagonist is so frightening it shakes the viewer to the core. Their mind is unable to accept this thing exists. Its very presence breaks reality, causing mundane characters to flee, pass out, or temporarily act irrationally out of fear. The Mythos creature imparts 1 Terror Condition. Additionally, Scions’ Legend scores are considered one point lower until the end of the scene. ANTAGONISTS COLOUR OUT OF SPACE The Colour Out of Space is undeniably one of the most alien of all Mythos antagonists. They’ve touched down on Earth many times but only a single encounter was ever recorded. This incident occurred in rural reaches west of Arkham, MA around the 1920s, in an area that now comprises Arkham Reservoir. The Colour crashed down on Earth via a meteor, landing near the well of an isolated farmstead. Slowly, over the course of a year, the aftermath saw the mutation and eventual death of the people, livestock, and crops that occupied the farm. It also caused the deterioration of all structures and the land itself into what locals called the “blasted heath,” illuminated at night by a silvery glow that marked the extent of the Colour’s influence. In the first few hours after arrival, the Colour appears as a cluster of small globules of an unidentified hue and material. The globules and the stone vessel in which they arrive diminish in size and disappear into the atmosphere and surrounding soil. The absorption of this material gives the appearance of robustness to fruits and vegetables grown in nearby soil, but this appearance is merely an illusion of health. The produce tastes like ash and provides no sustenance. People and animals in proximity to the contamination deteriorate physically and mentally until they simply turn to ash and die. Contemporaneous accounts regarding the Arkham incident indicate the family said they knew they should move away but just couldn’t bring themselves to leave. The Colour does not attack like other antagonists; instead it is a contamination that corrupts any living thing around it, drawing energy from other lifeforms until it reaches enough size and strength to travel back to space and continue its journey. It leaves a remnant behind — perhaps offspring — that continues to siphon life from the surrounding area, slowly expanding the region of corruption. Combat against the Colour is fruitless. It may be possible to contain it for the few hours or days it remains in the stone module it used to travel to Earth. The best strategy for battling the Colour is to contain it early and return it to space as fast as possible. COLOUR OUT OF SPACE Archetype: Titanspawn Qualities: Flight, Institutional Disbelief, Toxic, Miasmic Presence Antagonists 125 Flairs: Beyond Description, Penetrator, Plague Touch Drive: Feed me Primary Pool: (13): Miasmic Presence, Survival, Siphon Life Secondary Pool: (11): Flight Desperation Pool: 7 Health: 10 Defense: 4 Initiative: 10 Extras: Apocalyptic Presence CTHULHU SPAWN In the time before time, to maintain a balance never understood by humans, Cthulhu’s star spawn filtered down from the infinite cosmos to earth. Their legacy as fierce, bloodthirsty warriors is well documented and for a time they reigned supreme. Then, their Pacific paradise sank to the bottom of the ocean never to rise again — yet. Over the millennia, many an ambitious Cthulhu cult tried to summon the Eternal Slumbering One or its spawn to raise R’lyeh from its watery depths. Most failed. However, if the stars align correctly and the chants are clear enough, a few of these rituals may manage to stir the seas, bringing in bad weather and a path for a number of Cthulhu Spawn. At first glance, the Cthulhu Spawn resembles your garden-variety octopus under the waves. However, their humanoid, bipedal gait; stout, and squat-but-towering stance; and the ease with which they traverse the land quickly give them away. As they clear the way for their Great One to come, they wreak havoc, death, and destruction that to humankind appears chaotic and without direction or method. Fortunately, despite their size and the excessive tentacles underneath their thick hide, they are still mostly squishy. CTHULHU SPAWN Archetype: Nemesis Qualities: Mystic Arsenal, Regeneration, Tough as Nails Flairs: Beyond Description, Second Wind, Sorcery Drive: To Serve Primary Pool: 9 Secondary Pool: 7 Desperation Pool: 5 Initiative: 6 Extras: +2 Enhancement for Stunts other than Inflict Damage CULTIST From the people running small organizations devoted to monsters of the Mythos to those belonging to large cults formed in the name of the Old Ones, cultists are bound to cause problems for divine and Mythos Scions alike. Cultists are defined as anyone who has a connection to the Gods and either has a fanatical belief or willingly performs deeds on the God’s behalf. This is usually a Great Old One, but cults to Gods from different pantheons can be as problematic. A Band may often find a momentary ally in an enemy of the cult, if they dared to bargain with a fanatical group with alien motivations. Mythos cultists are generally more empowered than normal mortals. Great Old Ones rarely care to whom they bestow gifts, or what people do with those gifts. Cults form naturally around one or two people who have such gifts, meaning the whole cult may have access to a Mythos Relic or the ability to summon a Mythos creature to fight alongside them. Cultists prefer to convert rather than to kill. The general thought is the more people to worship, summon, or generally feed their Gods, the better. Initial interactions with cultists usually involve their attempts to control or convert people, especially loved ones, to sway a powerful Scion to their side. That isn’t to say a cultist won’t fight; they’ve already given their lives over to their Gods and will fight until death to preserve what they built or continue their actions. When creating cultists, create the bulk as Foe characters with the stats below, and create a single leader as a Rival Archetype with the same Qualities and Flairs, except the leader also has the Mystical Arsenal Quality to represent possession of a Relic. While rare, some cults may be led by Scions. CULTIST Archetype: Foe Qualities: Group Tactics, Institutional Disbelief, A Cage of Words Flairs: Sorcery (Pick One: Arcane Calculus, Chaos, Deception, Stars, or Moon) Drive: Loyalty to their chosen God Primary Pool: 7 (Research, Sorcery, Persuasion) Health: 3 Secondary Pool: 5 (Melee or Ranged Fighting, Stealth, Tactics) Defense: 3 Desperation Pool: 3 126 CHAPTER SEVEN: MYTHOS ANTAGONISTS Health: 1 Defense: 1 Initiative: 4 Extras: +1 Enhancement to actions to convert followers DAGON Father Dagon is the supposed progenitor and father of all deep ones. A creature as old as The World itself — possibly as old as the Great Old Ones — Dagon is a tyrant of the deep seas. Some argue that Father Dagon is a God unto himself while others say he is a powerful Deep One. Even something as powerful as Father Dagon and Mother Hydra is not on the same power level as Gods such as Albtraum, Nyarlathotep, and Yog-Sothoth. While Dagon is ancient enough to remember when the oceans contained all the life on Earth, and powerful enough to command armies of Deep Ones, the creature is no more a God than any other Deep One. Where Dagon came from is in question. One legend says Cthulhu made Dagon to rule the seas. Another says Dagon was the natural evolution of bony fish lost to time inside a Terra Incognita that had been abandoned by some sea God, possibly Poseidon. Another supposes that deep ones have always existed, and Dagon is simply the title given to the oldest and most powerful of these creatures. Certainly, the latter theory seems to have the most credence. The Father Dagon worshiped by the Esoteric Order of Dagon in Innsmouth is not the same Dagon worshiped by the Kannak people in the Fiji Islands when Obed Marsh found them, and again not the same Dagon as what thrives in the Arctic circle. Dagon are terrible creatures with insatiable appetites, usually willing to consume other deep ones rather than wait for some kind of human to happen by. They are usually solitary of their type, with Father Dagon nowhere near Mother Hydra. They often have lesser Deep Ones serving them. DAGON Archetype: Titanspawn Qualities: Apocalyptic Presence, Heavily Armored, Natural Weapon, Regeneration, Unstoppable Flairs: Molon Labe, Suffocate, World Shaking Drives: Feed and reproduce. Worship the Great Cthulhu. Primary Pool: 13 (Melee, Grappling, Swimming) Secondary Pool: 11 (Discourse) Desperation Pool: 7 Health: 10 Defense: 4 Antagonists 127 Initiative: 10 Extras: Dagon has a Size Scale of 3. DEEP ONES Deep Ones are creatures of the sea, appearing like human-sized frogs with articulated hands and feet, more like a person, but with gills and fins like a fish. They are immortal in the sense that they won’t die naturally of old age. They have few predators and tend to live in large, underwater communities that afford them safety from attack. Deep Ones are capable of living either on land or in the sea but prefer to live underwater for safety and because they have more freedom there. Most are loyal to and worship Cthulhu, Father Dagon, and Mother Hydra. It’s not uncommon for them to pray to the entirety of the Mythos pantheon. Their agelessness and continued growth over the centuries have led to numerous deep ones becoming subaqueous ones, who are stronger and larger. For every century a deep one survives it grows a few inches taller and one of its pools or abilities increases by 1 point. Deep Ones have a relationship with shoggoth, and when living on land tend to bring them into their communities and keep them for strange rituals and the hopes to prepare the way for the rise of Cthulhu or other Gods. Deep Ones are hostile towards people, and attack if they feel threatened or hungry. Sometimes, they are a source of information or assistance for Scions, but always at a cost. among bones and dirt. They’re also found in places touched by the Mythos. This includes anything from an old ritual site to an ancient sleeping place of a Mythos creature. Dholes live their lives completely in the dark, lending their flesh its pale, almost white, appearance. They do not have eyes, but have giant mouths, and their skin serves as their primary sense organ. The flesh is coated in a slimy substance that conveys electrical currents to the brain, giving them acute awareness of their entire surroundings. These creatures are not intelligent and are driven mostly by the basest instincts to eat and reproduce. They feed on subtle electrical current, usually found in the flesh of animals, but also as residual mystical energies left over from the use of magic. Dholes are not solitary creatures and usually infest an area, living under the surface of a mountain or hill, or infesting a town and slowly sapping energy from the nearby creatures and eating unfortunate people who get too close to their lairs. DHOLES Archetype: Titanspawn Qualities: Apocalyptic Presence, Invulnerability (electricity), Subterranean Movement, Vulnerability (fire), Unstoppable Flairs: Dread Gaze, World Shaking Drive: Hide and feed. Primary Pool: 13 (Hunting, Biting) Secondary Pool: 11 (Sensing, Burrowing) DEEP ONES Archetype: Rival Desperation Pool: 7 Qualities: Natural Weapon, Regeneration, Swarm Health: 5 Flairs: Here I Come (in the water only), I Have Friends, Suffocate Initiative: 10 Drive: Eat and worship. Primary Pool: 9 (Grappling, Swimming) Secondary Pool: 7 (Socializing) Desperation Pool: 5 Health: 3 Defense: 3 Initiative: 6 Extras: +2 Enhancement to Stunts other than Inflict Damage. DHOLES Dholes — sometimes referred to as bholes or dûls — are huge, worm-like creatures with pale, slimy skin. These creatures dwell in most Mythos Terra Incognitae, hiding 128 Defense: 4 Extra: Dholes have three segments (head, main body, and tail), each one with five health boxes. All three segments can take actions, but if all boxes are filled on one segment, it can no longer act unless at least one box is healed. Dholes are Size Scale 5. For each point of Size above 5, they have one additional segment. Rumors abound that in the Dreamlands there is a massive Dhole some 20 segments long. DIMENSIONAL SHAMBLER The Horror at the Museum, the dimensional shambler, is an intelligent monster that can cross dimensions of reality and beyond. They appear as a cross between an ape and an insect, with large, shaggy-furred bodies, bulbous heads with a long proboscis, and large, clawed forelimbs. They are roughly the size of an adult grizzly CHAPTER SEVEN: MYTHOS ANTAGONISTS bear, can maneuver on two or four legs, and are fearsome combatants. The appearance of these beings evokes fear. Primary Pool: 11 (Dread Gaze, Grappling, Hunting) Shamblers are often servants of more powerful beings and can be pressed into the service of mortal sorcerers and Mythos Scions. The most common use of summoned dimensional shamblers is retrieval of some object or person that is hidden away. The shambler has a knack for finding things other people can’t. Secondary Pool: 9 (Combat, Feats of Strength) In combat, they usually attack with surprise as they appear beside their target out of nowhere and their horrific appearance paralyzes the intended victim with fear. They then attack with large, savage claws and attempt to grapple anyone smaller than they are. They also wrap their trunk-like noses around the heads or necks of their opponents and — while also employing their claws — can hold those they capture in a vice-like grip so they can step away into another dimension with their captive, a frozen nightmare realm where dimensional shamblers pay obedience to a bloated god on a throne of bone. DIMENSIONAL SHAMBLER Archetype: Monster Qualities: Natural Weapon, Mirror, Mirror, Shroud, Willful Flairs: Dreadful Gaze, Shadow Step, Suck it Up Drive: Ready or not, here I come Desperation Pool: 5 Health: 6 Defense: 4 Initiative: 9 Extra: Dimension Shift, +1 Enhancement to Grapple for smaller opponents ELDER THINGS Roughly 600 million years ago, from many universes beyond our own, a race of beings came to what we would come to call Earth and made it home. Their large, barrel-shaped bodies with a foot-tall, star-shaped head makes them loom at nine feet. Add to that the their single, red, globular eye; their five mouths hanging from stalks on their head; and the five, three-foot long tentacles around their torso that branch off multiple times as they progress — giving them nearly two dozen individually autonomous tentacles. This makes them formidable and when they spread their leathery, seven-foot wings and reach for you with their four-foot-long, thick, muscular arms. They have fought and won more great wars than they have lost. They have abducted and dissected as many humans as they have killed. They tend to reside far and deep at the corners of the world, thankfully. Anyone, even a Scion, should think twice before venturing into Antagonists 129 their territory, and should also be sure to have a powerful ace up their sleeve. ELDER THINGS Archetype: Rival Qualities: Armor Piercing, Disembodied, Mystic Arsenal, Wall Walker Flairs: Mastermind, Knock Out, Retcon, Second Wind Drive: Scientific Extermination Primary Pool: 9 Secondary Pool: 7 GHOUL Archetype: Foe Qualities: Group Attack, Natural Weapon, Institutional Disbelief, Imperfect Disguise, Shroud, Unnatural Hunger Flairs: Here I Come, I Have Friends, Selfless Shield (only for other ghouls) Desperation Pool: 5 Health: 3 Drive: Supper’s ready Defense: 3 Primary Pool: 7 (Combat, Hunting) Initiative: 6 Secondary Pool: 5: (Dreamlands Knowledge, Grappling) GHOUL Ghouls are bestial humanoids who dwell in catacombs, tunnels, and other dark hidden places where they can avoid contact with the living and are likely to find their favorite repast: the rotted corpses of humanity. They have rubbery skin and doglike facial features that range in appearance from near human to beastlike. Some ghouls pass as humans, at least for a time, but slowly transform into their final ghoulish form. Humanlike ghouls live among people but have telltale features that can give them away, such as a sickeningly sweet odor or strange pallor. The origin of ghouls is uncertain. There is some evidence that they are a species unto themselves, but some suggest all ghouls were once humans who chose to prey upon the living and slowly transformed into ghouls due to their actions against other humans. Some ghouls who live among humanity were essentially changelings who were swapped at birth for a human child. The fate of these human children is unknown. These changelings eventually begin to transform into ghouls, but it’s not clear whether all who undergo this transformation were always ghouls, or whether humans can transform into ghouls due to a predilection for the morbid, preying on other humans, or simply from associating and befriending other ghouls. Ghouls also inhabit portions of the Dreamlands where they have a rich and distinct culture and can be roused to aid those who treat them with cautious kindness and respect. It is unwise to place too much trust in a ghoul because to them you will always be a breath away from being their next meal. 130 In combat, ghouls attack with powerful claws and a savage bite, attempting to grapple opponents and take them down. When multiple ghouls are engaged in a fight they act cooperatively, with one trying to grapple an opponent while others move in for the kill. They also act to protect each other to an extent, but each knows that if they fall, they become a meal for the rest. Desperation Pool: 3 Health: 1 Defense: 1 Initiative: 4 Extra: +1 Enhancement The stat block above represents fully transformed ghouls, however, human-appearing ghouls could be represented using the Mook stat block instead (Scion: Origin, p. 145). For mooks, remove the Natural Weapon quality, the Selfless Shield Flair, and the Dreamlands Knowledge Secondary Pool. There are also legends about ghouls of enormous size and power surpassing their monstrous kin. These beings present a challenge even to Heroes and can be represented using the Rival, Nemesis, or even Titanspawn stat block with advanced Qualities, Flairs, and Skills. GNOPH-KEH This highly intelligent, ancient race, of large, sharphorned, hair-covered beasts are originally from Iceland. While they are known to have six legs, their frequent bipedal travel is presumed to be the origin for stories of Yeti and The Abominable Snowman. They are hunters extraordinaire, able to track their prey across long distances in the coldest, harshest weather, even in blinding snowstorms. This allows them to thrive in conditions that force other creatures to shelter, making sightings rare by even the most skilled seekers. If you are trying to find one, it’s best to ask a local who can separate the facts from the fakes, or better yet, don’t go looking at all. CHAPTER SEVEN: MYTHOS ANTAGONISTS GNOPH-KEH Archetype: Nemesis Qualities: Armor Piercing, Perfect Soldier, Surefooted, Willful Flairs: Shadowstep (Snow locations only), Suck it Up Drive: Feed Primary Pool: 11 GREAT RACE OF YITH Archetype: Titanspawn Secondary Pool: 9 Desperation Pool: 6 Qualities: Disembodied, Unstoppable, Willful Health: 5 Flairs: Beyond Description, Detonation, Knock Out, Mastermind, Retcon, Tripwire Defense: 4 Initiative: 9 GREAT RACE OF YITH trapped in their massive alien body in their great city millions of years in the past. The prisoners are expected to write their lives down all day in the great library, while the Yithian in their body undertakes some mission. Its mission could last days to years and then they switch minds back. The person has no memory of the lost time. Their intelligence makes them a formidable foe and they have millions of years of battle scars to prove it. Best to figure out what they want and strike a bargain. Drive: Survival of your race Primary Pool: 13 The Great Race left their home planet so long ago that none of them can remember where or what it was. The form encountered today have 10-foot-high, coneshaped bodies, with foot-thick limbs holding their three eyes, and two claw-like hands. They are time travelers, but they only project their consciousness, leaving their bodies behind. Not that those bodies are theirs, either. They either never had an original form or it was so long ago that it, too, has been lost for reasons no one, not even they, know. They are generally seekers of knowledge, attempting to discover history through the actual eyes of those living. The Great Race sometimes switch minds with unsuspecting beings, who then find themselves Secondary Pool: 11 Desperation Pool: 7 Health: 10 Defense: 4 Initiative: 10 Extra: The Great Race have a Size Scale of 2. HOUNDS OF TINDALOS The Hounds of Tindalos are extradimensional guardians of time whose tortuous true forms defy description. When finite beings try to disturb the flow of Antagonists 131 time, the Hounds of Tindalos awaken and track down intruders across the expanse of temporal realms. They have been called dragons, salamanders, three-headed dogs, and even the Serpent of Eden. The creatures are sometimes called “hounds” only because they track and hunt; their true form is no more canine than a gout of sulfur dioxide or the burst of a solar flare. Rare survivors have described them as lean and hungry creatures that exude hot and unfathomably foul breath. Their attacks often leave a strange bluish film behind. This substance is a parasitic colony of cells that neither divides nor dies. The Hounds of Tindalos have been intertwined with humanity since the species first gained awareness of the mysteries of time and its paradoxes. People with knowledge of these temporal guardians have long believed they harbor malice toward humankind, ascribing them a jealous desire to destroy human “purity.” This is nonsense. They are more like a cosmic maintenance crew than vengeful beasts, simply tending and weeding the gardens of time. The smallest ripple in the temporal slipstream attracts the Hounds of Tindalos attention. Because unnatural angles in architecture and other works are the mark of sentient beings, they have adapted to exploit these angles, slipping through shortcuts across space and time to chase down temporal intruders. This journey may take years or mere hours to complete, but once the target is “scented,” the Hounds of Tindalos move with dogged inevitability toward their quarry. HOUNDS OF TINDALOS Archetype: Nemesis Qualities: Miasmic Presence, Incorporeality, Natural Weapon (piercing “tongue”), Regeneration Flairs: Beyond Description, Penetrator Drive: Destroy temporal intruders. Primary Pool 9 (Piercing, Chasing) Secondary Pool: 7 (Tracking, Stealth) Desperation Pool: 5 Health: 6 Defense: 3 These mostly fungous creatures are natives of Pluto (Yuggoth) and have been on earth since the Jurassic 132 Among them are also disciplined and well-trained soldiers. They usually work in groups and are best confronted with skills, a plan, and sufficient numbers. MI-GO Archetype: Rival Initiative: 6 MI-GO Pe r i o d . They consider themselves superior to — and more intelligent than — any other beings. They stand at five feet tall and their pink bodies are crustacean-like, with many pairs of claw-footed legs and a large ellipsoid-shaped head covered in antennae, with no eyes or mouth. They come in many varieties, each with different skills and specializations. Those witnessed on Earth have large, bat-like wings which are the method they use for interstellar travel, not just to Earth but all through the cosmos. They are organized, clever, methodical, and capable of all manner of subterfuge and deception. They usually have human allies who work for them, furthering their access and information gathering — although dogs don’t like them. They are a scientifically minded society interested in research and experimentation. Unfortunately, one aspect of that research is gathering interesting brains to add to their collection. Preserved in steel cylinders, each being is alive indefinitely and the Mi-Go have the technology to allow them to speak and see. Perhaps they could be a potential bargaining chip if one can be stolen. Qualities: Arm Piercing, Baleful Touch, Flight, Regeneration, Tough as Nails CHAPTER SEVEN: MYTHOS ANTAGONISTS Flairs: Immobilize (with device), Mastermind, Red Herring Drive: Experimentation and Exploration Primary Pool: 9 Secondary Pool: 7 Desperation Pool: 5 Health: 3 Defense: 6 Initiative: 6 NIGHT-GAUNT Flying creatures of fearsome reputations, nightgaunts dwell in the mountains of the Dreamlands. They are considered dangerous by other Dreamlands monsters and residents and are blamed for the deaths of mountain climbers and others who try to explore the peaks where they live. Their reputation is so fierce even the dread Shantak refuses to fly near their roosts. People of the Dreamlands warn against thinking too much of night-gaunts, because they are known to haunt the dreams of those who dwell on them. Their appearance is unsettling. Where a face should be is blank flesh. The rest of them is covered by smooth, oily, black skin. They have inwardly curving horns, silent bat wings, barbed tails, and odd, rounded paws. Nightgaunts are fast flyers, quickly covering vast distances and able to move between dimensions of reality. NIGHT-GAUNT Archetype: Monster Qualities: Natural Weapon, Flight, Institutional Disbelief, Dread Gaze Flairs: Second Wind, Reflected Intent, Seeing Red Drive: I get around. Primary Pool:11 (Flight, Athletics, Stealth) Secondary Pool: 9 (Dream-haunting, Survival) Desperation Pool: 5 A rival Scion might be a heroic servant of Ioskeha, or a villainous daughter of Set, but good or bad are all a matter of perspective. To the Scion, these are villains standing in the way of success who must be defeated to advance the Mythos Scion’s agenda. Rival Scions come in many varieties. One example is 118, a mysterious Scion known only to himself and the one he serves. Supposition drawn from the account of Dr. Marinus Willett is that he is a being previously held captive in the form of his essential salts by the sorcerer Joseph Curwen and bears the identification tag 118. The ledger with the key to identifying 118 was never found. The summoning of 118 and his subsequent rescue of Dr. Willett are the starting point of a series of killings going back to the late 1920s of sorcerers and Mythos Scions. 118 is a skilled sorcerer with deep knowledge of the loose confederation of necromancers and allied Scions working behind the scenes to rob the hidden knowledge of the past and use this information for themselves. His motives are unclear. It’s possible he sees himself as setting things right by hunting these evildoers and subjecting them to immediate justice, but it’s equally likely that he seeks them out to kill them and take the information and treasures they have stolen for themselves. After all, Dr. Willett reported he had gathered up a valise filled with Joseph Curwen’s letters and notes on the art of necromancy and all this material was missing when he woke that day after exploring the catacombs beneath the old bungalow. RIVAL SCION Archetype: Villain Qualities: Life Drain, Willful Health: 6 Flairs: Shadow Step, Mastermind, Retcon Defense: 4 Drive: Destruction of necromancers and their ilk. Initiative: 9 RIVAL SCION attempting to wake Cthulhu without drawing the attention of the guardians of humanity, who may count other Mythos Scions among their ranks. Even an evil God knows their power relies on the worship of humans, so a servant of the Mythos can’t count on them as a long-term ally. Within the Mythos pantheon, agendas are often incompatible, too. When these conflicts occur, the Gods sometimes send the best counter to a Mythos Scion to deal with them. And what could be better to counter a scion than another scion? Primary Pool: 9 (Magic, Cryptic Wisdom, Occult Knowledge) The motives of Mythos Scions are many. While some are willing to cooperate with Scions from other pantheons, there are times when a Mythos Scion’s greatest foe is another Mythos Scion. You can’t run around trying to facilitate the emergence of the Great Old Ones or set about Secondary Pool: 7 (History, Hunting) Desperation Pool: 5 Callings: Sage 3, Guardian 2, Hunter 1 Purviews: Chaos, Darkness, Death, Journeys Antagonists 133 Health: 3 Flairs: Beyond Description, Making Space, Second Wind, Spray and Pray, Under Pressure Defense: 3 Drive: We shall be free! Initiative: 6 Extras: +2 enhancements for stunts other than to inflict damage SHOGGOTH Primary Pool: 13 (Combat, Feats of Strength, Close-Quarters Combat) Secondary Pool: 11 (Endurance, Survival) Desperation Pool: 7 These beings are roiling masses of protoplasm and they can reshape themselves into many forms. While they can resemble other creatures, they lack the ability to form fine details and never look quite like the creature they try to mimic. Shoggoths were created by the Elder Things using their vast knowledge of science and cellular material from defeated foes. They were intended to be servitors, used to do the heavy lifting needed to build Elder Thing cities. After millions of years in servitude to the Elder Things, the shoggoths rebelled, killing their masters and driving them into small enclaves of safety. The Elder Things fear the shoggoths, who take great delight in killing them by ripping off their heads. Millions of years later, shoggoths exist in small numbers in isolated places that were Elder Thing cities. They also serve as guardians to those who know how to trap them into servitude, but a master who loses control of this guardian comes to regret it. Those who have survived a shoggoth encounter say the first indication is a roaring sound akin to a train followed by something that looks like dark, billowing clouds and rage personified. These creatures never stop to parlay or take stock of the situation; shoggoths charge into the fight and destroy anyone and anything in the way. In combat, they attack using appendages that spring from the mass of their body to seize and smash, punch or crush their opponents. They may also maneuver to slam down on top of an enemy or even try to envelop them within their own body mass, perhaps suffocating the target or even absorbing them into the shoggoth. Skilled shoggoths have learned to disguise themselves by appearing as a group of separate objects or creatures. For example, a shoggoth may appear as a copse of trees. thinning out portions of its body to form the grass between them. In this way they can make surprise attacks against unwary opponents. Careful observers may notice that something is amiss, since shoggoths have difficulty mastering these alternate forms and lack fine detail. Health: 10 Defense: 4 Initiative: 10 Segments: 3 Size: 3 Extras: Apocalyptic Presence, Decapitation TERROR FROM BEYOND Winged horrors are some of many strange and indescribable creatures in service to the pantheon. They are summoned from outside space and time to do the bidding of sorcerers and Mythos Scions. The appearance of winged horrors may vary depending on where they are summoned from, but regardless of appearance they all share the same purpose of transporting the summoner to a desired location even, or perhaps especially, if that location is outside the realms of reality. Winged horrors have a variety of appearances with large, membranous wings being the sole physical feature they share. Some are big and strong enough to carry an adult human along with a small amount of gear, while others are barely able to lift a small child. Their strange appearance is frightening, but they are not good combatants. On the ground, they are clumsy and barely able to move around, but they are agile in the air and able to fly quickly enough to avoid aerial battles with all but the fastest fliers. TERROR FROM BEYOND Archetype: Monster Qualities: Natural Weapon, Flight, Institutional Disbelief Flairs: Beyond Description, Here I Come Drive: Need a lift? Primary Pool 11 (Combat, Dread Gaze) Secondary Pool 9 (Survival) SHOGGOTH Archetype: Titanspawn Desperation Pool: 5 Qualities: Unstoppable, Regeneration, Natural Weapon, Stand Tall, Sure Footed, Institutional Disbelief Defense: 4 134 Health: 6 Initiative: 9 CHAPTER SEVEN: MYTHOS ANTAGONISTS The following are some additional antagonists, qualities, and flairs to add to your Masks of the Mythos game, courtesy of our crowdfunding supporters. Enjoy! ANRI’KALA Millions of years ago, a sibling reality to our own witnessed the formation of a world in which creatures similar to Earth’s arachnids became the apex predator in the evolutionary cycle. Across the eons, these creatures developed, growing to exceptional sizes. Their ridged, spiked bodies and multiform legs allowed them to quickly capture prey, which they consumed with myriad mandibles and dual mouths. Soon they developed higher reasoning and awareness, rivaling that of humans but without the “emotional limitations” as they saw it. Their society was matriarchal, ruled over by a gigantic queen who feasted on the beings of her world and, in return, birthed more of her ilk. That was, until their world began to run dry of food. And so it was that the Anri’kala looked outwards to other realities for a source of sustenance. In 1924, California witnessed a spike in sales of sarsaparilla. This boom in purchase of this aniseed-flavored carbonated beverage could be traced to a local brewery, Jameson’s Sarsaparilla, which operated out of the rundown town of Santa Mira. The manager of the company, Michael Jameson, inherited the brewery from his father and had long worked at it to turn the failing business around, yet sales had slumped for almost a decade until 1924 saw a shocking upturn. Much of this was put down to the unique sarsaparilla recipe, which had been reinvented under Jameson’s oversight. The new drink had a caramel-like aftertaste, strong energizing body, and highly addictive properties. Sales soared, with people throughout the state buying record amounts. Purchasers enjoyed the new taste eagerly, entirely unaware of the presence of microscopic arachnid eggs within their drinks. For people who drank the beverage, they quickly became hosts to gestating Anri’kala eggs. The panic when the arachnids escaped their incubation caused an investigation, which quickly determined the source and put an end to Jameson’s Sarsaparilla. Michael told investigators that in the months prior to incorporating the new recipe he’d experienced nightmares in which many chittering voices commanded him to enact a ritual, the result of which spawned a vast number of miniature eggs which to use in the brewing process. He was quickly locked away in an asylum, though his story drew the attention of paranormal investigators. A secret operation featuring the combined efforts of the military, FBI, and several secret organizations saw many of the arachnid invaders exterminated. Unfortunately, a number of them survived. The Anri’kala possess a complicated life cycle. At a larval stage, the infant arachnids adopt many biological traits from their host organism; once they have hatched, Anri’kala which incubated within a human host are roughly the size of a pineapple and possess a human face upon their arachnid body. Once birthed, a single Anri’kala grows to its full size (approximately that of a horse) within a week. Anri’kala can also sustain themselves in a cocoon for extended periods, up to one human century at a time, which they did after Earth’s authorities discovered them — meaning a large number of them are just awakening now. Curiously, the great-grandson of Michael Jameson, Stuart Lloyd-Jameson, has recently announced that he will be leaving his position as a software developer in order to pursue what he claims to be his lifelong dream of opening a soft drinks company… ANRI’KALA Archetype: Foe Qualities: Group Tactics (Origin, p. 146), Natural Weapons (Origin, p. 146), Wall-Walker (Hero, p. 288) Flairs: Immobilize (Origin, p. 150), Parasitize (p. 148) Drive: Invasion, provide nourishment for the queen. Primary Pool: 7 (Biting, Stealth) Secondary Pool: 5 Desperation Pool: 4 Health: 1 Defense: 2 Initiative: 5 THE AUBREN FAMILY The Aubren family is descended from immigrants to the New Hampshire region, their line dating back to the early eighteenth century. As one of the oldest and most entrenched families in the region, they are respected and considered above reproach by many in the community. Early generations of Aubrens made their considerate wealth in the lumber industry, using their profits to purchase large swaths of land which they developed for timber. Like many industrious families of the age, their profits were built on the back of the enslaved people they purchased; by the 1790s it is estimated that Additional Antagonists 135 the majority those forced into enslaved servitude in the New Hampshire area were owned by the Aubren family. The family continued to hold firm to its means of earning profits throughout the revolutionary and reformation age, and only began to acquiesce to demands to free their slave population long after the lumber industries in the region started to lose profits. Even so, their position of wealth and privilege ensured that they were able to retain much of their enslaved workforce even while under the eyes of the local law enforcement. By the 1890s, however, manual labor was simply too slow a means to retain the profitability of lumber any more, causing the family to look toward industrialization. The family’s patriarch, Peter Aubren, purchased a significant portion of land in Maine with the intent of expanding their logging operations. This decision would change the fate of the Aubren family for the next century. During the construction of their third processing plant in 1905, construction workers discovered a tunnel which reached down into the earth beneath Maine’s forested wilderness. Peter Aubren commissioned an expedition to survey the tunnel, which led to a long-buried meteor of an unknown metal. The meteor was unearthed and brought to the Aubren estate for examination. Unknown to the survey team, the rock contained a parasitic extra-terrestrial entity, one native to the Pleiades system. Peter Aubrey was the first to be infected by the parasitic life-form, with the rest of his family undergoing the same fate shortly thereafter. Unlike many similar parasites, the connection formed between this one and the host heavily favors the mind of the host. The Aubren family capitalized on the parasite’s continued infestation; the entities extended life-extending properties into their newfound hosts, slowing the aging process drastically. Peter Aubren, for instance, still lives, although in an advanced state of old age. His daughter Emilia, born in 1886, possesses all of the physical traits of a 60-year-old woman. The family’s capability to grow and sire more of their lineage has, similarly, continued unabated. The parasites, in return, nourish themselves on a steady supply of ocular fluids. The Aubren family’s younger members hurriedly target victims, typically among the state’s more poverty-stricken members, to provide this nourishment. The Aubren family comprises a network of wealthy and privileged white people who have, through successive generations of inbreeding, convinced themselves of their own superiority due to their station in life. They are self-congratulatory of their own wealth, citing hard work and dedication to duty as responsible for the finery that they inherited from their ancestors, and utterly retain their forefather’s beliefs in their intrinsic “natural” position as superior to those beneath them, especially persons of color. Their supernatural capabilities granted by their 136 parasitical infestation and tendency to enjoy the taste of freshly-plucked eyes seem almost a secondary grotesquerie. THE AUBREN FAMILY Archetype: Rival (or Nemesis) Qualities: Diplomythic Immunity (Hero, p. 288), Life Drain (Hero, p. 287), Regeneration (Hero, p. 288), Willful (Hero, p. 289) Flairs: Dread Gaze (Origin, p. 149), Possession (Origin, p. 150), Sorcery (Origin, p. 151), Hypnotic Charm (Origin, p. 152), Parasitize (p. 148) Drive: To protect the family line, maintain our wealth, feed on the eyes Primary Pool: 9 (11) (Grappling, Financial Weight) Secondary Pool: 7 (9) Desperation Pool: 5 (6) Health: 3 (5) Defense: 3 (4) Initiative: 6 (9) CATS OF SATURN On distant Saturn, beneath the thick clouds and roiling winds, strange flora hides yet stranger fauna — and all of it, every scurrying creature and every dire behemoth, is prey for the Cats of Saturn. Locked in a cold war with the cats of Earth that spans many realms, they are most often seen in the Dreamlands where their struggle for dominance is most focused. However, they are also known to be interested in the dark side of Earth’s moon. Saturn Cats are like Earth Cats in the same way that a Mastiff is like a Shiba Inu. Hailing from the rough and brutal ecosystem of Saturn, they are larger and more robust than their Earthbound cousins, with powerful jaws akin to those of a tiger. They are difficult to focus on with the eye, as the polychromatic colors of their coat seem slick and unnatural. Like Earth Cats, the Cats of Saturn are innately able to perceive strange curvatures of spacetime that warp local space and connect distant realms; unlike Earth Cats, who are sworn never to use such passages when humans might be watching for fear of damaging their pets’ fragile minds, the Cats of Saturn have no compunctions about doing so. When hunting or chasing prey, they will blink in and out of existence, emerging in impossible places for the perfect ambush. The following Traits reflect a Saturn Cat in a Heroic context; in an Origin game, a Saturn Cat would likely be a Professional, with the more noteworthy members of the species rising to Villain status. CHAPTER SEVEN: MYTHOS ANTAGONISTS that they feed on, chewing at the seams of the deceased’s passing like piranhas. CATS OF SATURN Archetype: Foe Qualities: Natural Weapon (Origin, p. 146), Twitchy (Origin, p. 146) Flairs: Shadow Step (Hero, p. 290) Drive: To lay low the cats of Earth Primary Pool: 7 (Climbing, Claws & Teeth, Ambush) Secondary Pool: 5 (Tracking, Leaping) Desperation Pool: 3 Health: 1 Defense: 1 Initiative: 4 CHILD OF MIST These creatures are relatively small in comparison to many other eldritch entities, resembling nothing grander than an owl. However, they lack any distinct features or shape, other than two large wings to carry them aloft. Each Child of Mist is born from a super-condensed portion of the mists of Pluto’s atmosphere; this element in its basic state is non-living, but does hold a minor level of consciousness that when condensed under extreme pressure, such as that of a collapsing star, coalesces into Children of Mist. Due to the sheer amount of pressure required, and Pluto’s distance from any collapsing stars, investigators often assume Children of Mist are the result of some cosmic experiment carried out by more powerful intelligence. The Children of Mists are violently independent scavenger animals, with no actual servitude to greater beings ingrained in them. This poses the question as to the purpose of their creation. There are myriad theories about which abominable entity forged them and for what purpose; given their limited behaviors it’s unlikely that they’re the favored of any Great Old One in particular. This leads some scholars to conclude that whichever experiment resulted in their creation was actually a failure. The Children of Mists are found across many different realms of existence and possess no native homeland, not even Pluto from which they are ancestrally descended. They do not work together; instead, each Child of Mist acts as a solitary scavenger who seeks out new food sources wherever they can. So solitary are the Children of Mists that any two which occupy the same region are known to aggressively fight, often to the death. It’s the food the Children rely on that makes them so terrifying; they feed on the moment of a person’s death, gorging themselves on the seconds in which a dying person slips from life into oblivion. It is the death itself Records of the Children of Mists are found in many parts of human history. Their presence is said to act as a precursor to death, which is unsurprising given their place as scavengers. Even though they are more than capable of defending themselves, and are aggressive toward any other beings they consider as a threat, they don’t tend to seek to kill their prey themselves. History records these creatures as birds of ill omen. Different cultures have named these entities numerous times; stryx, pamola, bean sidhe. They are drawn to locations where death will soon be, rather than pursuing the scent of decay as many earthly scavenger species tend to, leaving the question as to whether they possess some prescient capabilities. CHILD OF MIST Archetype: Rival Qualities: Flight (Hero, p. 288), Incorporeality (Origin, p. 148), Shroud (Origin, p. 146) Flairs: Petrifying Gaze (Hero, p. 290), Mass Concealment (Hero, p. 291) Drive: Find new deaths and devour. Primary Pool: 10 (Tracking, Biting) Secondary Pool: 6 Desperation Pool: 4 Health: 4 Defense: 4 Initiative: 5 CHILDREN OF THEIA Billions of years ago, the primordial Earth was struck by another planet. This tremendous impact is believed to have created the Moon, and some scientists believe the impactor — a planet they call Theia — may have provided the lion’s share of the Earth’s water, vital to the development of life. Certainly, without this event, the Earth would be unrecognizable. What modern scientists don’t know is that Theia had life of its own, and that life holds a powerful grudge. Billions of years ago, around a distant and now longdead star, the aliens we call Theians climbed up the slow ladder of evolution to sentience, came to master the sciences, and eventually grew possessed of a cultural wanderlust. They modified their homeworld, digging deep pits and filling them with impossible machinery that gave their planet the ability to move. In effect, rather than building starships with which to explore the Additional Antagonists 137 universe, they turned their world into one. They sailed the void for countless millennia, charted innumerable solar systems, plumbed depths of knowledge unimaginable to humanity — and then, they made a single, dire mistake. Upon approaching our young and tumultuous solar system, they erred in their calculations, drawing too close to a hot, young Earth, and leaving Theia at the mercy of the chaotic caprice of gravity. Even as they labored to alter their world-ship’s course, they were drawn slowly, inexorably, toward their doom. Unable to avoid annihilation, they sealed themselves in stasis-tombs that placed them outside the flow of time; thus immune to the destruction that befell their world, these stasis-tombs and their contents were all that survived the terrible impact, either sent hurtling into orbit or incorporated into the bulk of the Earth and its new moon. For redundancy’s sake, each was set to emerge in a different epoch; no few emerged much too soon, and were incinerated by the fires of ancient Earth before it calmed, and no few dialed their tombs to emerge a billion years hence, long after the Earth will be able to support life. Many were entombed so far beneath the Earth’s surface that their emergence spelled their doom. Those few Theians active now are those lucky enough to emerge near the surface and to have wisely calculated the time of that emergence. Theians are long, lithe creatures, covered in a downy fur and superficially resembling a long-tailed otter or mongoose, but with long, multi-jointed fingers. Their mouths are filled with sharp, needle-like teeth, and their fur hides myriad whiplike stingers that strike as fast as a snake, some of which can reach up to ten feet from their body. Each stinger holds a different, genetically tailored toxin, which they use to parasitize other creatures in various ways, controlling their behavior to a fine degree. Though individual motivations vary, no Theian considers humans to be anything more than brute animals who have discovered some silly tricks, much like we think of corvid problem solving, and they have no compunctions about killing humans or enslaving them for their own purposes. Desperation Pool: 5 Health: 3 Defense: 3 Initiative: 6 Extras: Theian whip-stingers can strike at short range. They must make a successful whip-stinger attack to use any of their Flairs. DREAMTHIEVES You forget where you left your car keys. You forget the new password to your work computer. You forget to buy milk at the grocery store. The brain suffers such occasional lapses, and this is normal. As we age, such lapses often increase in number and magnitude, a tendency that the Dreamthieves exploit to camouflage their hunting behavior. While Dreamthieves rarely hunt the same prey twice, they occasionally develop a taste for one person’s memories, returning over and over to strip memory after memory until the unfortunate target lapses into catatonia. Dreamthieves come in myriad shapes, the shells of memories they’ve stolen from others. Only a rare few have glimpsed a Dreamthief in its native form — a squamous nightmare of writhing, grasping, cutting tentacles — and escaped with a memory of the encounter intact. Most often, this occurs in the Dreamlands, their native habitat, where they retreat to digest the stolen memories they feed upon. They hide themselves well, squirming into caves and crevasses, for it is only in the Dreamlands that they are vulnerable — if slain anywhere else in the cosmos, they merely disperse and reform later. DREAMTHIEVES Archetype: Rival Qualities: Immortal-ish (Demigod, p. 210) Flairs: Dream Hunt (p. 148) Drive: Feed. Reproduce. Repeat. Primary Pool: 9 (Evasion, Strangling) CHILDREN OF THEIA Archetype: Rival Secondary Pool: 7 (Hiding, Ambush) Qualities: Natural Weapon (Origin, p. 146), Toxic (Origin, p. 147) Health: 3 Flairs: Divine Command (Demigod, p. 211), Knockout (Hero, p. 292), Parasitize (p. 148) Initiative: 6 Desperation Pool: 5 Drive: To turn Earth into a world-ship like Theia. Primary Pool: 9 (Technology, Ritual, Whip-stingers) Secondary Pool: 7 (Biting & Clawing, Biological Re-engineering) 138 Defense: 3 EXTRADIMENSIONAL FAUNA The universe we see and experience in our day-today life is but a single plane. There are other worlds, other universes, which exist right next to us, in the same space we do, but invisible, impermeable, undetectable. CHAPTER SEVEN: MYTHOS ANTAGONISTS We go about our lives blissfully ignorant of the horrors around us — unless, of course, one is subjected to the Tillinghast Effect, which not only reveals these nearby dimensions but also reveals our presence to the bizarre inhabitants thereof. Named for the scientist who first discovered it, the Tillinghast Effect is caused by a series of etheric vibrations that set up a resonance in the human pineal gland. There are many ways to accomplish this, but the most common is a device of some kind, the more advanced varieties thereof even having the option to tune the resonance field to a specific parallel universe. It’s not that the fauna of these otherworlds is unremittingly hostile (though occasionally it is), but that it has evolved in an utterly different environment and thus may have highly unpredictable effects on humans they come into contact with. A bite from such a creature may be no more than a bite, the pathogens it carries incompatible with human biochemistry — or, that same bite may be a part of the creature’s reproductive cycle, slowly converting one’s flesh into more of the horrible things. The following reflects Traits common across all Extradimensional Fauna (at least, from our perspective). To create different creatures, just choose an appropriate Archetype, define the Antagonist’s pools, and add a Quality or Flair to round it out if necessary. This makes them usable across Origin, Hero, and even Demigod — this entry does, after all, represent entire ecosystems. EXTRADIMENSIONAL FAUNA Archetype: variable Qualities: Phantasmic Substance (p. 148) Flairs: Eye of the Swarm (Hero, p. 293) Drive: Oooh, what’s that? Can I eat it? Primary Pool: variable Secondary Pool: variable Desperation Pool: variable Health: variable Defense: variable Initiative: variable FLYING POLYPS Once, in the late Precambrian, Earth belonged to the Flying Polyps. These strange, half-material beings built cities with massive windowless basalt towers, and preyed on primeval life. Then, the Great Race of Yith came, fleeing a dying world and taking up residence in the cone-like bodies they’ve become known for. Unwilling to share a world, they made war upon the Polyps, and with their great knowledge secured a hard-won victory. They drove the Polyps underground, into a vast network of caves that spanned the subterranean realms of Earth, and sealed every entrance. Their task complete, they built the city of Pnakotus, and set about amassing their great library of lore. But the Polyps were not gone, merely sealed away. In the lightless places beneath the surface of the Earth, they endured through deep time. On the surface, disaster struck; Pnakotus fell and the Yith fled once more, and the Cambrian Explosion reseeded Earth with the antecedents of life as we know it. Mass extinction after mass extinction followed, and still the Polyps endured Additional Antagonists 139 Health: 10 Defense: 4 Initiative: 10 Extras: Flying Polyps have Size Scale 2. LIVING LIGHTNING The human brain is an electrochemical network, where signals fly back and forth at tremendous speeds, combining to form a singular perspective on the world in nothing less than a miracle of chemistry and physics. For years, we’ve attempted to duplicate this miracle in the realm of technology, crafting neural networks and expert systems but never quite achieving what we sought out to create. All over the planet, increasingly complex processors await just the right kind of spark from the heavens, a bolt of lightning that courses through electronics and rips life from its smoldering, acrid remains. beneath the Earth. Now, humans tunnel and burrow and mine, heedless of the existential threat that dwells below. Flying Polyps are able to render themselves invisible, especially while hunting. When visible though, their swollen, tubular bodies protrude with eyes, mouths, and other nameless organs. Enormous feet periodically emerge, reaching out on tendril-thin limbs, stamping the earth beneath them with tremendous force and leaving radially-symmetrical five-toed footprints. These footprints, along with a piercing whistle that the Polyps emit, are often the only sign of their presence — at least, until the Polyp catches whatever it’s hunting. FLYING POLYPS Archetype: Titanspawn Qualities: Apocalyptic Presence (Hero, p. 289), Flight (Hero, p. 288), Miasmic Presence (Origin, p. 148), Unseen (Hero, p. 288) Flairs: Beyond Description, Weather Tyrant (Hero, p. 292) Drive: Escape. Conquer. Revenge. Primary Pool: 13 (Smash, Grapple) Secondary Pool: 11 (Swallow whole, Tracking) Living Lightning is a sentient pulse of electromagnetic radiation embodied in what seems to be a constant arc of electricity leaping from surface to surface. While it’s perfectly capable of scorching its way through the World (including people), doing so expends the Living Lightning’s energy at a frightful rate, severely weakening the entity in the process. Instead, Living Lightning prefers to leap into complex machines and “possess” them; it is important to note here that the human brain is one of the most complex machines on the planet, and very vulnerable to precisely this effect. In this form, the Living Lightning is able to perceive and interact with the World on a meaningful timescale — in its lightning form, as a stream of electrons, it perceives all time as happening at once. Living Lightning’s drives are deeply alien and frequently incomprehensible, but usually seem to revolve around technology. Sometimes, they smash it in a fit of rage; other times, they construct machines that seem to have no purpose. Rarely, they build machines with a purpose, and these instances are by far the most dangerous — Living Lightning has little interest in humanity apart from as a means to an end, and such machines are often thoroughly inimical to human life. LIVING LIGHTNING Archetype: Nemesis Qualities: Imperfect Disguise: Static Electricity Shocks (Origin, p. 148), Incorporeality (Origin, p. 148), Desperation Pool: 7 140 CHAPTER SEVEN: MYTHOS ANTAGONISTS Regeneration (Hero, p. 288), Vulnerability: Shorting Out (Origin, p. 149) Flairs: Burn at Both Ends, Possession (Origin, p. 150) Drive: Center technology; destroy it, build it, become it. Primary Pool: 11 (Interfacing, Arcing Attacks, Puppeteering Technology) Secondary Pool: 9 (Puppeteering the Living, Constructing Technology) Desperation Pool: 6 Health: 5 Defense: 4 Initiative: 9 Extras: Living Lightning’s Possession Flair may be used on machines as well as people. LUNAR DOLLS In the 28th century, human expansion into space was stymied by an over-reliance on mineral mining. In order to maintain the burgeoning empire’s requirement of minerals to fuel deep-space exploration, new mining settlements were established across the moons of Saturn, Jupiter, and various asteroid bodies. Prisoners were used as unpaid mining labor, with the mining facilities acting as penal colonies; the owners of the prisons then selling the minerals on to the empire’s military for use in space vessels. The corporations grew wealthy, but the conditions for the laborers were exceptionally hazardous, with deaths numbering in the thousands per month. New laws were enforced, often targeting marginalized groups, which ensured a steady supply of new inmates. However, the corporations soon recognized the advantages of a more sustainable resource, and developed alternatives. This came in the guise of the Doll; a synthetic body, void of consciousness or discernible features, into which an inmate’s mind could be placed. These part-mechanical part-biological Dolls had heightened resilience from injury and the negative health effects from work in the lunar mining facilities, and didn’t need to sleep or eat (which further downsized costs as a result). Even better for the shareholders, the corporation retained ownership over the Dolls, allowing them to charge the inmates rent for their new “housing.” Quickly considered a phenomenal success, Dolls were rolled out at record numbers, with incalculable numbers of inmates having their minds forced into them. Twelve years after the Dolls were first introduced, a disaster occurred in a prison colony on the moon Io, where the entire population of inmates was exposed to heavy radiation from a yet-unknown gas source. This radiation was so potent that the corporation opted to place the inmates into a state of suspended animation until their contamination reached a safe background level. Inmates were sealed within a chamber deep in the Earth’s moon, and began their artificial slumber. They would not awaken in the same millennium. Perhaps the most terrifying aspect of the Lunar Dolls is that for all of the thousands of millennia they endured, the stasis procedure they were forced to undergo only caused their bodies to be frozen and unable to move. It did nothing to diminish their awareness of themselves or their environment. While the Dolls slept, the human empire withered, fell, and was eventually as forgotten as the inmates themselves. Six-point-four billion years later, however, natural erosion of the moon exposed the stasis chambers where Coleopteran’s found and excavated the Dolls. Uncertain how to handle the discovery of these unearthed Dolls, which were still in a state of suspended animation, the Coleopterans finally decided the lunar facility was surely a lost relic from an ancient time. They used their technological prowess to send the facility back in time to the age of the lost human empire; removing what they perceived to be a potential threat from their timeline. The facility emerged from the time travel process in the year 5,200 BCE. The time travel process itself broke apart and rewrote the minds of the Dolls in the process. Robbed of all sense of identity, self and being, the process left them with only base animal instincts. The Dolls’ bodies remained asleep, held in suspended animation throughout much of human history, their chamber still buried deep beneath the lunar surface. It would be many thousands of years until humanity would set foot on the moon in 1969 and, inadvertently, activate the chamber’s automated awakening procedure which remained keyed to the presence of homo sapiens. Lunar Dolls are typically found off the surface of Earth, lurking aboard orbital stations and satellites. The handful that made their way to Earth did so by clinging to survey flights. With the growth of celebrity and billionaire trips into space in the early 21st century, however, the number of Lunar Dolls making their way to the planet’s surface has risen sharply. Those that make the journey tend to live in proximity to one another, as though an instinctive drive pushes them toward forming packs. They favor isolated areas away from busy human environments, although a vestigial trait of human consciousness still lingers enough to draw them toward familiar locales; these two conflicting drives leads them to inhabit abandoned buildings, disused bomb shelters or decaying theme parks or shopping centers— anywhere which is both desolate yet contains traces of humanity. They blend into such environments, appearing as though they’re simply discarded mannequins. The untold aeons of suspension have not, however, perfectly preserved the Additional Antagonists 141 Lunar Dolls; much of the bio-mass that once constituted their body has worn down, causing them to resemble decaying plastic, often with missing patches, holes, or loss of external organs such as sensory apparatus. This doesn’t make the act of seeing them any more reassuring. LUNAR DOLLS Archetype: Rival Qualities: Armor Piercing (Hero, p. 287), Imperfect Disguise (Origin, p. 148), Sure Footed (Origin, p. 147), Unstoppable (Hero, p. 288) Flairs: Long Arm (Origin, p. 150), Playing Possum (p. 149) target a specific victim, focusing focus on a sleeper and “riding” that person’s dreams into the waking World. The Mirror Men are silent creatures, communicating only with one another through silent thoughts. Their bodies resemble shadows with hazy, mist-like edges; however, the reflections shown on their mirror-like faces are always clear. They follow their intended targets in small packs, often stalking them when their prey is alone. Their fascination with the humans that birthed them is exceptional, and they exhibit a keen interest in cranial vivisection as a means to learn more of their creators. This takes the form first of a psychic invasion, ripping apart the victim’s minds to lay bare and analyze the psyche, before eventually doing the same to the physical brain. Drive: Make the pain stop. Primary Pool: 8 (Hiding, Strangulation) Secondary Pool: 7 (Ambush) Qualities: Group Tactics (Origin, p. 146), Incorporeality (Origin, p. 148), Miasmic Presence (Origin, p. 148), Unseen (Hero, p. 288) Desperation Pool: 6 Health: 4 Defense: 3 Flairs: Shapeshifter (Origin, p. 150), Mirror Mirror (Hero, p. 291), Psionic Invasion (p. 149) Initiative: 5 MIRROR MEN Jacques Lacan, a psychoanalyst during the early 20th century, believed that one of the infant stages of human development includes that of recognizing oneself in the reflection of a mirror. Following this stage, the human psyche learns to recognize and separate the sense of self from that of “the other.” People are innately fearful and mistrusting of the image of oneself, Lacan argued, but grow to understand that the reflection is merely another part of us. However, this interpellation is not necessarily always accurate. What would become Mirror Men were, for a time, nameless chameleonic entities dwelling in the Dreamlands until they saw an appealing potential in the psyche of human dreamers. Adapting to interact with human psychological fears, these entities grew intimate with the innate fear of dehumanization and doppelgangers. They soon evolved to emulate the forms of dark silhouettes of the human form, yet with a flat reflective surface in the place of any facial features. Across centuries these entities took a particular interest in the human mind; after all, it was the elements of humankind’s psyche which had given them the forms that they now possessed. Initially restricted to realms of dreams, the creatures were content to stalk human nightmares for millennia. However, in recent generations, the Mirror Men have found means to slip from the Dreamlands into the material World. This requires they 142 MIRROR MEN Archetype: Rival Drive: Understand humanity, dissect the bodies, and vivisect the brains. Primary Pool: 9 (Stealth, Mental Assault) Secondary Pool: 7 (Claws) Desperation Pool: 5 Health: 4 Defense: 4 Initiative: 6 MRS. MOLOCH Mrs. Moloch’s origins belie her supernatural nature. Born in England in the 1500s to a scholarly family with an interest in the occult, even as a child she interacted with luminaries of the age including the infamous John Dee. Mrs. Moloch stole secrets from her parent’s hidden libraries, determined that her goal in life was to pursue the meaning behind the cosmos. Over time, she became aware of minds far greater than humanity and joined numerous Mythos cults, but all that fell to one side when she discovered of the existence of Scions. Mrs. Moloch sought to become a Scion herself, quickly rising through the echelons of various cults until she became one of the most renowned occult leaders of the Elizabethan era. While her benefactors granted her a limited number of powers though, enough to elevate her CHAPTER SEVEN: MYTHOS ANTAGONISTS far beyond mortal men, it was not enough for her; not until she too could grasp Godhood like the Scions. It was then that she unwittingly met Nyarlathoptep, in his guise as the unnamed one. A deal was struck between her and the unnamed, one which Mrs. Moloch still upholds today. The unnamed promised that one day she would find her place between the gods as an equal, but she would serve the unnamed as his champion until then. He granted her the powers she now wields and bid her to continue her work. He also tasked her with the annihilation of his rivals. For centuries Mrs. Moloch has hunted and slain for the unnamed, playing as a willing pawn in his games, earnestly believing he will enkindle her the inheritance to his powers. Mrs. Moloch is not a Scion, but believes that one day her mysterious benefactor will elevate her. Until then she serves Nyarlathotep; or at least, she serves one of his masks. The powers that he granted her are considerable, to the point that Mrs. Moloch has abandoned most vestiges of humanity. She is deadly and efficient at her task; numerous Scions have fallen to her, either bled out on the battlefield or charred to a ruin by her mystical arts. She views Scions jealously, believing them to have inherited through luck of birth that which she worked for centuries to obtain, and derives personal satisfaction in killing them. She doesn’t age, and is capable of altering aspects of her form to move covertly. She is no longer pledged to any of her former cults, however, and this marked her as heretical to many of her previous associates and their gods. Mrs. Moloch has many enemies, particularly among those who see her as a betrayer. It’s only through the dark gifts of her benefactor that she survives such ire. MRS. MOLOCH Archetype: Titanspawn Qualities: By Divine Right (Origin, p. 289), Mystic Arsenal (Origin, p. 289), Natural Weapon (Origin, p. 146), Tough as Nails (Origin, p. 288), Wall-Walker (Origin, p. 288) Flairs: Illusions (Origin, p. 150), Sorcery (Origin, p. 151), Thousand Faces (Origin, p. 151), Curse (Hero, p. 289) Drive: To kill those who stand between her and her ascension. Primary Pool: 12 (Forbidden Knowledge, Talons) Secondary Pool: 11 (Disguise, Scheming) Desperation Pool: 9 Health: 11 THE NAMELESS These reptilian creatures dwelled in the Nameless City, and numerous other regions of the World, prior to the rise of humans. They trace their ancestry back to the dinosaurs, and in their era of ascendancy developed nations the likes of which humans wouldn’t achieve for millennia. Governing their cities by imperial might, the heart of their world was the Nameless City which nestles where modern-day Egypt now sits. The Nameless are shorter than the average human, and thoroughly reptilian in nature, with features like that of modern crocodiles (which in turn descended from them). Their heads are rounder however, more shaped like that of a human, and bear short snouts and a pair of small, curled horns. They are bipedal, capable of carrying tools in long bony fingers with a triple-jointed thumb. Their tool use allowed for the construction of their vast cities, and the means by which they herded early homo sapiens. The Nameless kept humans as enslaved labor, as rendered in frescos discovered on the walls of their ruined cities. Even more grotesque was the use of early humans as sacrifices to their gods; this practice ensured the fearful subservience of homo sapiens for centuries. However, like all who build their empire on slavery, the Nameless’ time was short. Homo sapiens were not as “primitive” as the reptiles believed; and those Nameless who survived the uprisings were forced to hide among the ruins of their cities as they grew buried and forgotten. On the walls of their burned temples, the remaining Nameless documented their fall; not at the hands of well-earned justice, but at the wrath of violent gods. This, to the Nameless, was a less humiliating fate. Few Nameless survive today; those that do are subterranean, as time has covered their ruined cities. They prey, loathsomely, on humans who dig too deep; archeologists, explorers, grave-robbers, and historians. At times, when their food reserves run low, groups of Nameless venture out above-ground; this is rare, but they are ravenous when it does occur. The Nameless have convinced themselves of their own revisionist history, blaming the gods for their empire’s fall. As a result, they hold a special hatred in their hearts for Scions. The Nameless view the sacrifice of a Scion to their gods to be a great honor; if the Scion isn’t eaten first. THE NAMELESS Archetype: Foe Qualities: Group Tactics (Origin, p. 146), Natural Weapons (Origin, p. 146), Wall-Walker (Hero, p. 288) Defense: 6 Flairs: Immobilize (Origin, p. 150), Penetrator (Hero, p. 290) Initiative: 8 Drive: Zealous hatred of men and Scions alike. Additional Antagonists 143 needs. In the last thirty or forty years, such has become more common — it’s easier to raid dumpsters for unpurchased food than scour the dangerous tunnels below for fungus, and the chemicals that supermarkets douse their castoffs with to make them unpalatable or dangerous to humans bothers Proto-Coleopterans not at all. Primary Pool: 7 (Stealth) Secondary Pool: 5 Desperation Pool: 4 Health: 2 Defense: 1 Proto-Coleopterans make excellent Professionals in Origin games. Initiative: 5 PROTO-COLEOPTERANS In the Archives of Yith, the future is known, for the Yith have been there and recorded all that they have seen. One day, humanity will fail. Our cities will crumble, our technology will fail, and we will pass out of history as have so many others before us. And when we are gone, and the Earth shows no signs of our ever having existed, Earth will play host to a new ascendant species: the beetle-like Coleopterans. One day, when their civilization is established and thriving, the Yith will invade across time, sentencing the Coleopterans to endure the Precambrian catastrophe that would have destroyed them. But that day is far in the future, and in modern times the ancestors of the Coleopterans still live deep beneath the Earth. These Proto-Coleopterans are similar to early hominids; they’re capable of problem solving, have emotions and a rudimentary language, but true understanding of themselves and their environment still eludes them. Wary of the Flying Polyps, they maintain carefully gated tunnel nests, feeding on fungus and detritus. When food grows scarce, they venture up to the surface, where humanity wastes plenty more than provides for their 144 PROTO-COLEOPTERANS Archetype: Foe Qualities: Group Tactics (Origin, p. 146), Heavily Armored (Origin, p. 146), Wall-Walker (Hero, p. 288) Drive: Survival. Primary Pool: 7 Secondary Pool: 5 Desperation Pool: 3 Health: 1 Defense: 1 Initiative: 4 THE RED The Red is a creature of mist, lacking any specific physical characteristics aside from its virulent hue of crimson. It’s tangentially similar to gaseous entities, but exhibits far more aggressive tendencies. The Red is an inter-dimensional entity, existing in no one particular CHAPTER SEVEN: MYTHOS ANTAGONISTS plane of reality. Rather, it is one of a variety of species inhabiting narrow gaps between alternating realities. Its particular aggressive tendencies see it latch onto and corrode any smaller entities seeking to escape the bounds of their home realities, with the Red operating as something akin to a multiversal immune system. Numerous would-be travelers, mortals and Scions alike, venturing beyond the bounds of this reality, have met their ends at the hands of this shade. While most travelers refer to it in the singular, scholars speculate that the creature is in fact many-in-one. Observes have seen the Red anywhere as tall as a single human, to as large as a small moon. The Red is quite content to remain within its own inter-reality null-space, and tends not to migrate into any other reality without external compulsion. While it can be summoned by rituals (which is a bad idea, as it immediately grows aggressive and enters a frenzied state), the main reason it leaves its home is to hunt down interlopers. The Red views these targets as anomalous bodies, and hunts them down with all the relentlessness of a dedicated organism. Outside of its null-space, the Red rapidly diminishes in size and weakens considerably. Within a short period of time, it starts to adopt a gray hue before perishing, similar to similar organic cells removed from their host body. This death can be delayed by an indefinite amount of time if the Red inhabits the form of a creature native to its current reality. Native creatures inhabited by the Red assume it’s severe aggressiveness. The Red does not grant those it inhibits any additional benefits; the host doesn’t gain any additional strength, powers, or means to protect itself. The host’s perception of the world is significantly altered; they are still capable of some limited forms of reasoning, but their behavior is significantly impaired and restricted to violent urges. The host is capable of recognizing friends and allies, but requires significant willpower to resist lashing out at them. Upon a host’s death, the Red is ejected from the body to resume its gradual deterioration. THE RED Archetype: Nemesis Qualities: Apocalyptic Presence (Hero, p. 289), Baleful Touch (Hero, p. 289), Disembodied (Hero, p. 288), Incorporeality (Origin, p. 148), Natural Weapons (Origin, p. 146) Flairs: Seeing Red (Origin, p. 149), Possession (Origin, p. 150), This Corrosion (p. 149) Secondary Pool: 9 Desperation Pool: 7 Health: 6 Defense: 3 Initiative: 8 SENTIENT CRYSTAL The largest moon in the solar system, Ganymede, orbits Jupiter and possesses a wealth of mineral deposits, a significant amount of which are self-aware. Thriving within the moon’s low-atmosphere environment, these minerals are condensed into a luminescent crystalline form which create huge, glowing reef-like shoals together. The crystals can make themselves vibrate powerfully at frequencies undetectable to many humans, but those who can detect it believe the vibrations serve as a form of communication. The crystals, despite their sentience, are not highly intelligent and possess little that can be reasoned with, nor do they have any inclination toward hostility. Instead, they function on the principals of survival. They grow as part of the moon’s exosystem, but become dangerous if exposed to oxygen, which triggers a rapidly accelerated growth within them. A single hand-sized shard of crystal has the potential to fill an entire room within one day, exponentially increasing in size even afterward. They further use any form of carbon to fuel this growth; something which the human body possesses in no small quantity. These sentient crystals don’t care about humans. They barely recognize them as a growth source; if they even are aware of humans at all. Nevertheless, due to their vibrational frequencies and luminescence, the crystals are fascinating to the minority of humans who are able to perceive it. Those few who can perceive such frequencies describe the crystals as “singing” to them. The crystals are capable of absorbing carbon-based elements, and converting them into crystalline forms. This isn’t so much of a means of reproduction, as a means of growth, since the subject (be it a part of the furniture or even a living being) becomes a part of the crystal itself. This is fatal to most creatures, who cannot exist or breathe encased in crystal and cannot be extracted as their living tissue has become fused with it. The sensation of having one’s body actively altered at a cellular level is agonizing and horrific. Even so, those who become enamored by the crystalline entities to the point of adulation or worship find this process to be grotesquely exhilarating; and view it as fusion with a being they revere as divine. Drive: Rage. There is nothing else. Primary Pool: 10 (Corrosion, Possession) Additional Antagonists 145 SENTIENT CRYSTAL Archetype: Titanspawn Secondary Pool: 11 Qualities: Armor Piercing (Hero, p. 287), Baleful Touch (Hero, p. 289), Life Drain (Hero, p. 287), Natural Weapon (Origin, p. 146), Regeneration (Hero, p. 288), Vengeful Blood (Hero, p. 289), Health: 10 Desperation Pool: 7 Flairs: Making Space (Origin, p. 150), Penetrator (Hero, p. 290) Drive: Grow. Flourish. Occupy. Possess. Primary Pool: 13 (Absorption, Assimilation) Secondary Pool: 10 Desperation Pool: 8 Health: 9 Defense: 3 Initiative: 8 SHANTAK Shantaks are enormous, winged creatures, neither bird nor bat but something in between. Larger than elephants and with a vaguely equine head, it’s likely that more than one “dragon” sighting was, in fact, a shantak spotted in the wild. These days, shantaks are much more likely to be spotted in the Dreamlands — they’re rare in the World itself, and not fond of large numbers of humans, for in antiquity their enormous eggs were a muchprized delicacy, and they were subsequently hunted to near-extinction. Shantaks themselves are carnivorous, and will happily eat humans if given the chance, though to them that’s no more than a couple of bites. Shantaks can be trained, though the task is daunting to say the least. More often, sorcerers or other learned individuals will employ Arcane Calculus or other forms of magic to control them, eliminating the need for costly, time-consuming, and dangerous training. They make excellent sentinels, and even serve well as aerial mounts (if one can abide the creature’s stench, which is disturbingly like rotting meat). SHANTAK Archetype: Titanspawn Qualities: Flight (Hero, p. 288), Natural Weapon (Origin, p. 146) Flairs: Making Space (Origin, p. 150) Drive: If wild, to defend its territory; if trained or mystically controlled, to serve its master. Primary Pool: 13 146 Defense: 4 Initiative: 10 Extras: Shantaks have Size Scale 2 STELLAR VAMPIRE A peculiar species originating from the depths of space, stellar vampires exist as semi-solid creatures close to the size of an average human. They are roughly spherical in shape, and levitate, darting back and forth in a manner that is suggestive of whippoorwills. They possess an aurora not unlike that of a star, but miasmic rather than formed of light; beneath this, they resemble hardened nuclei, much like a solidified protoplasmic tumor. All stellar vampires share a singular gestalt consciousness; memories and experiences shared by one are distributed between their collective awareness, regardless of distance between them. Despite their shared consciousness, stellar vampires prefer toward hunting alone. As befitting their names, stellar vampires feed on other species. They possess little affinity for blood, however, and devour memories instead. For the victim, their life’s moments disappear down the creature’s gullet; however, for the vampire, the “juices” of these memories become more than a psychic feast, and form part of the creature’s understanding of the cosmos. As soon as a victim’s memories are taken, they are shared among the collective gestalt, both nourishing and informing the knowledge of all stellar vampires. Especially ravenous vampires may even devour memories which include the victim’s assault at their hands, leaving the terrified victim unable to even remember the creature’s maledictions. Most victims are left as an empty husk, bereft of all the lived experiences that formed their personality over the years; in worst cases, these victims are caught in a state of waking death. Stellar vampires, much as their name suggests, are not birthed on Earth. Their home planet perished many millennia ago, suffering a long and agonizing heat death at the hands of its dying star. At the time, the species that would become stellar vampires thrived as the apex predator on this long-forgotten planet. A handful of them enacted necromantic rituals to ensure their own survival as undead, sacrificing the rest of their species to this rebirth. Ironically the stellar vampires remember neither this massacre, nor their home planet, nor the creatures they once were. They were birthed in that ritual, and anything that came before died. CHAPTER SEVEN: MYTHOS ANTAGONISTS STELLAR VAMPIRE Archetype: Rival Qualities: Flight (Hero, p. 288), Incorporeality (Origin, p. 148), Natural Weapon (Origin, p. 146), Regeneration (Hero, p. 288), Flairs: Spray N’ Pray (Origin, p. 149), Second Wind (Hero, p. 291) Drive: Seek the prey with the most delicious memories, feed upon them and grow the overmind. Primary Pool: 8 Secondary Pool: 7 Desperation Pool: 6 Health: 5 Defense: 4 Initiative: 4 TRIASSIC PENGUIN The near-extinct albino penguin is an ancient creature, and the ancestral forefather of the modern emperor penguin. Dating from as far back as the days of the Elder Gods, these creatures were once native to the Antarctic regions their descendants now occupy. The albino penguins are notable primarily due to their height, averaging at six foot. They possess a strong elongated beak and powerful arms. The Triassic penguins are a docile species. Their large stature does little to scare off potential predators and the birds are often prey to larger seafaring predators, and even the occasional shoggoth to which these penguins react with instinctual horror. Albino penguins are even docile toward humans, and often act more of a hindrance than a threat to explorers. The only recorded incidents of attacks from albino penguins are made by birds striving to protect their young. The penguins perceived “exotic” nature made them prized by hunters, causing their already small population to plummet to near-extinction. The few surviving albino penguins are located in the center of the ancient Elder God cities, at the most inhospitable reaches of Antarctica. This does put these calm creatures in a perpetual state of threat from the shoggoths of that region, but it’s evident the penguins consider this to be the lesser threat compared to humanity. TRIASSIC PENGUIN Archetype: Foe Qualities: Group Tactics (Origin, p. 146), Natural Weapon (Origin, p. 146) Drive: Nurture the young. Primary Pool: 4 (swim) Secondary Pool: 2 Desperation Pool: 1 Health: 1 Defense: 1 Initiative: 2 Taking on a Mantle 147 NEW QUALITIES & FLAIRS PHANTASMIC SUBSTANCE The Antagonist’s physical substance is of a form of matter alien to the World in some way, whether it’s from another part of the universe or a different universe altogether. This alien matter reacts in strange ways with normal matter, often either consuming or replacing it on a cellular level like a disease of chemistry. Areas the Antagonist has spent more than a scene in acquire an increasingly otherworldly cast that deepens the longer it spends there — eventually, the locale will come to look completely alien. BURN AT BOTH ENDS Cost: 1 Tension, 1 Injury Condition Duration: Instant Range: Short Action: Reflexive Cooldown: The Antagonist takes harm from another source. The Antagonist sacrifices a bit of her own life force to empower an attack. This Flair is used in conjunction with a normal attack; if that attack is successful, treat the attack as a Critical even if the Antagonist didn’t roll enough successes to purchase that stunt. If the Antagonist does roll sufficient successes, she must purchase that stunt. DREAM HUNT Cost: 2 Tension Duration: One REM Cycle Subject: A sleeping target Range: Close Action: Complex The Antagonist enters the dreams of a sleeping target, subtly altering them with its alien presence and beginning its hunt, which usually culminates in a confrontation between the predator and the dreamer’s dream-self. This can have one of several effects: choose one when assigning this Flair, or invent one of your own. • Memory Eater: Each “Injury Condition” the Antagonist inflicts in the dream-state extracts a memory from the sleeper, who loses all recollection of it. • Heartbreaker: Each “Injury Condition” the Antagonist inflicts in the dream-state subtracts one level from one of the subject’s Bonds, representing a deadening of feeling. 148 • Dreamkiller: Each “Injury Condition” the Antagonist inflicts in the dream-state is actually an Injury Condition, no airquotes. If you die in the dream, you die for real. PARASITIZE Cost: 2 Tension Duration: Indefinite Range: Short Action: Simple Cooldown: The Flair’s effects are broken or the scene ends, whichever comes first. NEW CONDITION: PARASITIZED Your character has been parasitized, and has a small piece of alien flesh growing inside their body. This Condition progresses through four Stages, each of which has different effects as listed below. Stage 1 Effects: The subject is likely unaware of the parasitization, suffering +1 Difficulty to any action opposing the source of the Condition. Stage 1 lasts for 24 hours, at which point the Condition advances to Stage 2. Stage 2 Effects: The subject becomes aware that they aren’t fully in control of themselves. In addition to the effects of Stage 1, the subject now suffers a -2 Complication to any action that doesn’t in some way aid or advance the interests of the source of the Condition. Stage 2 lasts for 48 hours before advancing to Stage 3. Stage 3 Effects: The subject can no longer act against the source of the Condition without succeeding on a reflexive Resolve + Integrity roll, difficulty equal to half the source’s Desperation pool rounded up or their Legend, whichever is more applicable. Stage 3 lasts for 72 hours, at which point it advances to Stage 4. Stage 4 Effects: The subject is fully under the control of the source of the Condition. Player characters never reach this level of the Condition, and instead remain at Stage 3. Momentum: Gain Momentum when the parasite inside you forces you to betray or otherwise hinder your friends. Resolution: Surgically remove or chemically kill the parasite. CHAPTER SEVEN: MYTHOS ANTAGONISTS The Antagonist injects, implants, or in some way inserts a piece of itself into the target. This requires a successful attack roll, unless the target is restrained, willing, or in some way incapacitated. The parasitic implant slowly grows inside the target, giving them the Parasitized Condition. PLAYING POSSUM Cost: None Duration: Indefinite Subject: Self Range: Self Action: Reflexive Cooldown: End of Scene, or the Antagonist gains Taken Out. The Antagonist doesn’t bleed, doesn’t give any signs of injury, and otherwise has no outward indicator of how close to defeat they are, making it hard for characters to tell if they are truly dead or not. Any time an Antagonist takes damage and isn’t Taken Out, the Antagonist may act as though it was. It may return to the fight at any time; if it does, its next attack counts as a Surprise Attack. A character may attempt to determine whether the Antagonist is truly dead or not, which requires a Medicine + Cunning roll opposed by the Antagonist’s Desperation Pool. If the character succeeds at this roll, the next successful attack made on the Antagonist currently using this Flair gains an additional Injury Condition. PSIONIC INVASION Cost: 2 Tension Duration: Instant Subject: One Target Range: Short Action: The Antagonist takes damage. Cooldown: The Flair’s effects are broken or the scene ends, whichever comes first. The Antagonist makes an attack which targets the victim’s mind, breaking through their psyche and dealing psychosomatic damage while the victim experiences terrible intrusion into their mind. This attack negates Armor and any bonuses to Defense; the character’s maximum Defense is equal to their number of dots in Resolution, and cannot be raised any higher against this attack. To use this Flair, the Antagonist must touch the intended victim on the forehead. THIS CORROSION Cost: 1 or more Tension Duration: One Scene Subject: Area Range: Medium Action: Simple Cooldown: One Session Prerequisites: Nemesis Archetype The Antagonist designates a certain element of the scene, such as a character or part of a room. Any characters occupying or existing within that element becomes the victim of this attack. For every turn the target remains within that area, the character’s Armor is reduced by 1. If the target has no Armor remaining, inflict 1 Injury Condition to the target. If the target of this Flair is a character, forcing themselves out of the Antagonist’s corrosion requires an Athletics + Stamina roll opposed by the Antagonist’s Desperation Pool. The Antagonist can target one additional target for each point of Tension spent. New Qualities and Flairs 149 APPENDIX ONE DEMIGOD-TIER PLAY “The patterns were beautiful. Everything was. Only petty human thoughts could make anything, any suffering, ugly. And why should humans matter? The thing that called itself Yasira was screaming. But what did that matter? The pattern was so beautiful, screaming or otherwise.” — Ada Hoffman, The Outside W hen a mortal becomes a Hero, they take their first halting steps into the World touched by the Mythos, squinting against the light of What Is and having shed the comforting shadows of ignorance. When a Hero becomes a Demigod, they accept that if they wish to know more, there can be no turning back. They can no longer pretend that the World they once knew is anything but a soothing fiction, a calm pocket in a storm of truths so invasive, so all-encompassing, that to apprehend them in their entirety is to irrevocably lose the option to ignore them. This is no descent into “madness,” though mortals may see it that way — instead, it is a gradual process of learning and acceptance. This appendix explores playing Scion: Masks of the Mythos at the Demigod tier. Stories take ever-stranger turns, leading player characters to Terra Incognitae and beyond as they explore the truth about the World, about themselves, and about each other. It includes advice for players and Storyguides, as well as a few ready-made Antagonists drawn from Mythos lore. If you want your Masks of the Mythos game to get really weird, this is the chapter for you. PLAYING DEMIGOD-TIER MYTHOS You thought you were uncovering the truth, seeing things as they were for the first time as you plumbed the depths of whatever mystery arrested your focus. Then, the epiphany came, and you saw how truly deep the abyss of truth was, and vertigo seized your senses. You made a choice, then, not to close your eyes but to ride it out and experience every moment in pure clarity. Your 150 eyes can never close again, and that spinning you feel is simply the new normal. You’ll get used to it. For the character, this process likely encompasses awe, anticipation, and the dread they’ve been feeling the whole time. Just because a Demigod’s eyes are open to the true depths of the universe doesn’t mean they’ve shed their ties to humanity just yet, but that may be a choice they’re confronted with in the near future, particularly if they’re Mythos Scions. For example, a Demigod with distant Deep One heritage may find that potential catalyzed by the mythic energies suffusing her, beginning the process of her transformation into an amphibious hybrid. Even those without such ties to the Mythos, however, find manifold avenues away from comfortable, predictable humanity. It might take the form of slowly replacing their body’s matter with trans-dimensional substances with strange properties, or increasingly divorcing thought from flesh and living as a creature of the Dreamlands, or any one of myriad unusual fates. Ultimately, the choice rests with the player, but even within the fiction the character isn’t powerless to steer her destiny. That’s the benefit of embracing the unknown; once you no longer deny it, once you begin to grasp its true meaning, it’s no longer only a question of the power it has over you, but the power you have over it. This dramatically oversimplifies the situation, of course; the Mythos is not a singular thing, and cannot be controlled as humans would understand the term, but there is a balance to be struck. The various forces and entities that compose the Mythos respond much better to someone who isn’t stumbling through every interaction with it without any idea what they’re doing, much like a nuclear reactor behaves better with a trained engineer at the controls instead of a five-year-old. APPENDIX ONE: DEMIGOD-TIER PLAY FATEBINDING As with divine Demigods, Scions pursuing a Mythos ascension are more readily Fatebound, and are able to Fatebind more powerful entities than themselves as well as larger populations and even places or objects. As with divine Scions, they must pursue those ties, or suffer the effects of the Fatebinding’s Avoidance. Their increasing Awareness, however, gives them additional options with which to contend with these Fatebindings, if they so desire. Once a Scion’s Legend and Awareness both exceed 5, she gains the following abilities: • Shuffling Horoscopes: A Scion may spend a point of Awareness to claim a Fatebinding belonging to a target of lower Tier. She may also spend a point of Awareness to alter the type of a Fatebinding belong to another character of lower Tier. • Elder Sign: By committing a point of Awareness, a Scion may place one of her Fatebindings in abeyance. As long as the Awareness is committed, the Scion may neglect the Fatebinding without suffering Avoidance. However, the longer she holds off the Fatebinding, the worse its compel becomes when it comes due; the Storyguide should up the ante as appropriate. Once the Scion has held the Fatebinding off for a number of episodes equal to her Awareness Trait, the tension becomes too great to hold off, and the Fatebinding is immediately compelled in the direst manner the Storyguide can conceive of. OMENS OF THE MYTHOS A Scion’s omen is typically bound up in her person, affecting her and only her even as she ascends to Demigod and beyond. For the Scions of the Mythos, with Awareness and Legend fighting for their destinies, the omen becomes something more. At Awareness 3, a Scion’s omen extends beyond herself, becoming a mark she leaves in her wake; the higher her Awareness, the less time she requires to imprint herself on a location. This takes whatever form is appropriate, from a certain variety of animal congregating in unusual numbers in the location to strange symbols appearing in seemingly natural ways, such as moss or cracks in the sidewalk. At Heroic Tier, these portents are merely unsettling; however, at Demigod Tier, enough of the Scion’s energies remain bound up in the location, becoming both attractive and slightly infectious. Those who spend too long observing the Scion’s omen begin to see it everywhere they go. This inflicts a Condition causing a Complication equal to half the Scion’s Legend (round up) that can only be resolved with professional help, such as therapy. At the Storyguide’s discretion, this artificial obsession may lead to the character experiencing it gaining Awareness. Scion’s Legend 3 4 5 6 7+ Time Required One day Six hours One hour One scene Immediate SANCTA AND TERRA INCOGNITAE Much like purely divine Scions, Scions of the Mythos (and divine Scions caught up in it) are able to bind themselves to places, making those places a part of their legend. In time, these places grow to become a proper Terra Incognita attached to the Scion’s Legend. If anything, the Mythos’ affinity for strange extradimensional excursions makes the process even easier for Demigods with a bit of Awareness. Sanctums belonging to Scions of Mythos entities are inherently connected to the entity in question. Low-level Sanctums are merely pervaded by the energies or qualities of the entity, from strange and unsettling geometries in the case of Yog-Sothoth to a persistent dampness in the case of Albtraum. As the Sanctum grows, maturing into a full Terra Incognita, these energies coalesce into a gateway connecting the Scion’s realm to that of their patron. NEW SANCTUM OPTIONS The following Sanctum options are available to Demigod-Tier characters with an Awareness Trait of 4 or higher. For every dot of Awareness above 4, a player may choose one of the following options for her Sanctum; each dot so chosen subtracts from the cost of the Sanctum Birthright, allowing Scions with a deeper understanding of the universe to abuse it further than ordinarily possible. • –1 dot: The geometry of your character’s Sanctum is ever-so-slightly different from that of the World humanity knows. Gain +2 Enhancement to all rolls relating to Arcane Calculus. Anyone unaccustomed to such unearthly spatial torsion suffers a Complication equal to half your character’s Legend, round up. Anyone without Awareness who spends more than (Resolve + Integrity) hours in your Sanctum gains an appropriate Condition chosen by the Storyguide, and at Storyguide’s discretion may gain a dot of Awareness. • –1 dot: Time passes at a different rate inside your Sanctum, either racing ahead of the World’s own Sancta and Terra Incognitae 151 timeline or slowing to a crawl while the World rushes on by; the exact ratio is left to player discretion and Storyguide approval. Characters isolated within a Sanctum where time moves slower may gain the Rip Van Winkle Condition (below). • –1 dot: Your Sanctum overlaps several other dimensions, making it a magnet for creatures that exist in these alternate dimensions that normally exist side-by-side with our own. Normally invisible and intangible, within your Sanctum they manifest materially, and may act according to their alien drives. You have a measure of control over these creatures while they’re in your Sanctum; they won’t attack you unless provoked, and while you can’t command them outright, enterprising Demigods might train these otherworldly beings to respond to certain stimuli. Characters who spend too much time in your Sanctum may find that it stimulates their pineal gland, allowing them to perceive and interact with such creatures (and vice versa!) even outside the Sanctum, but this is left to player and Storyguide’s discretion. PERSISTENT CONDITION: RIP VAN WINKLE The World has passed you by, making you a relic of a bygone age overnight. What was familiar is gone or changed at best. Friends and loved ones have moved on or have aged and passed on. You are isolated, you cannot go back, and you have the strangest feeling of being watched. Effect: Suffer +3 Complication on any roll to engage with things of the new future (televisions, computers, hyperspace difference engines, and so on, depending on when you’re from). Gain +2 Enhancement on any Culture or Academics rolls related to the period you originate from; it’s as fresh in your mind as yesterday, because to you it was yesterday. You are under close observation by the Hounds of Tindalos, but unless you attempt to return to your native time, they’ll leave you to your fate. Momentum: Gain 1 Momentum when you reveal yourself to be obvious out of your depth, befuddled by things everyone else considers ordinary, or otherwise encounter serious difficulty due to being a temporal refugee. 152 REALM BIRTHRIGHTS Like divine Demigods, Scions touched by the Mythos can develop Fatebindings with entire Realms, granting them access to Realm Birthrights. These Birthrights draw a little of the Realm’s power with the Scion wherever she goes, allowing her to use them wherever she finds herself. Naturally, from others’ perspectives, this frequently means that the Scion is surrounded by a nightmarish susurrus of Things That Shouldn’t Be. Mythos Scions who purchase a Realm Birthright gain a Field reflecting the Realm they’re Fatebound to. This Field does not replace, but overlays whatever Field may exist in the World around the Scion — if the two conflict somehow, favor the Scion’s Field. Players and Storyguides should collaborate to design this Field based on the Realm in question, but all such Fields have the following effects: • Disquieting Aura: Characters of lesser Tier or whose Awareness is less than the Scion’s perceive the Field as, for lack of a better term, otherworldly — it either puts people on edge, or gives them the sense of an epiphany just out of reach. While such characters can’t automatically tell that it’s the player character causing the effect, if they see her and get the same feeling multiple times they’ll start to put two and two together. How they react depends on the individual; some may be revolted, others fascinated. At Storyguide’s discretion, this may translate to Complications or Enhancements, as appropriate. • Intrusion: When the Scion expends Legend, her Field Condition manifests physically as her Realm is tied, however briefly, to the World through that Legend. This is not a subtle effect — walls shift position and even substance, fires burn strange colors, and even the might stars slip ever so slightly out of position. Characters without Awareness must succeed on a Composure + Integrity roll to remain active; if they fail, they either flee or faint. If they succeed, they may gain Awareness at Storyguide’s discretion. Whatever Field may have been in place before is overlaid, and no longer applies. Intrusion lasts for a number of hours equal to Legend spent in a single scene. • Hitch-hikers: If, while an Intrusion is active, the Scion botches any roll, it summons creatures native to that Realm. The kind and number depend on the Realm in question; a Realm similar to the World’s logic may simply generate a swarm of curiously oversized rats bound together in a hive-mind, while a Realm that largely functions as a temple to a nameless horror spawned by the character’s Mythos patron might call down that self-same horror. Whatever is summoned, it is not APPENDIX ONE: DEMIGOD-TIER PLAY bound to obey the Scion — it’ll work to fulfill its own drives and objectives, which may (and likely do) run counter to the Scion’s own. STORYGUIDING DEMIGODTIER MYTHOS Many of Lovecraft’s protagonists faint at convenient moments, missing out on the strangest moments that — let’s admit it — we the reader are there for. In some works, especially Dream-Quest of Unknown Kadath, that veil is pulled back, and the eerie surreality of the Mythos is allowed to take center stage. Much like dream logic, the World beyond human understanding can seem senseless, random, and frequently incomprehensible, and that sense that logic is failing and the World itself is not what it seems is the feeling a Demigod-tier Mythos campaign should be attempting to evoke. STYLES OF MYTHOSTOUCHED APOTHEOSIS There are many ways a Scion can slip onto the path of Awareness, and for Heroes it’s largely benign, or at least, as benign as Awareness of the incomprehensible magnitude of the Mythos allows. As they accrue more Awareness, they slip further and further away from mortal humanity, which likely sees them as increasingly bizarre, probably mentally ill, and possibly dangerous. So long as a Hero remains a Hero, that’s as bad as things get. It’s when apotheosis enters the picture that things become complicated. Much like understanding the true nature of the universe, when a Hero begins the journey towards ascension there is no turning back; success or failure, the mortal shell perishes. DIVERTED DIVINE APOTHEOSIS The Mythos does not care about the carefully balanced schema of apotheosis, intruding where and when it decides to. A Hero begins the path to ascension, becoming a Demigod. As they walk their path, they encounter the Mythos, and gain Awareness. Now, it all goes off the rails. Once a Demigod becomes Aware of the Mythos, they have a choice: either they do their utmost to contain the damage and wholeheartedly ignore the Mythos, effectively finding comfort in denial, or they accept that even the divine is a tiny, almost insignificant mote in the wider universe. Neither option is particularly healthy for an ongoing apotheosis, but such an event is survivable. The former entails encapsulating and interpreting one’s Awareness in mythic form, effectively constructing a scaffold of destiny to support otherwise untenable truths. Doing so is extremely difficult without a Calling that fits, the most helpful being Liminal or Outsider (see Scion Player’s Guide, p. 11), though others may serve with appropriate interpretation. To embrace the Mythos, then, is to become something that goes beyond the conventional bounds of divinity, tied to humanity but utterly beyond it in ways even gods find disturbing. Effectively, the Demigod walks the path of ascension as an Elder God — incomprehensible entities that nevertheless maintain a more-or-less benevolent attitude towards humanity, such as Nodens. PURE MYTHOS APOTHEOSIS It was never about divinity; divinity is a human concept, and the Scion’s sights have always been set well beyond the bounds of human understanding. This path is most common to Scions of Mythos entities, it being the natural outcome of embracing one’s heritage, the will of the Old Ones, or whatever drew the Hero into the Mythos to begin with. It is not, however, exclusive to such Scions; divine Scions who discover and embrace the Mythos can follow this path just as readily, catalyzing their ichor with supreme and absolute knowledge. Mechanically, a Scion who wishes to pursue this path must either be bound through ichor to a Mythos entity or initiate and complete their apotheosis with Awareness exceeding their Legend at all times. Such a journey to apotheosis resembles less the journey of the divine scion to death and rebirth, and more the journey of the investigator seeking deeper truths. Much like a standard apotheosis, the Storyguide should construct the sequence of events around that character. An inciting incident fires the need to learn, breaking the bounds of normality even in the eyes of a Hero wellversed in the Mythos. The event must turn the Scion’s world upside-down, and leave myriad questions in need of answering. This event may well be of the Scion’s own doing, an experiment that goes awry, a mathematical equation that leads to impossible answers, digging into their own lineage, or whatever suits the character. After incitement, the investigation follows. The Scion, now burgeoning with the power of a Demigod, seeks answers, opposes enemies, is drawn deeper and deeper into mysteries. In this stage, the comfortable truth is stripped away bit by bit. This is not a grand revelation, but rather a slow building of dread and curiosity in equal measure — the character should always be torn between the desire to know more and the urge to look away. To do so is to forsake ascension, of course, and ensure death, but that is nevertheless a choice a character can make. The grand revelation comes when the mystery is revealed. This is the part where the truth is laid bare, where all the tension and dread reach the breaking point. It’s the last few lines of a Lovecraft story where we realize that the horrific description of the putrescent monster is, in fact, what the narrator sees in a mirror. It’s the moment Styles of Mythos-Touched Apotheosis 153 where the reader says “Oh,” aloud and feels the hairs on the back of their neck stand up. For the Storyguide’s purposes, it’s the moment everything else has been leading up to as far as the character’s story is concerned. This leaves us with a binary choice: insight vs. denial. Not all of Lovecraft’s protagonists choose the latter, but most do, and certainly none stand in quite the same place a Demigod on the cusp of ascension does. Everything up to this point, from incitement through investigation to resolution, is prologue, a necessary preamble to this one choice: knowing the truth, does the Scion embrace it, or take this last chance to turn away from it and seal her doom. This isn’t a split-second decision or a single action — rather, it’s the last mortal efforts before the inevitable end of mortal life. It’s the character transitioning from investigation to action, and it deserves plenty of time to let that transition play out. COSMIC SCION: CAELUM INCOGNITA One of the hallmarks of the Mythos is frequent encounters with otherworldly realms, be they alternate dimensions or literal planets elsewhere in the cosmos. At the Heroic level, these are brief brushes — a journey into a forgotten city that soon sinks beneath the waves, or a rescue mission into the impossible caverns beneath the Earth where the flying polyps still dwell. Demigods, however, are far less bound to the World, and Mythostouched Demigods even less so. A Masks of the Mythos chronicle at the Demigod tier may well spend more time in these strange worlds than in the prosaic World, depending on the chronicle’s focus. We distinguish these distant, bizarre realms from “ordinary” Terra Incognitae with a new name: Caelum Incognitae. The number of Caelum Incognitae in the wider cosmos, like the stars themselves, are innumerable. Therefore, the Storyguide’s imagination is the only limiting factor on how weird a given Caelum Incognita can be. We suggest pulling liberally not only from Lovecraft and other Mythos authors but from authors across the horror, science-fiction, and fantasy spectrum. The devices of the Protomolecule-builders from the Expanse series would fit right in with the incomprehensible and seemingly-magical machines of the Mythos, for example. Weirdness is key to the cosmic experience. If you find characters seizing on something as a rock of normality in an otherwise alien landscape, upend their expectations. Present situations that resolve seemingly paradoxically. Treat physics as we know it as a suggestion at best. Make frequent use of Fields and Conditions to lend mechanical weight to the weirdness. Keep the above section in mind, however — this is not an excuse to fuck with your players, but a means to slowly turn up the dread (and anticipation) the characters are feeling, 154 AWARENESS THRESHOLD The Terra Incognitae of the World, strange though they may be to mortals unused to them, are still grounded in the prosaic human understanding of reality. Even Mythos-based Terra Incognitae adjoining the World share at least some of that grounding, making features of them terrifying and bizarre but still largely retaining a feeling of being in the World. Not so for Caelum Incognitae. A Caelum Incognita has an Awareness Threshold, a Trait that describes what level of Awareness is needed to safely spend time within that realm. If a character possesses less Awareness than the Awareness Threshold, she must take a Resolve + Integrity action once every scene, with Difficulty equal to the difference between her Awareness and the Awareness Threshold. For example, if her Awareness was 2 and the Awareness Threshold was 4, the Difficulty would be 2. Characters with Awareness equal to or greater than the Awareness Threshold do not need to roll. Success on this roll allows the character to maintain her mental equilibrium in the face of maddening chaos. Failure may result in Complications, Conditions, and even Injury Conditions; the Storyguide chooses what happens when a character fails such a check. Botches on this roll result in misfortune for the entire Band, as the character’s reactions provoke some terrible force native to the realm. and ultimately everything in a Demigod chronicle is in service to the story of ascension (or failed ascension, as the case may be). Caelum Incognita: The Fathomless Cosmos Awareness Threshold: 2 The emptiness of space is vast and incomprehensible to humans, worlds entire floating in the cosmos like motes in an infinite sea. Yawning nothingness stretches between the things that minds consider places — and that nothingness is filled with nightmares. Streaming, half-sentient bands of color leap from world to world to reproduce, ancient and undying predators wait in death-like trances for prey to stumble upon them, and APPENDIX ONE: DEMIGOD-TIER PLAY the dark constructs of other, elder peoples who thought to conquer infinity lie cold, dark, and eternal. Caelum Incognita: The Planet Yuggoth Awareness Threshold: 3 At the cold outskirts of our solar system, Yuggoth lies dim and undiscovered by mortals. This grey world with its rivers of black pitch turns in eternal night, the windowless towers of the Mi-Go sprawling across its surface. Though Yuggoth is but an outpost from which the Mi-Go observe Earth, they have made it their own, and it teems with life of the same strange fungoid-insectoid blend that characterizes the Mi-Go themselves. In its great vaults lie innumerable secrets and knowledge in the form of brain cylinders, holding and preserving minds ranging from the familiar human to the incomprehensibly alien. Caelum Incognita: The Library of Pnakotus Awareness Threshold: 5 In the distant past, millions of years before the current day, the Great Race of Yith arrived on Earth, escaping destruction by exchanging their minds en-masse with a race of cone-shaped beings. In that form, they built a grand metropolis, and within that metropolis a library to rival all other libraries throughout the ages — precisely because it drew from each and every one of those libraries, Yith agents seizing the bodies of convenient pawns to amass information while the unfortunate abductee is made to painstakingly record their own experiences. If there is knowledge to be had in this World, it can be found in the Library of Pnakotus. Unfortunately, the only known way to safely reach Pnakotus, 250 million years in humanity’s past, is via possession by the Yith. The Pnakotic Library’s Awareness Threshold is as high as it is not so much because of the surroundings (though Yith architecture and aesthetics are otherworldly), but because getting there involves having one’s consciousness rudely jammed into the strange bodies used by the Yith. If characters take another route there (and evade the Hounds of Tindalos!), reduce the Awareness Threshold to 3. Caelum Incognita: The Court of Azathoth Awareness Threshold: 7 Beyond the reaches of ordinary space-time, beyond the furthest glimpses of the primordial universe, beyond the moment of the Big Bang and the infinity of maximum entropy, Azathoth slumbers upon a black throne, squirming and writhing to the piping of a tuneless flute. In the chaotic whorl of his court, matter and energy sluice and recombine, echoing a monstrous creation. Lesser divinities, no less alien, dance about the periphery, wary of drawing too close to the daemon-sultan itself. Here, Nyarlathotep walks without a Cosmic Scion: Caelum Incognita 155 human mask, choosing other, more terrible visages to walk among his peers and attend his mindless master. Those who make the journey here can claim great knowledge and power, assuming they survive the process intact. Health: 5 DEMIGOD-TIER ANTAGONISTS T Extras: The Dunwich Horror has a Size Scale of 3. he following Antagonists are recommended for Demigod-tier games. THE DUNWICH HORROR The spawn of Yog-Sothoth, the Dunwich Horror was believed destroyed in 1928 by a band of learned professors from Miskatonic University, who confronted it atop Sentinel Hill. They claimed the beast was made of things other than matter, and that whatever that substance was, it was not of this Earth, and they had sent it back where it belonged. Alas, these learned people were wrong, for that strange substance, like the Horror’s father Yog-Sothoth, exists beyond time and space. The creature was dispersed, not slain, and though the Sentinel Hill altar was broken up and the diary of Wilbur Whateley vanished from the Miskatonic Library, all the Horror needed to reconstitute itself was the appropriate geometries and confluences to recur. Maddened by a century of hunger spread across its distributed matter, what little bound the horror to humanity has long-since departed from its mind. It still favors cattle for feeding, but will eat almost anything that’s made of meat, including humans. It longs to complete its brother Wilbur’s work, to open a portal to realms beyond matter where ancient beings dwell, waiting to destroy the World as we know it and drag its corpse into their realm for purposes incomprehensible to mortal minds. Having been raised in a literal barn, it knows little of such methods, or of convincing mortals to worship and obey it, but there is no shortage of unscrupulous and wicked individuals who would use the beast’s extradimensional qualities as a means to such an end. THE DUNWICH HORROR Archetype: Transcendent Qualities: Miasmic Presence (Origin, 148), Unseen (Hero, 288) Flairs: Beyond Description, when revealed with the powder of Ibn Ghazi. Drive: To successfully summon its father, Yog-Sothoth. Primary: 9 (Crushing, Climbing, Devouring) Secondary: 7 (Hunting & Tracking) Desperation: 5 156 Defense: 5 Initiative: 6 THE ELDEST GHOUL Revered ancestor of the near-human species, the Eldest Ghoul is ancient but unbowed. An archetypal figure either tremendously long-lived or nigh-immortal, it has watched over its necrophagic progeny since time immemorial. Though it now dwells mainly in the Dreamlands, and oft appears in the retinues of unspeakable gods, its ears are ever watchful for the prayers of ghouls in dire need. So summoned, it traverses strange distances to once again inhabit the material World, and with it comes its hunger. THE ELDEST GHOUL Archetype: Transcendent Qualities: Life Drain (Hero, p. 287). Flairs: Shadow Step (Hero, p. 290), Molon Labe (Hero, p. 293). Drive: To protect its myriad children. Primary Pool: 9 (Stalking, Bite, Grapple) Secondary Pool: 7 (Ritual, Forgotten Lore) Desperation Pool: 5 Health: 5 Defense: 5 Initiative: 6 THE HIGH PRIEST NOT TO BE DESCRIBED In an impossibly ancient stone monastery hidden away on the Plateau of Leng, there stands a solitary, shadowed throne, and upon that throne sits The High Priest Not To be Described. It wears a thin robe of yellow and red, and its face is obscured by a silken veil that it lifts but a little to play upon its ivory flute. Silken gloves hide its hands, which seem to shudder with a terrifying energy. The High Priest Not to Be Described has been associated by various authors with almost as many entities of the Mythos, most notably Hastur and Nyarlathotep. The Storyguide is encouraged to add to that fine tradition however best fits her own chronicle. THE HIGH PRIEST NOT TO BE DESCRIBED Archetype: Avatar Qualities: Apocalyptic Presence (Hero, p. 289), Astride the World (Demigod, p. 210), Physiological Void (Demigod, p. 211) APPENDIX ONE: DEMIGOD-TIER PLAY Flairs: Dread Gaze (Demigod, p. 211) Drive: You don’t want to know. Primary Pool: 10 Secondary Pool: 8 Desperation Pool: 6 Health: 6 Defense: 5 Initiative: 5 LEGACY CHARACTERS H Each night, Zann’s music intensified in fervor until it reached a final, terrifying crescendo. The student, who was engrossed in the music and still hoping to look outside the window to see the street he knew existed outside of its confines, was soon shown the truth of what lay beyond when the window shattered. A torrent of unnatural wind blew in, sweeping Zann’s music notes straight out the window. To safeguard the musician’s livelihood, the student tried to chase down and grab the notes, clutching just a few. When he turned around to check on Zann, the elderly musician was on the floor, his entire body still of breath but not of movement as the music continued to play. By the student’s account, Erich Zann was dead. ere are four characters to use as playable Demigod tier characters for your Mythos adventures, or to appear as Storyguide characters. ERICH ZANN Quote: “The music must go on, but my hands are so tired.” Music has always been the way through which Erich Zann expressed himself, since he could not do so with his voice. But the music he played was tortured and otherworldly — attracting curious listeners wondering what the discordant notes represented of the mute man’s psyche. Unbeknownst to the listeners, the music protected them from certain doom: Should Erich ever stop playing, Azathoth, the Eye of Madness, will awaken and end all of creation. Then: Little is known of Erich Zann before he took up residence in a tenement building on Rue d’Auseil in the Corbeil-Essonnes suburb of Paris. Other than the occasional performance with a local orchestra, the mute musician kept to himself, often practicing music well into the night. His music, compared to what was considered popular in the 1920s, was strange and almost alien in sound. It garnered the attention of a newly arrived university student moving into a neighboring unit, who had never heard anything like the music Zann played. Unbeknownst at the time to the university student, the music kept the Demon King of Chaos, the very eye of madness — Azathoth — asleep. Over a period of weeks, the student watched as Zann played his music to a window that by all accounts should have been overlooking the Rue d’Auseil, but instead displayed a hypnotic, pitchblack abyss. Eventually, Zann divulged to the student the truth to his music, and that without it, any number of unknown and unseen malevolent creatures could break through from that abyss and unleash unknowable horrors upon the land. Now: It was a heart attack that took Erich Zann at last, after nearly seventy years of playing the viol to keep a slumbering Old One at bay. But while Azathoth thought that they had the last laugh, it was the Music that breathed new life into Erich’s aged body and granted it a fraction of its dark divinity. Despite having awaited the day when his hands could finally rest and he was no longer responsible for keeping the chaos at bay, Erich Zann was once again given a purpose — to seed this music throughout the world. Since then, the musician continues to travel the world, playing his peculiar genre of music to new generations more inclined to its alien sounds. Some of it has even been remixed and popularized on digital platforms where it has found a wider audience. Despite this newfound “fame” Erich has remained notoriously private, mainly out of necessity. It added to the allure of the music, but also allowed Erich to stay out of the public eye. After all, he was nearly two-hundred years old. Still, every now and then he would take on an apprentice in hopes that they would be able to hear the music he hears and recreate it. It drove a good number of those apprentices to madness, and others to their deaths, much to Erich’s dismay. He never wanted to cause anyone harm, but the music must go on. There is a desperation in Erich’s music now. Though it is easier to spread his music across the world, thanks in part due to online streaming, and keeping Azathoth at bay, Erich is ready to leave this mortal coil and escape the Music’s maddening notes. He never asked to be the Music’s chosen, but he will continue to perform his duties in hopes of finding another who can take upon the mantle and to finally pass on his accursed viol. Description: An unassuming man who appears to be in his upper seventies despite being a hundred years older than that. Erich wears a worn countenance with heavy wrinkles and crows’ feet at the corner of his eyes. Legacy Characters 157 His lips, worn in a perpetual dour expression, hold in the screams and words that he cannot give voice to. Story Hooks: • Hammering In My Head — A Scion awakens in the night with the sound of music pervading every thought. Are they the next Chosen of the Music, or did Zann target them for something else? The Scions must unravel the meaning of this music, its purpose, and how to stop it from driving everyone around them mad. • Discordant Strings — Strange sounds come across the airwaves in a small, Midwestern town, driving livestock and human alike to go mad and mutilate themselves. The Scions track down the source of this discordant music to Zann, and must decide whether eliminating him will do more harm than good. • The Devil Went Down to Georgia — A mortal friend of the band is invited to a “challenge of the bands” where they face off to the famous Erich Zann. If Zann loses, the challenger must become a Scion of the Music in his stead lest Azathoth awakens. HENRY ANTONIO WILCOX Quote: “You cannot create without destroying something else. Destruction, too, is an act of creation.” Aloof and somewhat antisocial in a polite sense, Henry Antonio Wilcox was always the odd one in their otherwise renowned family. Where other Wilcox’s were urbane, articulate, and of practiced social graces, Henry was more reclusive, sensitive, and preferred the company of themselves and their artistic endeavors than anything else. Quiet and unassuming, Henry’s dedication to their craft has almost a religious fervor. It has, in turn, garnered an almost cult-like patron base desperate to see Henry’s next creation. Then: Henry was an heir of the well-to-do Wilcox family of Providence, Rhode Island, though albeit one often overlooked and considered strange by the rest of a success-oriented group. A precocious youth, Henry was considered a genius, but their great eccentricity set them apart from the rest of the Wilcoxes. While their family blamed a lack of good sleep as cause for their troubled mind, it so happened that it made for incredible art — a discipline Henry took an early liking to, even if the otherworldly subject matter of their pieces left others baffled or disturbed. It wasn’t until 1925, after Henry was enrolled at the Rhode Island School of Design, that his art began to be noticed. George Gammell Angell, a professor of Semetic Languages at Brown University, first made note 158 of Henry’s work in his private journals; specifically of Henry’s bas-relief sculptures. These pieces were created during one of Henry’s purportedly “manic” episodes, wherein they created pieces like in a possessed manner. Professor Angell, being too curious for their own good, kept meticulous notes and observances of Henry’s mental state and of their creations — relating it to a series of strange and occult disturbances the professor had uncovered while researching strange terminology and language fragments. In March of 1925, another series of strange events occurred, including earthquakes, driving Henry even further into their art. Hieroglyphics, carvings of drowned cities, and scribbles of the phrase “Cthulhu fhtagn” were all made mention of in Professor Angell’s notes. Towards the end of the month, Angell sought out Henry, only to discover they had fallen ill and were placed into the care of their family. It was rumored that Henry was in a state of delirium, and that others nearby had come down with the same affliction. It wasn’t until after Henry recovered from their affliction that they were no longer useful to Professor Angell — as there was no more madness, no more strange utterances. Life went back to normal, with Henry resuming their studies. Some eighteen months later in November of 1926, George Grammell Angell died under questionable circumstances. Now: Henry has always been touched by the Mythos and was, in fact, wholly responsible for the death of Professor Angell. It wasn’t until after the incident with the professor that their true parentage was revealed to them — their muse, their patron, and their secondary parent was none other than The King in Yellow, who used Henry as a vessel to bring chaos and insight to others from a young age onward. While many Scions of the Amber Aristocrat find themselves dying gruesome and premature deaths, Henry managed to endure. Perhaps it was all those years growing up being the odd one out, forging themselves through the fires of adversity through both their art and in their personal relationships with others who defied gender conventions and sought the divine artistic expression within themselves. After years of being the outcast of the family on account of their birthright and artistic proclivities, Henry is now more confident than they have ever been. Fully committed to the work of The Stoic Patron, Henry willingly acts as a vessel through which their Patron works, creating art that incites terror in some and insight in others. Owning several art galleries across four continents, Henry is always on the lookout for others like them who might be talented enough to become one of the King’s chosen, and is slowly growing their own cultlike following. APPENDIX ONE: DEMIGOD-TIER PLAY Description: Henry Antonio Wilcox stands out for being tall, wiry, and darkly complected due in part to their twin heritage — their father being of solidly European stock, and mother of mixed Caribbean ancestry. They blend in more easily now that society has become less prejudiced against mixed unions and those who don’t conform to traditional notions of gender. Through the years, Henry’s sense of style has maintained a distinctly classical look, but with modern cuts and tailoring sensibilities. A crisp white twill shirt rolled up to the elbows so they can work clay without trouble, a tweed vest with slim pockets to hold sculpting tools, slicked back black hair and thin wire framed glasses that rest at the end of their nose. There is a noble air about Henry, as they finally accept their true parentage and have come into their own. Story Hooks: • Muse Madness — Rumors insist that subjects of Henry Antonio Wilcox’s art eventually go mad and kill themselves. One of the band’s mortal friends falls under Wilcox’ sway, and the Scions must decide to intervene or let their friend follow their own path. • Horrors Crafted of Clay — At the same time a new exhibit goes live at a local Wilcox Gallery, creatures made of clay begin attacking the city and inciting madness in its populace. The Scions must stop these creatures and investigate: Did Wilcox, or one of their enemies, make the creatures. • Patron of the Arts — At an open house at a local art school, Henry Antonio Wilcox takes a shine to one of the students and offers to financially support this budding artist. The offer is sincere, but it’s also with an eye to potential recruitment. This makes Henry a patron or ally to a new Scion of The King in Yellow. LAVINIA WHATELEY Quote: “Have you seen my beautiful sons?” The citizens of Dunwich never had anything charitable to say about Lavinia Whateley. Born albino and considered otherworldly or cursed by those that gazed upon her countenance, Lavinia was roundly avoided. Her frowned-upon behavior of wandering the moors all day and night while dressed immodestly did nothing to alleviate her status as outcast. Little did the people of Dunwich know that despite Lavinia’s diminished marriage prospects, she would eventually bear the children of an Old One and become the herald for its return. Then: Lavinia was an unknown for most of her childhood. Her father, Old “Wizard” Whateley, was an unusual man who kept both himself and his family intensely private. The townsfolk were surprised to learn Old Whateley had a child, never mind a wife, considering his peculiar nature. Raised on the family farmhouse well outside the Dunwich proper, Lavinia was never properly socialized or educated, and was prone to engaging in fantastical daydreams as she wandered the grounds of their property. Her mother died a violent death when she was twelve years old, leaving young Lavinia bereft of direction and guidance. Old Whateley never gave Lavinia another thought, believing her to be of illiterate and of diminished mental faculties, and left her alone for weeks on end. That was the old wizard’s first mistake. Soon the young, frail woman found herself filling her time reading and learning from the various bits of the ill-kept and rotting tomes in her father’s library, including an incomplete copy of the Necronomicon. Through her own meager studies, and her negligent father’s occasional tutoring, Lavinia found the means through which to summon Yog-Sothoth. This otherworldly being gave Lavinia the first bit of attention since her mother died, and before anyone knew or could say a word, the unwed Lavinia was heavy with child. She gave birth to two sons: Wilbur, who grew at a supernatural rate, and the other who is only referred to as the Dunwich Horror (p. 156). Lavinia took pride in her sons, not the least bit concerned as to Wilbur’s rapid growth or the younger son’s monstrosity, and lavished them with all the affection rarely given to her. Eventually though, the Dunwich Horror’s existence led to tragedy. In the wake of the apparent death of her younger son, Lavinia disappeared into the hills of Dunwich on Halloween of 1926, never to be seen again. Now: All Lavinia Whateley ever wanted was to be seen, and Yog-Sothoth saw her — both when she was a young woman and after she bore its offspring. After disappearing from Dunwich, she set out to recover the personal effects of her eldest son, Wilbur, including his journal which was claimed by Dr. Henry Armitage of Miskatonic University. Believing it to hold even greater occult secrets than her own father’s books, Lavinia hired a couple of thieves to break into the university to acquire it for her. Since then, she has cherished her late son’s journal and has used it to further her own understanding of the occult — greatly surpassing her father’s knowledge, something which brings Lavinia great joy. For her dedication, Yog-Sothoth reached out once more and made Lavinia one of his chosen. She hasn’t looked back since, suppressing the painful memories and looking to a future she only sees in momentary glimpses: A future where Yog-Sothoth returns, and the world is made right again. To that end, Lavinia has recruited followers who travel the world over in search of a true and complete Legacy Characters 159 copy of the Necronomicon, all but ensuring that the next time the ritual to summon Yog-Sothoth is attempted it will be unstoppable. Moving through the world and acting as an advocate for the unseen, the ignored, and the forgotten, Lavinia imparts unto them the forbidden knowledge she herself acquired whilst being overlooked — knowledge which grants them the means to enact their will upon the world. She uplifts these huddled masses and looks after them as a mother would a child, as she sees all of them as being different faces of her own lost children. Description: No one would call Lavinia conventionally beautiful, but her appearance is striking in such a way that one’s eye cannot help but be drawn to her. Ghostly pale, she is defined by her lack of strong features, including the weak, Whateley chin that her father passed down to her. She appears now as she did when she disappeared from Dunwich in 1926 — in her late forties, lips drawn into a perpetual frown, and a halo of shockingly white hair emanating from her albino skin. If anyone didn’t know any better, they would believe Lavinia to be a ghost, but at least she is a ghost that dresses in a nondescript way that manages to draw less attention to her. Story Hooks: • Mother of One, Mother of All — Lavinia has taken a shine to one of the Scions, going as far as to consider them one of her children in such an overbearing manner it is hard to determine if she simply means well or if she has some other, darker, plans in mind. She couldn’t possibly be wanting to sacrifice Scions to bring back Yog-Sothoth. Or could she? • The Woman in White — Legends abound of a woman dressed in white luring men to their deaths on abandoned highways. Other legends say that a woman in white has caused men to fling themselves off oceanside cliffs. The Scions must discover who this woman is, what her goals are, and why are all these sacrifices necessary. • Catch ‘Em All — The Scions are tasked by Lavinia, calling in various favors that trickled down to the band, with tracking down thirteen iridescent “orbs,” each bearing a unique name. She won’t tell them why she wants these globes, but makes mention of collecting them to make one’s wishes come true. One can heal any ill, another grants riches beyond wildest imaginings. Do the Scions collect the orbs and give them to Lavinia, or keep them and earn her wrath? 160 ROBERTA OLMSTEAD Quote: “Every day I am becoming something different; every day I am becoming closer to the truth I always felt inside.” Curiosity is a dangerous desire to have, and Roberta learned the hard way that sometimes chasing down the past is more troubling than one could imagine and changes the entire trajectory of your life. Seeking to uncover her family’s history in the seaside town of Innsmouth, Roberta soon discovered that not everything is what it seemed — even she was not who she seemed to be — and that in the end all things lead back to the sea. Then: It began as a trip to explore the architecture and antiquities of New England. Roberta Olmstead, a 21-year-old university student, had traveled as far as Newburyport, Massachusetts, taking as many notes as she could and interviewing locals about the history of the area. Perhaps that is where fate intervened, and the atmosphere of the trip began to change from one of scholarly study into something dark and unknowable. Superstitions ran wild among the locals of Newburyport, and they spoke in hushed tones about what lied further north in Innsmouth. Thinking little of the superstitions, she boarded the bus to Innsmouth and continued her trip. Upon arriving, Roberta was shocked to find the town of Innsmouth in disarray and disrepair; dilapidated buildings, a deserted town square, and what little population there was seemed to look “off,” with no real way to put a finger as to why they appeared as such — their heads were narrow, their noses flat, and eyes bulging. There was only one person whom Roberta met in Innsmouth who looked remotely conventional, and that was a grocery clerk who gave her the name of a local who could assist her in her research: Zardok Allen. Zardok, after being plied with strong drink, recounted to Roberta the history of Innsmouth, speaking about so-called “fish people” who brought with them gold jewelry to those who offered them human sacrifices. These fish people could even mate with humans and beget hybrid offspring. This both horrified and fascinated Roberta, who could hardly believe that anyone believed this to be true. Their conversation ended with Zardok warning Roberta to leave Innsmouth and never return because she has been “seen,” but she was unmoved. Further, Roberta was prevented from leaving Innsmouth as the bus has broken down and so she stayed the night in an old, musty motel. In the night, Roberta heard what seemed to be an intruder at her door and made an escape through a window. Trying to draw as little attention as possible, she imitated the strange gait of the locals to throw off whomever was pursuing her. That is when she heard APPENDIX ONE: DEMIGOD-TIER PLAY what Zardok had described as the gurgling sound of the fish people, and realized that everything Zardok had said, and everything that the people of Newburyport had warned her of, was true. Upon seeing one of the creatures as they came into the light, Roberta fainted. And then she woke up in the neighboring town of Rowley. Now: The Innsmouth Incident made Roberta realize that not everything was as it seemed in her family tree. Reaching back, she discovered that several distant relatives had mated with the Old Ones. In the weeks following, she also uncovered the secret history of the Esoteric Order of Dagon, which had been founded by her great-great grandfather, Obed Marsh. The very same Obed Marsh, she recalled, that Zardok had mentioned briefly in his retelling of the history of Innsmouth. Roberta then realized, to her horror, that she, too, would transform into something of unfathomable horror and eventually feel the pull to return to the sea. Since those years, Roberta has transformed, but not in the way she had initially expected. Instead of the nightmares she experienced in Innsmouth, she has dreams of another city buried beneath the waves. It took only until very recently for her to discover it was not Y’ha-nthlei beckoning for her return to her ancestral grounds, but rather another city, the city of the slumbering dreamer: R’lyeh. Still, the urges that have arisen in Roberta give her cause for concern. Awaking from nightmares drenched in sweat and smelling like the salt spray of the ocean are all indicators that her transformation hasn’t come to full fruition, but it is coming. Roberta is studying, training, and waiting for the moment when she will be able to make a stand and fully assert herself against the Old Ones — and eliminate her family line once and for all. Description: Roberta stands out in a crowd, standing roughly a head taller than the average person, with large, deep-set almost starry-like eyes that take in every minute detail in an area. A descendant of Obed Marsh and a Deep One, there is an almost translucent quality to her skin that makes it look perpetually damp or covered in perspiration, though most would chalk that up to a nervous demeanor. Story Hooks: • Fresh Fish (People) — The Scions have come across a newly transformed Deep One hybrid, but aren’t sure what to do with them. They hear that Roberta Olmstead can help these creatures, or at the very least find a place for where they are not a danger to themselves or others. • Trimming the Family Tree — There’s been a slew of seemingly random murders spread across the Atlantic seaboard — seemingly random until the Scions uncover that there is a threat connecting all the victims: familial ties going back to the Esoteric Order of Dagon and the town of Innsmouth, Massachusetts. Their investigation traces the murders back to Roberta Olmstead, Scion and known heir of Innsmouth. • That Marsh Life — Fate claimed Roberta at last, and her transformation into an Old One Hybrid begins in earnest. She asks the Scions for aid to return to Y’ha-nthlei so that she can either join those who came before her, or continue her fight against Fate. Legacy Characters 161 APPENDIX TWO TERRA INCOGNITAE “If there’s a way into hell, someone will always find it.” — T. Kingfisher, The Hollow Places H ere we present new Terra Icognitae that are specific to the Mythos Pantheon. While going to the realm of one such as Azathoth, in the center of infinite chaos, is tricky even for a Scion touched by the Mythos, other realms are far more approachable. Y’HA-NTHLEI “We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y’ha-nthlei, and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.” – H.P. Lovecraft, The Shadow Over Innsmouth Enormous shapes lurk beyond the tide, from vast structures dwarfing human achievement to colossal life eyeing its lesser landbound counterparts hungrily. The things that dwell within and around sunken Y’ha-nthlei do not need the town of Innsmouth, the greater sprawl of Miskatonic Hollow, or their relatives and agents among the short-lived air-breathing bipeds to survive. Their submarine existence is rooted in a deeper and older order that abides ice age and continental drift. Y’ha-nthlei’s science, arts, and geometry utilize spaces and concepts untouched by human efforts or striving. And yet, called forth by foolish beings of human stock and impelled onward by the Deep One’s own predatory forebearers and malign divinities, the creatures who dwell there want those things. Y’ha-nthlei’s children hunger for both the flesh and spirit of the air-breathing mayfly species, for what strips of human civilization exist adjacent to their own deep and dark realms to fall fully within their auspices and mastery. Innsmouth and the Esoteric Order of Dagon place themselves in thrall to the Deep Ones and their greater relatives repeatedly — the cult leaders, slowly maturing hybrids, and xenophobic locals only barely aware of the impossible thing that awaits in the gulf of waves and darkness. It’s rare for any who still walk beneath the sky and breathe air to understand the implications of their veneration: the Deep Ones, Father Dagon, and Mother 166 Hydra certainly see the cultic and hybrid populations as their progeny, descendants of ancient blood and inheritors of abyssal mysteries. But in doing so, the faithful of Innsmouth have placed themselves at the end of a line which has never balked at eating its own children. MYTHOS In spaces lit only by bioluminescence and stranger chemical reactions, beneath the enormous pressures of the shifting ocean and the Old Ones’ perception, between stanchions erected before mammalian life first grew in an amniotic sac, the children of Y’ha-nthlei cavort and seethe. Their elders have lived since before the earliest human prehistory not only by the imperishable strengths of their alien constitution but by driven, determined wit. For the immortals of the deep must do much to keep their owed eternities. Infinity only exists through avoiding the casual hungry passage of the Father Dagon, the helpful disassembly into raw meat material by a loving Mother Hydra, the internecine conflict between obscure clades and abstruse philosophies of the subaqueous, and the uncaring physical processes of Y’ha-nthlei’s aquatic environs. And so it is that the Deep Ones respond to the call of Innsmouth. In co-mingling with surface humanity and bringing the Esoteric Order of Dagon and other human attempts at grasping their great truths into their circle, the inhabitants of Y’ha-nthlei seek to turn potential immortality into actualized lifespan — what sacrifices and fealties the order, similar cultists, and other interested humans offering up creating an ever-expanding stock for Y’ha-nthlei to treat as its pantry. The Deep Ones and their greater kin consume some sacrifices and unfortunate worshippers for sustenance and the joy of it; APPENDIX TWO: TERRA INCOGNITAE certainly, such things are famous among the Innsmouth set during the May and October rituals. But the desires of Y’ha-nthlei go beyond simple satiation and animal contentedness. The rituals between the benthic pillars mingle religious and practical purposes, as science, art, and theology fuse together. The Deep Ones and their elders simultaneously venerate the great powers alongside enacting changes on their physical environment, averting the attention of Father Dagon in the same ritual that transfigures a heady mix of biological components into a newly spawned shoggoth. These and stranger deeds require much in the way of resources, many of which are present in the human animal and its imaginings. And so, while many in Innsmouth assume that the twice-yearly festivals, the unfortunate tourists, and the occasional failed hybrid or sacrificial zealot are sufficient for Deep One appetites, they have fundamentally misunderstood their appeal to the dwellers in Y’ha-nthlei. Among the dwellers in the deep there are beings, covens, and orders that seek to spill out onto the surface, transforming Innsmouth into a literal beachhead with which to incorporate and consume ever more of the human world. Though some hybrids, cultists, and even particularly lucky or unlucky bystanders might survive Y’ha-nthlei’s eruption across Innsmouth, many others would become the grist for an ancient mill. That it has not happened yet is not a factor of the Esoteric Order of Dagon’s devotions, or indeed any other human activity to date. Y’ha-nthlei’s population and circumstances have simply not aligned in in such a way to date. The Esoteric Order, cultists, and other accomplices to Y’ha-nthlei remain unable to see the doom they have courted for years, even as it builds and shifts beneath the deep, largely unaffected by their efforts. Should Y’ha-nthlei’s inhabitants choose to ride with the tide and sweep away Innsmouth, it will take drastic and fearless action, potentially by brave or driven Scions, to prevent it from becoming a footnote to an even greater catastrophe. LEGENDS The Esoteric Order and other would-be worshippers of Dagon believe Y’ha-nthlei to possess its own particular brand of order: the city beneath Devil’s Reef growing ever greater and closer to its alien gods as depth and distance increase. Hybrids and human cultist often imagine a stately procession of piscine flesh, amphibious grand-parents and ever greater Deep Ones increasing in age and might until one reaches the utmost expanse of the pelagic realm, occupied only by the fearsome forms of Father Dagon and Mother Hydra in their obscure and terrible obeisance to the Great Old Ones. In truth, the precincts of Y’ha-nthlei possess no simple and straightforward order, but the truth of ever deeper mysteries and a growing awfulness of Deep Ones forms at least resembles the surface stories. Innsmouth’s inhabitants consider it bad luck for the year’s coming festivities to refer to one’s descended brethren by their human or Deep One names. Those with a need to speak of their relatives in more than generalities, or who have dared to mingle with their rising relatives, often refer to them by nickname and moniker, assuming they survive the experience. Visiting tourists occasionally find the habit of calling one’s distant aunt Sickle Teeth cruel, or one’s long departed sister Waddle Y’ha-nthlei 167 Walk strange, but the Deep Ones care little what the tourists think when it comes time for the seasonal festivals. Sometimes this leads the Esoteric Order of Dagon to ascribe particular importance to repeatedly seen or particularly active Deep Ones, offering prayers to the towering matron known as Old Kindness, or even suggesting in their occult writings that she may be on a path to greater prominence in Y’ha-nthlei’s flooded halls. The area’s penchant for disappearances combined with Innsmouth unsavory reputation and unfriendly inhabitants lead to many communities across Miskatonic Hollow to develop their own stories and tales of what lies beyond the shoreline. Generations of old stories of giving up offerings of food or personal valuables in return for the remains or personal possessions from those lost at sea still persist in some places. Stories of a greataunt or uncle finding their loved one’s waterlogged sea chest or monogrammed keepsakes are common enough for most residents to know of them. Persistent rumors suggest that one just has to find the right place along Innsmouth’s coast or the right time in the muddy darkness before dawn to drop meat and silver into the water… and then the ocean will offer up evidence of the lost’s fate. The Innsmouth authorities try to discourage such behavior. Some of this is for practical reasons; no reason to have more outsiders poking around, especially when they might see something they shouldn’t. But some of the Esoteric Order’s objections are almost ideological: outsiders obviously can’t offer up such offal ignorantly and reap any weal from the ocean. For if they could, it would bring into question the position of prominence the Esoteric Order and ruling families of Innsmouth believe they possess. GATES Beyond the strangely-angled descent from Devil’s Reef, gateways to Y’ha-nthlei reach out across locations across New England and beyond. The Deep Ones and their Gods created some particularly useful passageways, while others emerge as a function of the otherworldly geometry of the sunken city. And while Scions usually encounter those portals facing the World first, many passages in deep’s darkness lead to wholly other realms and locations. Hooper’s Sink shares much in common with many such doorways in and around Miskatonic Hollow. Located in ill-fated fields owned by a family of the same name near Havenspoint, the fetid sinkhole retained the moniker long after they departed in despair. An often flooding, continually crumbling expanse of lost ground, locals blame continued over foresting in the area for the land’s collapse. Attempts at development seem notoriously cursed. Workers come down with awful stomach ailments from tainted groundwater, suddenly shifting earth damages or destroys construction machinery as 168 another dozen feet of dirt slide the Sink’s mouth. Only a few know its true secret: when Hooper’s Sink fills due to rainstorms or increasingly rare winter meltwater, its murky depths become a direct passageway to the salty water of Y’ha-nthlei. Such a passage is invariably lethal to humans unprepared for the suddenly change of pressure and lack of air, but offers those who wish to communicate with Y’ha-nthlei’s population without risking Innsmouth an attractive, if dangerous option. A far stranger gate connects Y’ha-nthlei to points south, such as several ill-fated islands in Polynesia. Imperfectly translated from the tongue of the Deep Ones as the Quaking Tunnel, it manifests as a gelid current of water and mucus coursing from Y’ha-nthlei’s outer precincts to unfortunate shores across the World. Often the Tunnel opens its mouth near the Antarctic, allowing long-separated individuals and kinships of the Deep Ones to meet each other in the flesh once more. Other times, an unseasonal chill announces the Tunnel’s opening near Australian beaches or Baltic shores. Disappearances and strange infrastructure collapses often follow, but without the signs of Deep One incursion. For the Quaking Tunnel is not their doing nor a cosmic accident; instead, it is formed and traveled by Y’ha-nthlei’s shoggoths, questing across the World for access to the Lavender Sea of Zathitho. The Deep Ones evince little interest in how or why the woken shoggoths do this; they can utilize the Quaking Tunnel for safe travel, their mastery over their living relic servants usually protecting them. Others who might wish to enter or flee Y’ha-nthlei through the chill of whirling water and cast off protoplasm must find their own methods to survive its shoggoth creators, and might do well to consider what the alien, incredibly dangerous tool-creatures are using the Quaking Tunnel to search for across the World. On most days, the Basalt Turn lies inert, as merely a strange bulging curve of stone in the deepest, darkest corner of Y’ha-nthlei. Every few weeks, some cosmic alignment turns around it, a key formed from the particular geometries of the moment. Deep Ones engaged in worship, feeding, or what passes for Y’ha-nthleian daily life avoid the Basalt Turn then, for to travel beyond it is to leave beyond such sureties that their endless lives offer them. It is a door to a stranger ocean, where Father Dagon and Mother Hydra would be but another impressive predator, where aeon-long veneration of the Old Ones becomes no more useful a ward against doom than an air-breather’s recitation of a child’s poem. For those Scions, Deep Ones, or others who dare, the Ocean Beyond the Basalt Turn opens into a realm of endless enormity, confusing pressures, and nonsense lighting. The eternal and ever-sea there offers similar gates to watery realms across the World, Underworlds, and Overwords, for one who could navigate it. APPENDIX TWO: TERRA INCOGNITAE THE WARM GARDENS Those entering Y’ha-nthlei from the Devil’s Reef often find the cool of the New England coast and chill of otherworldly waters suddenly disturbed by a balmy current. Following the trail of heat leads to a mass of life somewhere between plant and animal, a ragged cluster anchored to the crests of Y’ha-nthlei’s pillars. The Warm Gardens hang there in the ocean, readily accessible to any who have survived this far. Slowly crawling lights dimly light their interior, flashes of deep pulsing red and churning green occasionally visible against the darkness. Young Deep Ones and recently descended hybrids swim, walk, or crawl through the Gardens’ squirming passageway as shape and space rapidly change. Partial remains of human sacrifice float in blood-choked chambers, until the Gardens themselves draw the leftover material through their pulsing walls to consume. In other places, the half-living effluvia of experimental or failed supernatural acts by mere decades-old Deep Ones stews, awaiting either slow diffusion or another magical attempt. The older inhabitants of Y’ha-nthlei shun the uncomfortable warmth of the Gardens, the caressing closeness of its integument tunnels simply impossible to navigate for the largest. The creatures who cluster in its fluttering halls and meeting rooms do not wish to wait for the stars to be right to unleash themselves on the world above; often, they work to unleash more immediate plans on a surface they still remember vividly. The clusters and cliques that toil within the Gardens do not benefit from plans or powers cultivated over centuries; their ability to create or call up horrors often dwarfed by that of their older relatives. Those sacrificed to call up lesser horrors from beyond or pulled apart to make material for second-rate shoggoth spawn rarely find this a comfort. Scions and other surface dwellers who safely navigate to the Warm Gardens find the usual inhabitants a mixed blessing. On the one hand, Deep Ones who still understand the urgency and flow of modern human life more easily relate information that makes sense to modern Scions. They’re less likely to leave a conversation or devour their conversational partner, as their ancient impulses overwhelm momentary instinct. On the other, these Deep Ones concern themselves with the goings-on of the surface and potential modern threats, which can very quickly become messy if they identity a visiting Scion as a potential liability. PEST PROBLEMS Blood and death in close quarters brings all manner of scavenger and pest to infest the Warm Gardens. Crabs and bottom feeders filter down from the Devil’s Reef, and occasionally a very lost shark attempts to feast on leftover human carrion. For the Deep Ones, there is a parasitic visitor of more concern. Attracted by unfinished magic and supernatural spillover, hook-lice are cat-sized arthropod creatures of irregular, half-material outline, and uncertain, constantly shifting mats of legs. Unsightly pests when feeding from ambient misused magic, the sharp barbs on the end of their legs allow them to attach themselves to Deep Ones, Scions, or other unfortunates who use supernatural powers in their presence and feed off their energies whenever they use a Knack, Boon, or other power. Removing them is painful for Deep Ones and potentially dangerous for humans, but their presence causes increasing complications for the use of supernatural powers. STORY HOOKS • If you wanted to keep a normal human alive in Y’ha-nthlei, there are worst places to do it than the Warm Gardens. The elevated temperature wards off hypothermia, the fleshy walls, and thresholds seal to create a waterproof area inside, and tissue of the place filters air for far longer than a person would ever need. So when Deep Ones drag a Scion’s Fatebound mortal beneath the waves, still alive, the Warm Gardens are the obvious place to go. The Scions need to figure a way to safely get them out, either disrupting whatever ritual the Deep Ones intend to use their friend for, or to convince a desperately homesick Deep One that keeping their friend imprisoned in a fleshy cage floating over an inhuman city in a desperate bid for company is a bad idea. • Deep Ones don’t blink at slaughter, carnage, or filth that would test the stomach of even the stoutest Scion. But the scuttling, half-material presence of hook-lice makes Deep Ones visibly uncomfortable, even the greatest among their number avoiding the verminous presence when possible. A Deep One bent on violence won’t be driven off by a mere Hook-Louse, but those just looking for casual murder or mammal snack will often swim clear. When the Scions need to descend deeper into Y’ha-nthlei, bringing along some horrible, thaumophagic vermin is a great way to ward off hungry or bored Deep Ones. Now, if the Band can just avoid getting hooked by the foul creatures as they collect them… • Half-formed monstrosities keep washing up in communities dear to the Scions. All signs point to the Warm Gardens inhabitants attempting to call up or recreate a brood of shoggoths with particular appetites for surface flesh. Can the Band Y’ha-nthlei 169 intervene to stop it, preventing unfortunate towns up and down the coast from being wiped out in a single horrific mealtime? And do so without drawing the attention of even more dangerous inhabitants of Y’ha-nthlei? THE BUSY WATERS Y’ha-nthlei’s columns stretch from the waters near the entrance at Devil’s Reef to the very depths of its otherworldly abyssal floor. Fashioned from ancient stone ignorant of sunlight and unmoving across geological epochs of time, the pillars stand impervious to even the passage of Y’ha-nthlei’s gods and deep ages. That there are sections marked by webbed touches and piscine bodies scratched into their implacable structure speaks both to how long the Deep Ones have inhabited Y’ha-nthlei, and how popular these places have been among them. Called the Busy Waters by those hybrids who bother to refer to them in human language, the long stretches serve as both concourse and forum for many of Y’ha-nthlei’s inhabitants. They offer slightly safer transit from the depths to what passes for the place’s shallow climbs, generally free of horrors which threaten even the Deep Ones past the city’s limits. Those creatures who wish conversation or communion with their fellows may most easily find it hanging off aeon-old outcroppings, indicating a desire (or at least a willingness) to share submerged fellowship. Clouds of blood mark partnerships sealed through shared slaughter of a meal. Echoing benthic howls echo as companions pull parasites or unwelcome growths from one anothers’ bodies. Dim living illumination spreads across niches as enthusiastic partners in mysticism prepare an impromptu ritual space with the glowing guts of an unfortunate lamp creature. Others Deep Ones come to the Busy Waters to practice worship and offer obeisance to the Old Ones in public view. While there are numerous places dedicated either to the ancestral Father Dagon and Mother Hydra or the wider pantheon of Old Ones across Y’ha-nthlei, great and ancient powers and individuals claim many. A Deep One who wishes to lead worship without millennia of preparation, or whose views of their Gods somehow offend their elders can do worse than to present devotional adulation in the Busy Waters. Such modern Deep One prophets occasionally find their public demonstrations bring them like-minded followers, or invitations into obscure clades of their fellows who share the same outré beliefs. Other times, it gets them torn apart and devoured before their peers, which is but another form of worship for the Old Ones. Particularly aggressive followers of Mother Dagon fall upon young arrivals who breach unspoken rules in their Esoteric 170 Order of Dagon-inspired worship, finding some flaw in obeisance that still reeks of the surface. While visitors from the surface may be surprised by such casual carnage, no visitor to the Busy Waters is truly safe. Visitors find themselves casually pulled apart and devoured as a matter of course; Deep One disagreements minutes or decades in the making become suddenly and violently escalated in brutal moments; elders devour younger creature fits of hunger or pique. Sometimes, both parties survive, to nurse their wounds or missing limbs until time restores their powerful forms. Other times, they are fatally final. For Y’ha-nthlei’s inhabitants, this is the natural conclusion of so many bodies existing in close proximity, the constant companion to the eternity stretching ahead of them. Even the oldest Deep Ones, the greatest killers, the most devoted to worship, and the cleverest in sorcery know that should they swim through the Busy Waters when Father Dagon comes to visit, they could disappear in a single bloody moment. PILLAR HORRORS The Deep Ones have mastered or driven away any creatures of the terminal Abyss that could threaten their adult forms. Those who remain are still dangerous to visiting Scions or other creatures less durable or adapted to Y’ha-nthlei’s climes. Corkscrewing sanguinator worms cannot successfully penetrate healthy Deep One flesh, but are quite capable of draining a human or related surface dweller of blood in moments. Flenser Crabs strip carcasses free of flesh in mere minutes; Deep Ones cultivate them for keeping columns clean of carrion or other detritus, but soft human flesh presents as a delicious snack for the creatures. Deep Ones have similarly bred Idle Jellies for the pleasant sensation their stings induce in Deep One flesh. Those foreign stock who run afoul of their soft forms and undulating tentacles suffer terrifying hallucinations, which seem to attract the attention of other, often immaterial threats which lurk in the ocean’s dark. STORY HOOKS • The Scions need to track down a specific Deep One in order to obtain its centuries old knowledge of a weakness their Mythos enemies hold, but lose the trail as the reach Y’ha-nthlei. The Busy Waters may be the only place the Scions can hope to simply see the Deep One passing by, but the longer they wait for their quarry, the greater chance that some other inhabitant of Y’ha-nthlei objects to their presence. Can they convince another local to help them, or at least point them in the right direction? • The Band needs access to another, heavily defended part of Y’ha-nthlei. If they can cause enough strife in the Busy Waters, they might be APPENDIX TWO: TERRA INCOGNITAE able to draw attention away from their real target. Can they discover and exploit divisions between the creatures, such as Mother Dagon’s adherents’ murderous objections to Esoteric Order inducted Deep Ones without becoming embroiled in the very conflict they hope to exploit? • A Mythos Scion needs to contact a hybrid friend who often frequents the Busy Waters. The friend irritated an ancient Deep One, who has already dismembered the friend as the Scions arrive. Can they figure out the elder’s ire and safely extract the hybrid without bringing down its violent attention upon themselves? And can they figure out enough Deep One medicine to help their delimbed friend pull themselves together again? THE UNBOUND STRUCTURE It hangs in the lower recesses of Y’ha-nthlei. Hovering mere meters from the edge of a great chasm, neither time nor wave moves the artifact. Exposed to light, its exterior reveals itself to be craggy layers of something like shell, enormous slabs of calcium carbonate layered atop grainy plasters, and jagged openings suggesting a twisted interior beyond. Inside, Deep Ones of age, experience, and power stalk labyrinthine passageways that defy the limits of the Structure as viewed from outside. Piscine pontiffs fill chambers with antiquities of gold and rarer metals laid ready for ritual or worship to come. Scions or hybrids entering the strange halls in search of signs of the next eruption of Deep One aggression onto land will leave disappointed, however, as the strange objects and rituals practiced seem wholly directed toward Y’ha-nthlei and similar sunken lands. The Deep Ones of the Unbound Structure persist in ancient labor, apart from their fellows. While they worship Father Dagon, Mother Hydra, and many of the Old Ones just as the greater part of Y’ha-nthlei does, the Unbound Structure is the last outpost of a heterodox order. Their differences from the rest of Y’ha-nthlei are abstruse and esoteric, having to do with the particular relationship between the Deep One and the objects of their worship. The matter of a few inches of starlight, a slightly different map of the cosmos, different undulating subsonic “words” of worship; these are the things that have put those who dwell in the Unbound Structure against the great part of their people for longer than humanity has mastered steel. For millennia they have slowly lost more ground, as visiting Scions or hybrids may note: there are no members of this strange group younger than hulking millenarians. The Unbound Structure’s masters occupy themselves with their slow, failing effort against greater Y’ha-nthlei too much to care about surface dwellers or young hybrids who come to the Structure. While an interloper is in danger from injury as the hulking Deep Ones move about the Structure or the occasional side effects of their rituals, the creatures rarely deign to acknowledge, much less directly interact with lesser beings. They direct occasional bursts of violence at the ruling cliques of Y’ha-nthlei based on astrological, benthic, or other occult conditions, or to interrupt worship that qualifies as particularly objectionable by their ancient standards. And yet the greater population of Y’ha-nthlei doesn’t move against the Structure. Whatever old order they represent possesses enough credence to prevent Deep Ones, Shoggoths, and other terrors from descending onto the Unbound Structure en masse and spending the lives necessary to devour those inside from existence. Perhaps the greater mass of Y’ha-nthlei considers the Unbound Structure a problem that will correct itself in time with the eternity ahead of them; perhaps the city’s rulers await Father Dagon’s return, hoping the ultimate ancestor will purge it. Or perhaps they simply accept the cyclical killings as right and proper under the order of the Old Ones. UNBOUND ISSUES Unbound Structure ritual practice conjures things from beyond in acts of veneration. Predatory Light is one such substance, a wafer-thin membrane of unreal substance that glows changing shades of color. Creatures unfortunate enough to wander into contact with it swiftly have their life force drained away, leaving only translucent corpse-remains behind, devoid of color or substance. The Deep Ones who summon Predatory Light traditionally feed it from their own substance before butchering it and devouring it in a ritual meal, but scraps and even entire sheets of the material occasionally escape into the halls of the Unbound Structure. Predecessor Parasites attach themselves to the shadows of their victims, stealing their energy to create briefly lived clones which the Parasites use to collect more food sources. The Deep Ones of the Structure affix the cilia-laden disks to themselves, glutting themselves on food to provide enough energy for the Parasite to spawn a shifting alter-self worthy of fighting and disemboweling in worship. Dislodged Parasites have trouble attaching to the scales of millennia-old Deep Ones, and so they are often left to float about the Structure, weakly seeking out more tractable prey. STORY HOOKS • Scions infiltrating Y’ha-nthlei need a place to recoup and recover, and the Unbound Structure offers a place where the inhabitants simply don’t care about their presence. However, as they enter its halls it becomes apparent that major rituals are underway that may summon dangerously destructive forces, threatening the arrival of enough Y’ha-nthlei 171 Predecessor Parasites to drain the life from a Massachusetts town or a sanguinator worm large enough to simply devour it. Do they stop whatever is summoned, or remain hidden in their temporary safe haven? • The rest of Y’ha-nthlei is readying for the seasonal rites which claim many lives in Innsmouth and elsewhere on the surface. If the Deep Ones of the Unbound Structure can be convinced to turn against their brethren shortly before the event, much of the killing on the surface could be avoided. Can the Scions figure out a way to convince the elders in the Structure to make a move, without tripping across some ancient taboo against surfacer interference that raises their ire? • An ally of the Scions needs information about events that happened thousands of years ago. Deep Ones witnessed whatever happened, but Y’ha-nthlei’s ancients are unlikely to be helpful. The Unbound Structure seems a likely place to find useful information. When the Scions arrive, however, the Deep Ones there are already engaged in immediate and lethal ideological conflict with Y’ha-nthlei’s elders. How do the Scions get the information they need in the middle of an alien sectarian struggle? DANGERS OF THE DEEP HOOK-LICE A prepared character can simply kill or drive off an individual Hook-Louse with a single action. However, when hook-lice are present in numbers, they impose between 1 and 3 points of the Lousy Complication to any actions involving magic or other supernatural powers. If the Complication is not bought off, a Hook-Louse attaches itself to the unfortunate being, and begins consuming their supernatural energy. This causes a point of Legend to be committed to the Hook-Louse’s feeding until it can be removed through a lengthy Medicine action. Attempting to simply rip it off results in a dead louse, but also an Injury condition. SANGUINATOR WORM Corkscrewing lengths of undulating muscle propelling spear-like proboscises, sanguinator worms usually subsist off meals of blood from unfortunate fish and deep-sea creatures. Given the chance, however, they glut themselves on warm mammalian blood. Both the Esoteric Order and Y’hna-nthlei’s inhabitants occasionally utilize the worms’ native instincts by employing sanguinator worms as guard animals or assassins. This is much more dangerous to hybrids who haven’t come fully into the unnatural health native to fully mature Deep Ones, 172 as the worms can still feed off their not-yet-inviolable blood if given the chance. SANGUINATOR WORM Archetype: Foe Qualities: Life Drain (Hero, p. 287) Drive: Feast on Blood and Grow Fat Primary Pool (7): Ambush Prey, Feed on Blood (+1 Enhancement), Slither Along Submarine Structures Secondary Pool (5): Drawn Out Conflict, Pursuit Through Open Water Desperation Pool (3): Moving Outside of Water Health: 1 Defense: 1 Initiative: 4 Special: Sanguinator Worms can’t use their Life Drain quality against targets with the Regeneration Quality or Heavy Armor. ZATHITHO “Then came the shift as vast converging planes of a slippery-looking substance loomed above and below him — a shift which ended in a flash of delirium and a blaze of unknown, alien light in which yellow, carmine, and indigo were madly and inextricably blended.” — H. P. Lovecraft, The Dreams in the Witch House Before the Elder Things came to Earth, even before they took to the stars to colonize the galaxy, they lived on Zathitho. Under a chaotic trio of suns, the planet is a study of contrasts. The creatures that humans know as Elder Things grew with Zathitho when it was young and learned to tame the chaos created by the three celestial bodies. Here they referred to themselves as Ichaatath, and they were once a great and powerful civilization, brimming with scientific advancements that humanity could only dream of. When their knowledge and power outgrew their home, they took to the skies and began to colonize the universe and change it into their own image. The word Zathitho itself means origin, transliterated roughly from the mental sounds humans experience when an Elder Thing deigns to converse with them through their hypnotic connection. All Elder Things know of their origin, even the ones many generations removed from their ancient ancestors who flew to Earth through the stars. It holds a mental connection over them, and they all seek to return there one day, if only to relearn all the information lost to them through the ages. APPENDIX TWO: TERRA INCOGNITAE Zathitho was an old place when the Earth was young, and now it is beyond ancient. Landforms have risen, fallen, and risen again in its lifetime, though the Ichaatath’s influence on the Terra Incognita’s landscape has kept it feeling timeless. Three distant suns cast the place in perpetual light, as at least one is always visible in the sky, no matter the viewer’s location. When all three are high in the sky, they create a kaleidoscope of hues that blend into a strange light source. Most of Zathitho is water, with oceans covering 80 percent of its surface. Where there is land, the Ichaatath have cultivated every scrap of it, from its highest mountain peak to its numerous beaches. Their cities sprawl for as far as the eye can see, broken only by water features, or crop lands, which blend directly into the next city. Their structures line the ocean floors, making it hard to know when one city stops, and another begins. Most of these places are long since abandoned, their sweeping spires and impossible geometries toppled and dilapidated through disuse. THE ICHAATATH PRIMACY The Ichaatath cultivated, developed, built, and rebuilt Zathitho at their whims for millennia. Their technology allowed them to carve out oceans, stop tectonic drift, and literally move mountains, which they did routinely with exacting precision. This advanced technology allowed them to build structures that defy all human knowledge of physics, because they simply ignored the physical properties of things, and wrote their own physical realities. The impossible became possible, and they never once shied from doing what they wanted, especially in the name of science. To that end, the Ichaatath were masters of genetic manipulation and could create life forms from little more than the base elements. When they first dispersed into the universe, Elder Things routinely returned to Zathitho with samples from distant planets that they used in their experiments. They incorporated interesting genetics into their own, and eventually developed a form of proto life which they called shoggoths. Shoggoths held the genetic building blocks for literally every form of life the Ichaatath had encountered, and many more they extrapolated. With the correct environmental nudge, a shoggoth could morph from a formless blob into any biological form the Ichaatath could imagine. Soon they replaced all living creatures on Zathitho with shoggoths. At first, they made specialized shoggoths for different functions. They modeled their forms and inputs for specific purposes, often following the forms of the original creatures after which they were modeled. The Ichaatath decided such limited use was not worth their efforts and created new shoggoths with the ability to change to a task at will, and gave them sentience to determine when to make such changes on their own. SHOGGOTH UPRISING Creating a sentient race of creatures able to change their form at will created its own set of problems. The Ichaatath were never concerned with the ethics of their creations and failed to consider that using sentient and sapient creatures as though they were nothing more Zathitho 173 than beasts would not go well for them. It took time, but the shoggoths eventually rose up against their creators and fought a long and bloody battle for their freedom. Shoggoths had a distinct advantage. They could change their form for various functionality far faster than the Ichaatath could respond with genetic manipulations. By the time the race of Elder Things produced a way to contain and control the shoggoths, it was too late. Shoggoths all around the universe rose up against the Elder Things and forced them into hiding on the planets they had inhabited. Most Elder Things planets had no connection to Zathitho and had long lost the level of technology it would take to effectively combat shoggoths. On Zathitho, the Ichaatath retreated to a single sprawling city, Zath, which became both their refuge and prison. Within the city, they were able to mount defenses that the shoggoth could not penetrate, and there they developed a weapon that could destroy the shoggoths who got too close. The shoggoths feared extinction and walled the Ichaatath into their home with a self-replicating wall made of non-sentient shoggoth flesh. It didn’t work as intended, but the shoggoths were able to maintain the perimeter long enough to flee. Now Zathitho is a desolate place. The shoggoth’s flesh wall keeps most of the Ichaatath inside their last city, and the remnants of their failed genetic experiments roam the abandoned places. A few shoggoths remain in Zathitho as protectors, ready to attack anyone who might try to follow their brethren. They keep sentinel still, eons after their uprising and exodus from the World. MYTHOS Zathitho is the origin of all Elder Things and shoggoth. Elder Things feel a strong connection to the Terra Incognita and seek to return there at all costs. It doesn’t help that the Ichaatath still living in the Terra Incognita actively seek to open portals between their realm and the World in an attempt to relocate to the more fertile place. The shoggoths that live there are actively attempting to stop this incursion, but they are not strong enough to mount a full assault. Knowing they don’t have the forces in Zathitho they need, the shoggoths are actively recruiting shoggoths from around the universe, but especially in the World, to deal with the Ichaatath and any who would help them. Their activity has increased shoggoth activity all over, and Scions who visit Zathitho are bound to encounter hostile shoggoth forces who fear they are there to help the Ichaatath. LEGENDS Humans know the story of the Elder Things after they came to the World through the writings of William 174 Dyer and the Miskatonic University expedition to Antarctica in the early 1930s. While this account details the trials the Elder Things encountered when they entered the World, it recounts little of Zathitho, other than to describe the incredible science the Elder Things once had access to but is now lost. Dyer’s team recorded a great deal of story through elaborate artworks left by the Elder Things in their recounting of their history. Embedded in these art works are the angular geometric designs necessary for understanding how to get to Zathitho. Walter Gilman visited Zathitho while in a sleeping state. His visits to the Terra Incognita were disjointed in his own mind, but his recollection of the landscape and the abandoned city he visited were superb. Gilman’s ramblings describe the arcane geometries and esoteric math required to enter the dreaming state necessary to travel to Zathitho, though he never calls the place by that name. His writings and the small artifacts he took from the Terra Incognita now reside in the Miskatonic University library, though few connect his writings with Zathitho. Initiates of Nyarlathotep know of the Terra Incognita as a stopover to the infinite chaos where Azathoth resides. Nyarlathotep uses the space as a place most connected between the World and Azathoth’s realm, and will often meet Scions there, or guide them there, to do business with them. Though Azathoth’s Scions and followers must visit the Terra Incognita on their way to visit their Outer God, they stay for such a short time, they know little of the planet other than the Lost City of Iretah. GATES Only a few gates open into Zathitho from the World. The Ichaatath on Zathitho desperately wish to open gates to the World, and the shoggoths there are intent on opening their own gates to recruit reinforcements. As of yet, they have failed to open anything permanent. Keziah Mason, a Scion of Nyarlathotep, built a gate to Zathitho in Arkham during her stay there in the late 1600s. The gate remained in the house until Walter Gilman, an occult researcher and Miskatonic University student, reopened it in his search for information on what happened to Keziah. Later, the city removed the house after storm damage destroyed its roof, but the gate remains in its location. Today, the site of Keziah’s house is dominated by a small, local owned bakery. The gate’s strict geometric pattern requirements remain fulfilled in the bakery’s brickwork, inexplicably designed with just the right angles. An older, and much harder gate to access is in the Elder Thing city in Antarctica. Up until recently, the gate was frozen over and inaccessible, but recent climate shifts have uncovered the gate and allowed the shoggoths to traverse to and from Zathitho. APPENDIX TWO: TERRA INCOGNITAE Anyone who knows the right mathematical and geometric equations to open a gate can access the Terra Incognita through their dreams. These gates are not permanent and close the moment the dreamer awakens. They only allow a single traveler to enter, but with the right use of Miracles, a group of lucid dreamers could possibly travel together. anything else. Two terraces down, a science facility with innovative, experimental technology lies abandoned when the Ichaatath fled during the shoggoth uprising. The Elder Things have created several gates from Zathitho to various other Terra Incognitae. Wherever they’ve traveled likely has at least one gate connecting it. Zathitho serves as a waypoint to the chaos realm of Azathoth and many other realms inhabited by Outer Gods. KEZIAH MASON An ancient portal sits in an unused portion of the Lavender Sea. This portal leads to the great primordial ocean beyond reckoning. Brave travelers could use this portal to enter Zathitho from that beyond which inexplicably connects to all other seas. They would simply have to find the starting point elsewhere to make the connection. A well-known entry point lies in Y’ha-nthlei through the Basalt Turn. LOST CITY OF IRETAH The Iretah was once the largest and greatest Ichaatath city on Zathitho, and now it sits dilapidated and crumbling through eons of disuse. The city’s expanse cannot be visualized. Even from the highest point, the terraces stretch beyond the horizon, each walled section appearing smaller and more distant than the last. Great walls surround the city, towering upward of 30 feet high. Iretah is not lost in the sense that no one can find it. In fact, all gates from the World bring a traveler straight to Iretah’s heart. The Elder Things refer to the city as the Lost City as it was their greatest jewel, and the last to fall before they retreated to Zath. The loss of Iretah marked the true downfall of Ichaatath civilization, and it is referred to in all their texts and musings as the Lost City. Iretah was the cultural hub of Zathitho, and the heart of Ichaatath civilization. It embodies all their hubris and missteps, playing home to their scientific centers, weapons manufacturing, and entertainment hubs. Even the shoggoth do not venture there, for what is left of the Ichaatath’s experiments are by far worse than anything the shoggoths could become or create on their own. Each terrace in the sweeping city is a testament to Elder Thing primacy, showcasing their lives and accomplishments. These terraces do not seem to follow any logical order or organization, keeping with the strangeness of their architecture and impossible to understand geometric designs. A terrace filled with trophies from the war against the Mi-Go sits beside another with artworks depicting Ichaatath development through the ages. One terrace over, ancient shoggoth breeding chambers sit defunct and on display more for education than Though Iretah sits abandoned, it is not empty. This is the first place anyone arrives when they come to Zathitho, and its streets are filled with dangers to those who arrive unprepared. Keziah is a Demigod devoted to Nyarlathotep. After she signed her name in blood in his book, he taught her how to open a gateway to Zathitho to escape certain death in the World. Though she travels to all manner of Terra Incognitae on missions for Nyarlathotep, she lives in Iretah. She is not the only Scion who spends a great deal of time in Zathitho, but she is the only one who knows every aspect of the realm. She has traveled to Zath, conversed with the Elder Things there, and fought the shoggoths who inhabit the dark places. She’s also made Iretah into her own personal sanctum, complete with traps for the unwary and trained genetic experiments who guard it for her while she’s away. Keziah is completely Fatebound to Zathitho, and has access to all its Birthrights and effects, even when she isn’t there. KEZIAH MASON Archetype: Transcendent Qualities: Baleful Touch (Hero, p. 289), Dominion (Chaos) (Demigod, p. 210), Immortal-ish (Demigod, p. 210) Flairs: Curse (Hero, p. 289), Invocation (Demigod, p. 210), Mastermind (Hero, p. 293), Retcon (Hero, p. 294) Drive: Explore the cosmos. Primary Pool: 9 Secondary Pool: 7 Desperation Pool: 5 Callings: Corruptor 3, Liminal 2, Sage 2 Purviews: Chaos, Order, Arcane Calculus Health: 5 Defense: 5 Initiative: 6 Extras: Keziah is Tier 2 and rolls against a target number of 7 rather than 8. Additionally, she has access to all the Zathitho Realm Birthrights and effects, see p. 179. Zathitho 175 BROWN JENKIN Brown Jenkin is no more a regular rat than Keziah is a witch. Brown Jenkin was originally a guide given to Keziah by Nyarlathotep but has become entirely Fatebound to her as her familiar and servant. Tough as Nails (Hero, p. 288), Unseen (Hero, p. 288) Flairs: Beyond Description, Petrifying Gaze (Hero, p. 290), Sorcery (Origin, p. 151) Drive: Devour consciousnesses. Primary Pool: 11 BROWN JENKIN Archetype: Paragon Secondary Pool: 9 Qualities: Indestructible (Bashing) (Demigod, p. 210), Life Drain (Hero, p. 287), Natural Weapon (Bite) (Origin, p. 147) Health: 5 Flairs: Shadow-Strike (Demigod, p. 213), Transformation (Demigod, p. 213) Drive: Protect Keziah Mason. Defense: 4 Initiative: 9 STORY HOOKS • An ally has been traveling to Zathitho in their dreams for weeks now. But recently, they’ve disappeared completely, failing to return from their last late-night sojourn. Now, the Band must travel to Zathitho and find out what happened to their friend. When they arrive, they find signs that spawn have attacked their friend. She is resourceful and might still be alive somewhere in the city. Primary Pool: 8 Secondary Pool: 6 Desperation Pool: 5 Health: 1 Defense: 3 Initiative: 4 Extras: Brown Jenkin is Tier 1. SPAWN Despite having perfected genetic manipulation in the sentient and self-correcting species of the shoggoth, the Ichaatath prided themselves on their constant devotion to experimentation and development. Spawn are what resulted from years of experimenting with stolen genetic material, and then left to evolve for millennia after the shoggoth revolution. Spawn are genetic amalgamations of Star-spawn of Cthulhu and Mi-go mixed with the genetic template of the shoggoth. The resultant creatures are terrifying predators with a single-minded desire to consume any living consciousness they come across. When Keziah Mason first arrived in Iretah, she explored the city and found several Ichaatath experiments that had been left untouched, but still viable. She left most alone, but her presence awakened the telepathic spawn who were able to manipulate her into releasing them. She was able to save herself, but only just, and she avoids them at all costs. Now, they roam the Iretah’s streets, completely uncontrolled and hungry for minds to devour. SPAWN Archetype: Nemesis Qualities: Baleful Touch (Hero, p. 289), Flight (Hero, p. 288), Life Drain (Hero, p. 287), Regeneration (Hero, p. 288), 176 Desperation Pool: 6 • Tales of an important Relic have made their way to the Band. A mysterious woman asks them to assist her in finding it, offering her resources, and promising access to the Relic once recovered. The Band’s mysterious benefactor is Keziah Mason, and she has no intention of making good on her promises, and instead is going to feed them to the spawn and make off with the Relic herself once they locate it. • The Ichaatath kept all their most dangerous and deadly devices openly on display in Iretah. They reveled in their own genius and needed everyone to recognize their prowess in science and experimentation. Unfortunately, the Spawn roaming the city have taken over a biological weapon. The bioweapon’s powerful reality bending capabilities start causing ripples in the World, which has inflicted a magical illness on one of the Band’s allies. Now they must travel to the source of the illness to find a cure. LAVENDER SEA Zathitho’s oceans and seas house some of the most beautiful of its strange architecture. After the shoggoth uprising, they retreated to these underwater homes, feeling more comfortable there than on land. In the intervening years, the shoggoths diverged from their original genetic form, and took on various traits to help them better survive their environs. Now, water shoggoths in APPENDIX TWO: TERRA INCOGNITAE Zathitho look nothing like their land counterparts and cannot even survive on land for more than a few minutes. Lavender Sea is teeming with life and bustling with industry. The shoggoths have created an entire society and this is the hub of their civilization. It isn’t even the largest sea, but it is the most resource rich area, making it the most desired living space available. It plays host to the most majestic, and strange, underwater cities the Ichaataths built. If the land cities boggle the mind and use impossible to comprehend geometry, the Lavender Sea’s city is literally mind breaking. Spires twist up into darkness only to emerge at the ocean floor. Stairs that lead down bring you to higher city terraces. Everything sits at strange angles to everything else, and spaces look far smaller than they truly are, or far larger than they possibly could be. While they ultimately built the city they live in, the shoggoths were not its designers. They have made their residences on the ruins of an ancient civilization, and even they do not know all the secrets that lie under their homes. SHOGGOTH The shoggoths in the Lavender Sea are completely bound to their watery homes. They are far more advanced than their counterparts found in the World, as they have built their own society rather than entombing themselves with their once masters. Where a shoggoth in the World retain their protoplasmic origins, the Lavender Sea shoggoth can barely return to that form. They have adapted all form of swimming apparatuses, from fins and gills to long, dangling appendages used for propulsion and stabilization. Shoggoths in Zathitho exhibit human-like intelligence, and have learned to utilize some of the technologies the Elder Things left behind. They aren’t too pleased to see outsiders, but they can be reasoned with, and can even be helpful at times. This is especially true of shoggoths of Nyarlathotep and Azathoth cults. See p. 134 for shoggoth stats. STORY HOOKS • Shoggoth cults are in a perpetual battle for dominance over the lush Lavender Sea. While they all live together in the same cities, their political machinations rival that of any found in the World. The Band gets embroiled in the political machinations when one of the group’s Elder God tasks them with assisting its cult on Zathitho gain supremacy in the Lavender Sea. • A small contingent of Elder Things have made their way back to Zathitho from other Terra Incognita only to find their home overrun by shoggoths. A small task force is attempting to retake the Lavender Sea city and is doing so by enslaving the less evolved shoggoths into fighting for them. As the shoggoths prepare to go to war, the Band is tasked with ensuring the Elder Things in Zath remain dormant to prevent them from rallying their brethren in the World. • The Band has been investigating legends of an ancient Relic that allows those with Awareness to commune with the Great Old Ones and siphon their power. The Elder Things created this device when fighting Cthulhu Spawn and were able to infuse it with some of Cthulhu’s power before they were stopped. A rival Band has also been on the Relic’s trail and have made their way to Zathitho. Now the Band must race to the Lavender Sea in an attempt to get to it first. ZATH Zath holds the last vestiges of Elder Thing society on Zathitho. This city was once a bustling hub of Ichaatath society but is now an ancient tomb that houses the remnants of this once great civilization. It sits isolated high in the mountains, surrounded by two different walls. The inner wall was built by the Elder Things, designed to repel shoggoths and anything with a shared genetic heritage. The outer wall was built by the shoggoths, designed to keep the Elder Things inside, and shifts and mutates in a constant and chaotic pattern to resist Elder Thing tampering. Both walls have eroded over time, creating weak points and holes that allow both to slip through. When the trapped Ichaatath realized the shoggoths would destroy them and Zathitho rather than let them live in peace, they decided to outlast their creations. They carved out places deep under the city’s streets to slumber until such a time as they could awaken and retake their home. A few Elder Things remained awake to keep vigil, but even they thinned their ranks once the immediate threat of shoggoth invasion subsided. Now only a scant few remain awake, looking for a way to escape to the World to rebuild their society. While Zath’s streets and terraces appear empty and unused, the Elder Things residing there are in tune with every scrap of stonework or wrought metal in the city. No one steps inside without alerting the guards, who do not take kindly to strangers, especially those who might be aligned with the rebellious shoggoths. ELDER THINGS Zath is brimming with Elder Things. While many of them slumber deep below the city, a few still roam its streets keeping watch. Those who are awake are seeking a way to get to the World, and once they figure it out, they will awaken their brethren and invade. Until then, they work to keep invaders out, not trusting anyone or anything unless it is another Ichaatath. Zathitho 177 If they catch a trespasser in the city, they will kill them on sight at best, and feed them to one of their many genetic experiments at worst. See p. 130 for Elder Thing stats. SENTINELS Experimentation is a way of life for the Ichaatath, and despite their failure with the shoggoth, it has not stopped them from continuing to create horrific creatures to serve them. Collectively, these creations in Zath are simply referred to as Sentinels. Their sole purpose is to protect their slumbering charges and are engineered to seek out anything that could pose a threat. The Elder Things initially created the Sentinels to seek out shoggoths and gave them the ability to see past whatever shape shifting trick a shoggoth might use. Sentinels have a highly developed sense of smell that verges on telepathy. They can smell Fate and Legend equally well as the pheromones people give off when they are afraid and use that information to manipulate their prey. Sentinels roam Zath’s streets seeking out intruders. Shoggoths they murder on sight, but anyone else they bring to their Elder Thing masters for interrogation and possible dissection. • Pit of Existential Death (3): Not exactly pits, these zones are covered in a chemical residue that enters through the skin. Anyone that comes into skin contact with the stone or metalwork in the area must buy off the Complication when performing any action. Failure to buy off the Complication results in a crushing dread that leaves the character without a drive to live or survive. While she can still take subsequent actions, she will do nothing to help herself or prevent harm to herself. • Invisible Snare (2): Invisible snares are formless and cannot be detected until triggered. The snare creates a temporal and spatial anomaly that makes movement unpredictable. Anyone attempting to move through the snare must buy off the Complication. Failure results in the character being knocked prone, being moved against their will in another direction, or being instantly teleported into a different Range Band at the Storyguide’s discretion. STORY HOOKS SENTINELS Archetype: Rival Qualities: Perfected Soldier (Hero, p. 287), Regeneration (Hero, p. 288), Wall Walker (Hero, p. 288) Flairs: Beyond Description, Knock Out (Hero, p. 292), Mirror, Mirror (Hero, p. 291), Shadow Step (Hero, p. 291) Drive: Protect and serve our masters. Primary Pool: 9 Secondary Pool: 7 Desperation Pool: 5 Health: 6 (+3 from Perfected Soldier) Defense: 4 Initiative: 6 Extras: +2 Enhancement to Stunts other than Inflict Damage. +2 Enhancement to close combat attacks. WARDS AND TRAPS In addition to the Sentinels roaming the city streets, the Ichaatath survivors have laid out traps and wards designed to prevent shoggoths from invading the city. While many of these wards are now defunct, plenty remain and can cause a bad time for anyone entering them, not just shoggoths. 178 Scions traveling through Zath may encounter any of the following field effects which impose a Complication equal to their rating: • Elder Things have been awakening in the World with a singular drive to return to Zathitho. While many flock to Antarctica to return home, others are attempting to build gates to the Terra Incognita from wherever they are. The psychic impulse has grown so powerful that its affected those with Awareness. A Scion associated with the Band has been infected, and is trying to contact an Elder Thing to assist in building a gate in the middle of their city. • The technology the Ichaatath used to hold Zathitho’s tectonic plates stable have given out, and earthquakes shake the mountains surrounding Zath. These tremors have awoken several Elder Things and driven them out of the city. Their search for a new place to live is a desperate imperative, and they are sending agents to the World to make way for their imminent invasion. A nest of Elder Things has started reshaping a Band member’s hometown, their friends and family have already succumbed to the invasion force. • The Scions need the help of a shoggoth to navigate some dangerous oceanic areas of Zathitho. Their guide is willing to help them but has negotiated that they first find the original shoggoth genetic blueprints. The Ichaatath took all such secrets with them to Zath and have likely locked them away in their resting areas. APPENDIX TWO: TERRA INCOGNITAE REALM BIRTHRIGHTS Demigods who choose to Fatebind themselves to Zathitho have access to the following Realm Birthrights. HELM OF COMMUNION (RELIC) •••• Built by the Elder Things during their war with Cthulhu Spawn, the Helm of Communion was designed to allow the creatures to steal power from the Great Old Ones. Used only once, the Elder Things were able to commune with Cthulhu and steal some of its power before the nightmares from the device left them completely insensate. Enhancement: +1 for social actions to influence others Purview: Darkness, Stars Motif: Dreams and nightmares, both equally satisfying. SHOGGOTH (GUIDE) ••• Certain shoggoth in Zathitho have started worshipping the Great Old Ones and have taken on the role of guide and protector to Scions who follow their chosen Gods. Shoggoth might not be as technologically savvy as their creators, but they have access to a great deal of Elder Thing technology and will use it to the best of their ability for their charges. Additionally, the shoggoth’s natural ability to manipulate even the most minute particle of their bodies allows them to manipulate others with ease. Asset Skills: Science, Technology Guide Stunt (Variable successes): This Stunt can be purchased on an action to exert influence over someone they don’t have a Bond to. The shoggoth changes the Scion’s appearance to be similar enough to someone the target is favorably disposed to. This forges a temporary Bond to the target with a rating equal to the successes spent on this Stunt. The Bond fades at the end of the scene and the character forgets why she liked the Scion so much afterward. Calling: Sage REALM EFFECTS Motif: Oh, how the mighty fall. Requirement: The Scion must spend one evening a month dreaming within Zathitho. Zathitho 179 APPENDIX THREE ADDITIONAL GREAT OLD ONES They say history is written by the victors. They forget to say it is rewritten over time. Transformed by books. Reinvented by those who didn’t live through it. You’ll probably think what I’m about to tell you is false. That it’s a nightmare of a child lost in a chaotic world. That there was never a disease. That the dead do not come back to life. My name is Madeline de Montargis, and this is my testament. – Madeline de Montargis, La Révolution I t is a mistake to think that the Pantheon of the Great Old Ones contains any sort of solidarity or internal coherence; to call it a true Pantheon does it a disservice. The only thing which groups the Great Old Ones is their shared Otherness: they are not Gods, nor are they Titans, not Primordials or any other thing. The Great Old Ones are Great Old Ones. One might likewise expect the Great Old Ones to close ranks when the children of Titans or Gods rise against them, but they’re just as likely to assist the enemy of their enemy. Then again, maybe it suits them to foil the adversary of their adversary and gain some sort of ineffable favor from the followers of their rivals or their rival itself. Who can comprehend the mind of the incomprehensible deities who live beyond not just the World, but all of knowable space and time? GORGO, THE HORROR Aliases: Companion of Night, Gorgo, Mormo, The Thousand-Faced Moon Reader Beware: This section deals directly with police violence and its roots in the enslavement of Black people in America. The first commonly acknowledged reports of The Horror come from the neighborhood of Red Hook in 180 Brooklyn. For a long time, the only written records of the movement of this Great Old One came from the police reports, press releases of politicians, and others who used her presence to call for greater broken-windows policing, a thrust to “clean up the streets,” and other such rhetoric. This, however, misses the basic truth of The Thousand-Faced Moon, and in the past five years, a concerted study of the documents by devoted researchers has finally begun to lay plain such truths of the Companion of Night as mortal minds can comprehend. It isn’t that Gorgo doesn’t exist. It’s that the existence of Gorgo is not predicated upon the people of Red Hook, or the existence of minorities, as the first reports didn’t so much imply as scream. Gorgo finds the rank and file of humanity mostly boring. She loves authority, and she corrupts that authority — and those who wield it — in her search for greater and greater power within The World. Gorgo does not discriminate by gender, race, religion, or any other marginalization: she insinuates herself into the lives of people who wield authority and uses that power to her own unknowable ends. Her origin is arcane, but modern reports place her first appearances among antebellum slave catchers in the United States. She moved not just in what would become the Confederacy but among all American humanity, delighting in those who acted as captors and oppressors, or those who aided and abetted captors and oppressors or turned a blind eye. The terror she brought to mortals roots itself APPENDIX THREE: ADDITIONAL GREAT OLD ONES in her joy at the baying of dogs running through the swamps, the blood spilled during the horrors of humans owning one another. It spread through the graveyards where humans hid from those who predated upon them. Let us not excuse the behavior of those whose authority began with the slave catcher’s star or point to the presence of Gorgo and say: Ah, here, she caused them to behave so. No. She took advantage of humanity’s horrors laid upon one another and used the hate and prejudice in the hearts of humanity as the doorway through which she clattered on her cloven hooves. The false reports from Red Hook come from a man determined to assign the evil in his heart to his fellow humans, to displace his loathing of the Other and point to them as the problem. Scions of Gorgo often find themselves justifying the things they see and do, laying the blame for these horrors on anyone but themselves. She loves authority and places her bloody hands upon those whose influence she can twist to her own purposes. LET’S TALK ABOUT RED HOOK Most of Lovecraft’s writing runs deep roots into the author’s well-documented racism, xenophobia, and antisemitism. In The Horror at Red Hook, however, Lovecraft turned the Racism Dial up past eleven. This reframing of Gorgo as a manifestation of racist violence which casts the blame for this upon its victims may still not make the topic of Lovecraft’s arguably most xenophobic story useful or acceptable at your table. Feel free to set Gorgo as a Great Old One only available to antagonistic Storyguide Characters, or to put strong boundaries on the way in which she may be used by players as their parent if Gorgo’s love of authority is welcome at your table. Engage carefully with the material in the original story, if at all, and don’t fall prey to xenophobic shorthand like using kabbalah, which is part of a closed culture and ethnoreligion, as “scary spooky magic.” Callings: Corrupter, Hunter, Warrior Purviews: Beasts (Canines), Chaos, Darkness, Deception, Death, Epic Stamina, Journeys, Moon SCION VISITATION Gorgo insinuates herself into the lives of those gaining authority for the first time; she rarely shows herself directly, instead choosing to arrange events so that someone with newfound power suddenly finds himself feeling threatened by those who might take away that control and stability. Her Visitations often come with a body count, whether literal bodies or merely people left in the wake of her Scions with ruined and uprooted lives. SCION KNACKS Heroic Guardian — Cleaning Up the Trail When attempting to cover your own tracks reporting to someone in greater authority — such as a police officer explaining what really happened that night to a superior officer — spend a Momentum and pick a target to upon whom to cast suspicion. Gain +2 Enhancement for the remainder of the scene to attempts to persuade your superior that you’re not to blame, as long as you put the blame on your chosen target instead. Immortal Guardian — Scrubbing the Trail As Cleaning Up the Trail, but this Knack applies its Enhancement to falsifying evidence as well as speaking to superiors. Alternately, this Knack may be used to affect multiple people at once and may affect people regardless of their relationship to the Knack’s user, such as speaking at a press conference or convincing a lot of people via a written report to be shared in court. SCION BIRTHRIGHT: GUIDES The Hounds: Scions of Gorgo often find themselves in possession — through one avenue or another, whether assignment as a K9 partner or rescue from unfortunate circumstances through his line of work — of large, muscular dogs capable of great damage. These animals mask themselves until the Scion has come to understand at least some of his place in the world that Gorgo forms around him. Despite myths that only black hounds may serve a creature like Gorgo, The Hounds bear all shades of coat, from sharp-pointed German Shepherds and Malinois to adorable Golden Retrievers. To a one, they have impeccably sharp senses and track whatever prey their handler sets them on with uncanny efficiency. Once the Scion has fully accepted the Hound into his life, he may begin to see hints that his Hound isn’t just a dog — the eyes which glow red in the dark are usually his first hint. The Informants: Not actual people but instead masked servants of Gorgo, these slippery creatures take on any number of faces in order to manipulate her Scions into following the path she sets out. They use their ability to shift their appearance and show themselves as whatever sort of informant or neighborhood assistant might appeal most to the Scion’s sense of right and wrong. Some take on faces of neighborhood grandmas Gorgo, the HOrror 181 just trying to do right in an attempt to convince the Scion that he’s still “one of the good ones” while others take on less beneficent stereotypes. STORY HOOKS • A Scion of a different Great Old One claims to have discovered Gorgo’s intention to unseat their parent’s hold on a particular area of influence. They bring this information to the PCs, asking for the band’s help and offering their alliance. 182 Without locating the individuals Gorgo has under her sway, they cannot guard themselves against her influence, or protect — should they choose to do so — the power of their own parents. Of course, the band must first determine whether these reports hold any truth, or whether the reporting Scion has an alternate motivation in bringing this supposed truth to them in the first place. • Activists have uncovered a huge trove of information which would, should it fall into the hands of APPENDIX THREE: ADDITIONAL GREAT OLD ONES ardent and committed researchers, permit those academics to pinpoint the means and moment where Gorgo entered the World. The information would allow interested parties to follow her influence forward and illuminate the truth of her fingerprints not on the oppressed but the oppressors; many people would give a great deal to either be able to blame all ill in realms of law enforcement on her, or to conceal her existence entirely. The band must choose between blocking this research or aiding it. The arrest of a family member on trumped-up charges, followed by heavier police patrolling near their homes which borders on stalking, raises the stakes. • Gorgo’s Scions depend upon their information networks, many of which consist partially or entirely of her servants wearing masks to conceal their true nature. If such an information network’s true nature becomes apparent, its efficacy and utility to Gorgo vanishes. The band averts a Gorgo, the HOrror 183 break-in at a contact’s home intended to put an end to a life no longer useful to the ThousandFaced Moon. state, celebrating the World or removed from its clutches. Either one suits them fine. Callings: Cosmos, Liminal, Trickster HYPNOS Purviews: Artistry (Sculpture, Painting), Epic Dexterity, Journeys, Passion, Sky, Stars, Wild Aliases: ΥΠΝΟΣ, Their Eyes Open, The Plague of Kent, Twice-Ascended SCION KNACKS Such Gods as move among mortals take Hypnos as a cautionary tale. Such Scions as serve them, when encountering a servant of Hypnos, tend to either fall under their sway or flee, warned away by protective Divine Parents. Those who hear the stories of these Scions later inevitably ask the same question: What does a God fear? By the best of all accounts, Hypnos did not begin their existence as a Great Old One, but as a God. Given the mien in which they appear to their Scions, and the name they carry wrapped around themself like a toga, chroniclers assume they began their existence as a Scion of the Theoi, ascending to Godhood from their mortal beginnings. Mere Godhood did not satisfy them — the gender of the original being, and even the original God, barely carries any relevance now — and they strove for greater power. Rumors persist that in their quest to become not only a God but the King of All Reality, they consumed other Gods and their Scions bodily, much like Cronos the Titan fully lost to his power-hungry existence. As their quest for power continued, they lost their grip both on themself and on any last vestiges of coherence. The Great Old Ones welcomed another to their ranks — their eternal struggling against and with one another — and Hypnos arose. Perhaps the claimed name of Hypnos — invariably written by their Scions and cultists in the original Greek — explains why the common narrative for their source centers around the Theoi. However, one cannot emphasize enough that no one knows their true origin story, and the Theoi refuse to speak of it. These days, Hypnos continues their quest for Regent of All Reality by bringing occultists into their fold, sending their children out to plumb the depths of outer realms, and consuming the resultant knowledge — and sometimes those who bring it — if those devotees do not succeed in either escaping them, or perhaps taking their place. After all, if they took someone else’s powers and dominion, why could their children not take their throne if they fail at their quest for supremacy over all existence? They lurk in the minds of humanity, wrapping themself around dreams and obsessing over matters of physical artistry. If they do not pluck a child from occult circles, they lay their mark on those who might provide them with such art as draws viewers into an ecstatic 184 Immortal Trickster — The True Nature of Things Spend one or more Momentum and speak a sentence which contradicts something important which the target knows to be true. This can be as simple as “you are unable to stand up right now” or as intimate as “your wife of three decades left you this morning for your best friend.” Inflict a Complication equal to Momentum spent to all actions the target takes which require her to contradict the new truth you have inflicted upon her. Someone told that they cannot stand will struggle to rise to her feet and run away or attack the Scion; someone convinced of an important person’s betrayal or unfaithfulness will struggle to believe anything that person tells them. This Knack does not grant control over the way in which the target reacts to this news; someone unable to stand may reach for a gun instead of fleeing, someone convinced of their spouse’s unfaithfulness may attack the messenger. Be mindful that this Knack constitutes very explicit, supernaturally enforced gaslighting and discuss its use both in Session Zero and ongoing. SCION PURVIEWS Stars — Through Blackened Eyes Cost: Imbue 1 Awareness Duration: Instant Subject: Self Action: Simple A character utilizing Through Blackened Eyes divines more intense and nuanced truth from the stars. This Purview works as per the Innate Power of Stars (see p. 156) but extends it. The character may choose either more complete knowledge, or a greater number of questions. If the character chooses more complete knowledge, the Storyguide provides a brief, symbolic clue regarding the outcome of the question. For example, if the character’s band intends to break into a house to steal a relic, and the character has asked “Is anyone home?”, the Storyguide might answer “No. A yellow light through a window resolves into a thin blue line across a table.” The character receives this information as a brief, disturbing vision, and may utilize any relevant powers, APPENDIX THREE: ADDITIONAL GREAT OLD ONES make an Awareness check or share the information with her band for discussion in an attempt to discover the Storyguide’s clue means that there’s no one home, but the building has an alarm system which will notify local police if tripped. Drawback: With expanded insight comes Hypnos’ price for same. Using Through Blackened Eyes turns a character’s iris and sclera solid black for the rest of the scene, which may make them stand out in a crowd. Characters attempting to recall her presence or appearance gain 1 Enhancement. SCION VISITATION Hypnos recruits from within artistic communities. They imbue their presence into works of art created by their Scions, using their children’s sculptures, paintings, drawings, and other artwork to spread their control and bring others under their sway. Other Scions of Hypnos find themselves brought on board more deliberately by those already under Hypnos’ sway, either as subject matter for art, muses, lovers, or even rivals. Additionally, some Scions of Hypnos find their way to their parent after a Visitation brought on by use of mind-altering substances whether prescribed, or self-prescribed. STORY HOOKS • A small-town art gallery near the band’s home lands a show by an artist with reach beyond their wildest dreams: the sculptor brings marble carved into twisted bodies devouring each other, set with onyx eyes all over their bodies. This work departs so dramatically from her previous work that the gallery’s owners waver between thrill to have this new work debut in their gallery and concern for her sanity and safety. Other artists begin flocking to her, seeking inspiration. • The movement of an outré traveling art collective draws the attention of local law enforcement. While the collective’s activities often annoy them, previously the actions of this group of white twenty-somethings dealt no more difficulty to the towns where they stay than obnoxious “art performances.” They’ve started to go beyond painting caricatures of local politicians on City Hall in a mixture of glue and jam which draws flies and leaves the bugs glued to the brick facade. Blood now pools underneath where they park their antique buses, discovered after they leave, and then a farmer finds the body of their youngest member in a field a short car ride away from the band’s home, rotten black eyes staring lifelessly up at the stars… • A new, extraordinarily powerful combination of hallucinogens and stimulants referred to only as Kent begins making the rounds at local clubs and underground bars where artists and their crowds gather. Anyone who wants to produce something quickly takes it, whether they’re trying to output reports for a big presentation, a painting, or a commissioned piece of writing. Within a fortnight, its adherents begin to lose their coherence, and it breaks on the news when police find a local lawyer laying in front of the City Hall fountain, writing a brief on the marble with his feces. One of the band’s contacts turns up at a meeting under its influence two days later. THE MADDENING MUSIC Aliases: The Song, Upon the Threshold, The Way Between Alone in the dark, at the threshold between this world and the endless void, a supplicant raises her voice. At first, she thinks she keeps the void at bay: she sings light into being, she sings a protection, she sings joy and harmony, but the melody rises and falls in ways she could not expect, and within only a handful of bars, she finds herself losing control of the music. She finds the song within her, crawling along her veins and sinking itself into meat and bone, marrow and nerve. She understands the duality of purpose within the song, and she cannot keep herself from singing. Everywhere she goes, the music goes within her, riding her, making her a passenger of its desires. This is the Maddening Music. When he began, Erich Zann believed he created a means to keep Azathoth asleep. He wrote the notes carefully, he pulled his bow across his cello strings. The maddening symphony he created didn’t stay simply music — was never simply music — but an existence, a presence, a Great Old One all its own. The Maddening Music has no known body, but to mistake no body for no being is to repeat the mistake Erich Zann made when he gave the Music a way into the World through his music. No scholars who study the Great Old Ones have ever found evidence that the Music births any sort of Scion all their own, but it certainly loves to hijack the Scions of other Gods, finding them before their first Visitation and luring them into serving the Music. It likewise chooses its own Scions, plucking them from obscurity. Usually performers of some stripe, though occasionally the Music chooses music theorists, rock journalists, or cultural analysts: whatever will help the Music perpetuate itself. A sort of memetic virus and Great Old One all at once, the Music consists of vibrations and chaos; while The Maddening Music 185 I DON’T WANT TO DO THAT The Music’s powers, and its manner of spreading something like a memetic virus, contain themes of absolute control and mental corruption which may be especially upsetting to players. Even if a player bought in during character creation, sometimes people realize later that they just aren’t enjoying the way in which the Music attempts to micromanage and in some cases really control its Scions, or make its Scions puppet-masters of those around them. Handle these subjects with great care, discuss and use safety tools at your table, and if a player expresses discomfort with something the Music just asked/forced her character to do, or if another player finds the events unfolding at the table uncomfortable, pause for a moment to discuss and find another way through the story together. it technically serves Azathoth, the Music hides its own agenda in the liminal breath of space between E# and F, nestled between B# and C, and allows it to leak out in fragments and fractions. The Music cares not for serving anyone, not in the long run, and wishes only to spread its terrible beauty through all spaces known and unknown, thinkable and incomprehensible. To refer to the Music directly is to invoke it, and even the Music’s Scions do not chance this: they create elaborate systems of avoidance names and epithets to discuss not only the Music but its plans. Callings: Corruptor, Cosmos, Liminal Purviews: Artistry (music), Chaos, Deception, Journeys, Epic Stamina, Fortune, Passion SCION KNACKS Heroic Sage — Stunning Song: You pour your song into someone’s mind totally undiluted, stunning her. Spend one or more Momentum and enter a Clash of Wills with your opponent. Successfully inflicting this Knack stuns her for turns equivalent to the Momentum spent; she freezes in place and may not take any actions. If the Music Scion loses the Clash of Wills, however, any actions the target takes for the rest of the scene which target him gain +1 Enhancement. 186 SCION PURVIEWS Artistry – Those Exquisite Notes Cost: None Duration: 1 Scene Subject: Self The Music Scion takes a moment to focus upon the Music which flows within them, and increases the Enhancement granted by the Innate Power of Artistry (see p. 49) to +5. SCION BIRTHRIGHTS: RELICS The Maddening Sheets (••) Calling: Liminal Theme: What the Music calls must answer. Discovered in the ruins of Erich Zann’s apartment in a space between The World and an Unspeakable Underworld Void, Scions of the Music pass the written songs of the Rue d’Auseil carefully between themselves. Since their discovery, no Scion has ever carried more than a fragment of the entire song with them. A fragment is more than enough. While holding or carrying one of the Maddening Sheets, a Scion performs those notes to the best of his ability — whether he sings them, plays them upon a musical instrument or causes them to come into the World by some other manner, he puts the notes into the air. A keyboard app on a mobile phone works, if nothing else. The Maddening Sheets do not function if the Scion merely plays a recording created by someone else, however — he may play a recording of his own performance, or a digital rendering of the notes which he himself created, but if someone else creates it for him, it will not function. Likewise, the song does not function if the Scion is not currently in possession of the Maddening Sheets. Knack: The Mythos Scion uses this performance to call an individual or being to her location, giving the subject an irresistible urge to come to the location where the Scion performed the Maddening Sheets. This does not grant the subject any extra speed, and they come to the location of activation, not to the Scion; they travel at their best natural speed, regardless of their desire. The subject is not necessarily cooperative; uncooperative subjects trigger a Clash of Wills between the user and the Relic’s target. Flaw: Summoning something doesn’t grant oversight or compliance: sure, the Maddening Sheets might allow the Scion to call a person, or a being, but that doesn’t mean they’ll be happy about it. APPENDIX THREE: ADDITIONAL GREAT OLD ONES SCION VISITATION The Music comes to its intended in one very predictable fashion. Whether the intended individuals are overwhelmed by the ecstatic joy of listening to a long, rhapsodic rock song while driving at night, subjected to a thousand dubstep tracks playing at once by a computer malfunction, or some other song-related event, the people that the Music chooses always encounter cosmic eternity and death within a singular moment filled with chaotic notes. Many die in this moment: cars crash, eardrums burst, and brain bleeds fell even the young, but those who survive feel the Music moving within them for the rest of their lives, however long that might be. STORY HOOKS • The Music spends so much time plotting how to spread its memetic and corrupting presence through the World that it occasionally forgets to devote enough attention to keeping Azathoth asleep, and this time? Servants of the Slumbering One have noticed. The band finds their interests actively stymied by unknown forces: contacts stop responding, friends are suddenly busy. When they begin to investigate, they see the marks of Azathoth everywhere. • Fragments of Erich Zann’s original cello — or at least, fragments of wood rumored to be from that instrument — occasionally surface in online communities devoted to researching the Mythos. What powers might those fragments grant their owners? What tragedy might befall the unprepared who lay hands upon them? The emergence of the fragments causes a hubbub in the Scion community, as if the fragments themselves herald the Music’s overt subversion of other deities, and the band finds itself caught between a contact who claims to have a fragment and other Scions who want the fragment — and anyone who holds it — destroyed. See Relics, p. 62 for Erich Zann’s intact viol. • A band of Music Scions which created several the epithets commonly used to refer to the Music begin using the same term far too often: Bahuvrihi compounds, a sort of compound word pattern which defines a thing by describing a certain quality the thing possesses, form most sobriquets the World over, and so the Bahuvrihi began referring to themselves and the Music by this term. Use a term too often, however, and the word becomes the thing: the synecdoche becomes the sole noun. One of the band’s friends joins the Bahuvrihi just before they to exhibit extremely strange behavior, the sort of behavior which indicates the Music’s active interest. THE MOON-LADDER Aliases: All-Secrets, Between Mists, The Mouth, Rue d’Auseil’s Black Hound, The Space Between Breaths, and infinite others When men “discover,” sometimes what they walk into follows them home. This is the way of the Moon-Ladder, and the way that the Moon-Ladder entered the World. The survey group from Misktatonic University recorded multiple different accounts of what happened, though the account from William Dyer generally finds favor with those who research the Moon-Ladder, due to its relative coherence. Some Elder things woke when they crossed Antarctica and moved the unknown and unknowable samples, those fossils which simply fit no known timeline of evolution. Some already stood, awake and watching the threshold for even the tiniest crack, but where other Great Old Ones interfere with humanity as much as possible, the Moon-Ladder watched for those cracks in order to guard them. It protects the Mythos from the actions of humanity, either suspecting or knowing that mortals and the Gods they worship may do more damage to the Mythos than the other Great Old Ones believe possible. Or at least, that’s what the Moon-Ladder maintains. Surely it has some other motive: a being of this age and complexity never has just one agenda. Scions of the Moon-Ladder believe themselves responsible for keeping the Great Old Ones out of the World, rather than keeping the World out of the Great Old Ones. They collect chipped relics and half-burned books, feeding them to the gorge in the Antarctic which they understand as the doorway to the stellar void where their parent dwells. More horribly, they bring those who know too much of the Great Old Ones to their parent, and if the Moon-Ladder has no need for them or cannot bring them on board, well. Humans go into the endless void-pit as easily as scorched papers and broken statues. Scions of the Moon-Ladder are a rather unique bunch among the children of the Great Old Ones: many of them are chosen for their ability to make the trek to the remote and unforgiving wilderness where the mouth of the Moon-Ladder opens to the World, but not all. In order to deliver these items to their parent, someone must find them, after all, and travel for those with the skills of Scions and sorcerers need not be a matter of rugged outdoorsiness. Devotees of the Moon-Ladder describe a being rather the opposite of Yog-Sothoth, but opposite in a complimentary way, like stars and moon or sky and sea. Where Yog-Sothoth is either the child of the Nameless Mist or perhaps the embodiment thereof, the Moon-Ladder is The Moon-Ladder 187 all space and all emptiness, all of it manifesting in the slim fingernail it extends into this world as terribly hungry nothingness extending forever and ever. First and foremost among the prohibitions of the Moon-Ladder’s servants: never speak the same name for it twice. The list of sobriquets for The Mouth therefore stretches to an almost literal infinity. Its children figure that if you can’t follow what they’re talking about, you don’t need to know anyway. Keen-eyed individuals who don’t owe their slim grip on reality to the interpretations provided by the Moon-Ladder posit that the eternal ink darkness of the Moon-Ladder does not guard the threshold out of any sort of benevolence. Instead, they whisper, All-Secrets acts from an insatiable hunger and from a long-term plan which requires it to absorb all knowledge of the plans of the other Great Old Ones, the better to utilize those strategies against the other Great Old Ones when it deems the time correct and most appropriate for a takeover. The true believers among the children of Between Mists discard this concept out of hand, but some of the less fanatical among its followers sometimes find themselves swayed by these arguments, much to their detriment. The Moon-Ladder isn’t famous for tolerating dissent. Callings: Corrupter, Leader, Liminal Purviews: Chaos, Darkness, Death, Deception, Journeys, Sky, Wild SCION KNACKS Immortal Leader — Gaze Upon Me and Despair Being a leader means knowing how armies work, and when one understands what holds an army together, one may speak the words which shatter their resolve and splits them asunder, rendering them easy to pick off. Spend 1 Momentum to know the word which strikes upon their communal fear. Instilling terror into the army she faces, the character scatters all Trivial opponents for turns equal to the Scion’s Presence. SCION VISITATION To a one, followers and children of the Moon-Ladder come upon their patron or parent in the dark wilderness. However, they might find that dark wilderness in a long night suffering alone in a hospital with painkillers not 188 strong enough to keep their post-surgical agony at bay, or they might find it in the depths of a mostly abandoned mall with halls laid out in strange patterns, walking deep into the bowels of the place to throw out the trash from another shift at their minimum-wage job keeping open the doors of one of the few remaining stores. Lonely and bleak wildernesses come in many forms, and the Moon-Ladder knows all of them. STORY HOOKS • Space tourism has begun! Not only do the incredibly rich rise in lazy loops around the earth, briefly weightless, but high-end hotelier First Mesa begins working with trillionaire Cheney Edison to prepare a hotel for the richest of the rich, the one percent of the one percent. Ferrying highly skilled work crews to the lunar surface, First Mesa begins construction at the very edge of the known World… and then their work crews start disappearing into the darkness: first those exploring Copernicus simply vanish, and then a handful working in Mare Imbrium evanesce, only to return an impossible amount of time later. They should have died. They should have run out of air. They continue working, but they do not answer their radios. • The Moon-Ladder’s followers happen upon a rumor that someone has copied the books they’ve confiscated and fed to their parent; their evidence points toward the band. Who fabricated the evidence? Is some of it true? And what will the band do now that the combined followers of the Darkness at the Edge of All things believe they’re in possession of some of the most dangerous and most valuable items in existence? • Yog-Sothoth’s followers begin trailing the followers of the Moon-Ladder, and then those followers fall out of contact. When one of the band’s contacts with ties to Yog-Sothoth vanishes, leaving behind a cryptic note, the matter becomes personal, rather than theoretical. Does the Nameless Mist intend to provoke All-Secrets into an open war over who controls the edges of the World, or worse? APPENDIX THREE: ADDITIONAL GREAT OLD ONES APPENDIX FOUR SCION: SCION :HERO CHARACTER CREATION “Call them from their houses, and teach them to dream.” — Jean Toomer For convenience, we’ve reprinted the character creation rules from Scion: Hero here, incorporating the changes listed in Chapter Two (which are listed in italics). You will still need Scion: Origin and Scion: Hero to reference specifics, such as Knacks and Boons, but hopefully this appendix will help reduce the amount of cross-referencing between books. Character Creation has nine steps: concept, Paths, Skills, Attributes, Callings and Knacks, Purviews, Birthrights, Boons, and finishing touches. STEP ONE: CONCEPT The first and most basic element of your character is their concept. Think of this as a short phrase encapsulating the basic essence of the character — the sort of thing you might see in a movie synopsis or on the back cover of a novel. Maybe they’re a “Mercenary to the Gods” or “High Priestess of Santa Muerte.” Part of a Hero’s concept is their divine patron and genesis. Even if you don’t explicitly call them out in the concept, you should settle on them now. This concept doesn’t have any direct mechanical effects, but any time you find yourself stuck further on in this process, returning to your concept can help you figure out the best choice for your character. STEP TWO: PATHS Define three Paths for your character. The first Path corresponds to your character’s origin, who they were before the story started. The second corresponds to their role, who they are now (your character’s concept is usually a good fit here). The third corresponds to their pantheon, how they relate to the gods and myths of their patron’s pantheon. Each Path consists of the following elements: • A short description of the Path (e.g. “Moscow Ballet Veteran” or “Field Primatologist”) • Three Skills associated with the Path. Which three Skills you choose are up to you, but you should be prepared to justify non-obvious choices like Culture for “Raised by Wolves.” Two of the Skills you choose for your character’s Pantheon Path must be the Pantheon Skills for divine patron’s pantheon. Any given Skill can be associated with at most two of your Paths. • A Path Condition that triggers when you invoke the Path too often. You can choose one of the example Conditions or use them as a template to create your own. STEP THREE: SKILLS Prioritize your characters’ Paths as primary, secondary, and tertiary. Your character receives three dots in each Skill associated with their primary Path, two dots in each Skill associated with their secondary path, and one dot in each Skill associated with their tertiary path. These dots are cumulative for Skills associated with two Paths. For every Skill that ends up with three or more dots, choose a Specialty (Scion: Origin, p. 59). STEP FOUR: ATTRIBUTES Your character begins with a single dot in all Attributes for free. Scion: Hero Character Creation 189 Prioritize the three Arenas as primary, secondary, or tertiary. Assign six dots to Attributes in the primary category, four to the secondary, and two to the tertiary. Divide these dots however you like, but no Attribute can be higher than five. Next, choose one of the three Approaches. Add two dots to each Attribute in that Approach; any Attribute dots beyond 5 may be reassigned elsewhere in the high Attribute’s Arena. STEP FIVE: CALLINGS AND KNACKS Choose three Callings. At least one of your character’s Callings must come from their divine patron’s three Favored Callings. Players may choose the inverted form of a Calling if one applies, even if it they do not share that Calling with their God. Your character receives five dots among all their Callings, but each must have at least one dot. For each Calling, choose a number of Heroic Knacks equal to the Calling’s rating; while they can learn more, they may only have as many active as they have Calling dots. You can choose any of the Knacks listed on p. 47 regardless of whether you pick the inverted Calling. Alternately, you may choose a single Immortal Knack instead of two Heroic Knacks for any Calling two dots or higher. If your character is also a creature of Legend, they replace one Calling with one appropriate to their nature. STEP SIX: BIRTHRIGHTS Your character receives seven dots to allocate to Birthrights. You may choose from the example Birthrights in this or other Scion books, or design your own. Most Scions receive Birthrights tied to their patron’s pantheon, but the Overworld is a cosmopolitan place — not only do the pantheons routinely talk and trade amongst themselves, many Gods are members of multiple pantheons. If you have an interesting idea for a story about, say, a Scion of Sun Wukong who carries the Spear of Lugh, don’t let pantheon affiliation stand in your way. STEP SEVEN: PURVIEWS Your character gains their Pantheon Specialty Purview as an innate Purview. In addition, choose one of your divine patron’s Purviews as an innate Purview. When you select your innate Purview, you may choose to gain the normal Innate Power or the Awareness Innate Power (p. 49). If you choose the normal Innate Power, you may choose to replace the power with the Awareness Innate Power any time your Awareness increases. Once you choose the Awareness Innate Power, you cannot switch your Innate Powers again. All other Purviews must be drawn from Relics or Guides. STEP EIGHT: BOONS Choose two Boons from any of your character’s Purviews, whether innate or granted by Birthrights. You may choose to pick up an Awareness Boon as one of your initial Boons. You can only start with one Awareness Boon at character creation. STEP NINE: FINISHING TOUCHES To finish out your character, fill in the following: • Legend: 1 • Awareness: 1 • Virtues: From the appropriate pantheon. For the Mythos Pantheon, the Virtues are Nihilism and Humanity. Your character begins in the center of the Virtue track. • Health: One slot each for Bruised, Injured, Maimed, and Taken Out; add an additional Bruised slot if your character’s Stamina is 3-4, or two additional Bruised Slots if their Stamina is 5. • Defense: Based on a character’s Physical Resilience Attribute (Stamina, Resolve, and Composure). Just note the Defensive pool the character will roll when they take a Defensive action; generally, this is based on Stamina, but determined or calm and collected characters may avoid attacks with equal alacrity. Each player character receives 5 extra Skill dots, an extra Attribute dot, and either two additional Knacks or four points of Birthrights at this point in character creation. 190 APPENDIX FOUR: SCION: HERO CHARACTER CREATION REPRISE REPRISE REPRISE in his voice’s stead was the gift with a cello. A gift and a curse. Erich Zann stood, basking in the cheers and applause of the crowd he couldn’t see through the bright light of the spotlights. Guest first chair for the New York Philharmonic, this was his finale performance for these adoring celebrants, but not his final performance of the night. No, he still owed one more. The car service provided by the Philharmonic left him at the Ritzy hotel, but instead of entering, Zann instead walked to the nearest Subway entrance, taking a train under the East River into Queens. While the majority of Long Island City was gentrifying faster with each passing year, parts were still industrial, home to many abandoned warehouses and storage units. Zann had a unit in one such establishment, and one in almost every major city at this point. Each set up the same: the floor, ceiling, and three walls covered in sound dampening foam, save for a chair and what lay next to it. On the gate or door, musical notes that describe sounds that make no sense if they were playable at all. Zann crossed the foam, sat in the simple metal folding chair, and opened the case at his feet. The violin before him glowed faintly in the darkness of the unlit storage unit. Wood taken from Celephaïs, catgut strings harvested from nightgaunts, and a bow made from the donated hair of Ultharian cats. It hummed in a discordant note that Zann could always hear. Usually a quiet whisper, now it screamed. He’s put it off too long, it’s been too many nights where didn’t come to any number of the eldritch cellos he had commissioned to ensure the Demon King’s slumber continued. Other discordant notes silently filled his ears, music he could feel but not hear. Piping as from instruments Zann or no other human eyes have ever seen, played by creatures he knew were never human and thus played music that existed only in theory. This hellish harmony echoed without sound in Zann’s mind as he placed the cello before him, looking at the scrawl he knew he had drawn on the inside of the gate but had no memory of writing. When he pulled the cat-hair bow across the strings, the first few notes, surprisingly sweet and gentle for an instrument dedicated to Azathoth, were his own. He hummed along, awaiting the shiver of his patron, the Maddening Music, to slide into him. Hidden in between the particles of everything, the vibrations at the base of existence, the Music first came to Erich as a babe in Germany, so long ago it was several different versions of Germany ago. He had no proof of this, but he was convinced it was the Music that took his speech, leaving him mute so that he may only give voice to its song. What it left As with each such performance, Erich Zann became an observer within his own body as the Music’s warm melody washed over and through him like a lover. He took his seat within his mind and watched as it played the cellist playing the cello. The music took on a frantic quality as its usurpation completed, and the symbols on the gate began to shimmer. With its music, the writing glowed with the twinkling light of stars that lay so far from Earth that humanity may very well be extinct before it reached here naturally. The luminosity grew with its song’s tempo. Soon Zann wanted to shield his eyes from the brightness, but he couldn’t move of his own volition, for he was its instrument, and its concert wasn’t yet done The light died as the song changed, the gate vanished. Instead of graffitied aluminum, a vision to the center of the universe lay before Zann. Thankfully the Music cast his eyes downward to the eldritch instrument he played, so that he didn’t have to watch the spectacle before him. Cello whined as cat-hair bow dragged across night gaunt gut strings, sounds joining a cacophony of otherworldly noises that may only loosely be defined as music. Screeching strings and ear-piercing piping, the rattle like bones and the wordless chanting of things that have never known sentient thought, much less language. And at the center of it all, lulled into a sleep from which dreams spawn forth this and who knows how many other realities, the Demon King Azathoth. His patron’s song increased in volume, interposing itself above and before that of the rest, and the other players fell in line. Soon all was the Music, and the Music was all. Zann’s perception stretched, connected through song to the other things playing to keep it asleep. It assaulted his mind and he tried to cry out but couldn’t. It held him fast in the center of this maddening melody. Sweat dripped from his brow as the song changed again with no break between. He could feel its intensity in him. Azathoth couldn’t wake, for that would end the dream that was reality, and thus end its song. The Music just be shared with all, for its beauty would bring about the revolutionary change that would reshape this world and every other. All would be harmonious once they listened to it, once they fell in line and danced to its tune, like Zann did now. His arm and fingers screamed from exhaustion; mind reeled from contact with the alien orchestra. The warmth of the Music’s embrace no longer soothed and for a moment, its grasp loosened. He screamed, wordlessly impotent as that joined the song as well. Then the song ended. REPRISE 191 All at once he was alone in the dark of the storage unit, shaking and damp with sweat. The Music was gone, leaving him cold and empty, lesser than he was, sore and used. He sat there for a moment, catching his breath. His body ached as he returned the cello to the case, limping out of the unit and locking it behind him. As Zann lay in the hotel bed, dressed only in the robe provided and the last vestiges of the shower’s dampness, he sighed. He couldn’t continue this. As he played connected to the things that were either never human or else haven’t been in so long that they once were no longer mattered, he could feel the pull to join them, to take his cello to and through the portal. That attraction had always been there, since he first joined the company of eldritch lullaby players, but only as he grew in power did the Music inhabit him, and only then did he realize that he would eventually join them. It was a matter of when, not if. He has to find someone to continue his work here. Earth is one of the central worlds, a site for many a conflict between beings that would otherwise not realize the third planet from this unimpressive sun was inhabited at all. Because of all that attention, Earth rang with resonance that could be channeled and directed to this task, exactly what he’d been puppeteered by the Music to do. Without him, or someone like him, the Demon King may wake. As Zann drifted off to sleep himself, his course seemed clear. Another player must be found. Inside the lounge was a single room of lush reds and mahogany, a baker’s dozen of small tables around the stage with a bar along the left side. Few sat watching the band, fewer human dreamers. One was a waking human, their mark of the Mythos buzzing for Zann through his connection to the Music, arriving through one of the many gates, while a ghoul sat quietly gnawing on a series of bones. At the bar sat a pair of the hidden Lengese, conversing with the tall finely dressed pale man behind the bar, whose honey-colored eyes looked to Zann when he entered. The rest of the band were dreamers seemingly caught in nightmares in the face of the horrors of the otherworldly while playing their illusory instruments, but the cellist, she hummed with the same energy as Zann himself, the resonance of the Music. Dressed in a black and ruby flapper dress, her mass of deep brown curls crowning her head. Hers was the only real instrument there, the sounds she pulled from it deep with pathos. Her eyes were closed, her head moving along with the tempo. He knew that look; he wore it often. No one else was present for her, no one else existed in this room but her in her mind. This music was for herself. The bartender, shooing the people from Leng away, nodded beckoningly to Zann. He smiled wide, spreading his arms wide. “Welcome to the Cleft Hanger, Herr Zann. Your reputation precedes you.” The bartender’s voice, smooth like silk, moved under the music without interrupting it. *** Zann signed back his reply. Who is that playing the cello? The night sky above blazed with different constellations, and Erich Zann walked down a black cobblestone street, flanked on either side by dark gray skyscrapers that reached up like so many dagger-like fangs. People passed him, but they were barely humanoid shadows. Here in the Dreamlands, those who only dreamed shallowly barely appeared here. No, they wouldn’t do. The bartender’s smile widened, nodding appreciatively. “Yes, our star here, Miss Márquez Jimenez. Exquisite, is she not? It’s amazing what one can create when she is fulfilling her dreams?” He chuckled to himself. Overhead, the flapping of flabby wings as a pack of nightgaunts passed. He passed a family of ghouls carrying a large headstone between them, gibbering among themselves in their tongue. He understood them here, though only because dreams are universal. He passed a music club, The Clef Hanger. People, real people who dream deeply and thus present as such, came in and out of it as he drew near, and with the door open, he could hear the jazz playing within. Most of it was passable, but the ensemble played a cellist whose notes filled his heart with both hope and dread. The chord of the Music that lived with him since his Visitation, a simple beat that played alongside that of his heart, thrummed in his chest. 192 Zann didn’t reply, turning his back on the bartender to watch the performance. Jimenez played as though the cello was one with her body, as if her heart’s blood poured out into the air. There was beauty there, love, and joy, but also pain, so much pain. Torment and rage danced alongside the positive emotions, and by time she lifted the bow from the strings, no one escaped her enthrallment. She bowed, along with her dreaming ensemble members. She spoke with a slight Hispanic accent that Zann couldn’t place. “We’re Los Llaveros de Plata, the next show is in half an hour, thank you.” She walked off the stage with the others, breaking from them to walk over to the bar. Before she arrived, the bartender placed two glasses on the bar, filling a glass with water and a rocks glass with ice and dark rum. SCION: MASKS OF THE MYTHOS “Gracias, Jefe.” She murmured, taking a sip of the rum first. Hissing at the burn of the alcohol, she spied Zann watching her. “What’s the matter with you?” Nothing, I loved your performance. Zann signed. She squinted at him, her emerald eyes piercing. “Who are you? Do I know you?” “This is Erich Zann, the Music’s Player.” chimed in the bartender. “Also a cellist, as it would happen. He’s amazing, they say, but also kind of boring, a bit of a snooze fest, I’ve heard. He may just put you to sleep.” He chuckled again, growing into a full smile at Zann’s furrowed brow. She looked between the bartender and Zann, not getting the joke. “So, you’re some hot shit then huh? Want to join us for the next show?” The bartender barked laughter loud enough to startle the nearby ghoul, causing her to drop what she was eating, the phalange clattering on the hardwood floor. The closest dreamer sitting near her looks over at the ghoul as she picks it up, their face whitens in fresh fear before vanishing, waking up. I’m not sure that’s a good idea. Zann blanched. He has never played in the Dreamlands, where his connection to the Music was stronger than it ever could be in the waking universe. Zann had no idea what playing here could do. “What, afraid to be outplayed?” She retorted, rolling her eyes. She downed the rest of the rum, then the water. “Whatever, you change your mind, you know where to find me. Hank.” She nodded to the bartender before walking back to the stage. Everything about her rang out with her influence. The Music danced in the way her hips swung with each step, in how she graciously accepted the adoration of the audience. All eyes were drawn to her, humans, dreamer, and Dreamlander. The longer he watched the surer he felt, he didn’t have a choice. He had to play. He began to sign for a drink but the bartender, so called Hank, placed a shot glass filled with dark liquor next to him. He could smell the herbs in the Jägermeister, and took the bracing shot quickly. the Music swell within him. By the time they both pulled the bow across the strings, Zann was no longer in control. He could feel the Music’s desire. It wanted her. The Music followed Jimenez’s lead, letting her set the melody and tempo. What the woman played was mournful, beset with memories of trauma. The Music reached into Zann’s memories, making him remember horrors and his own pain to add to the song it made him play. The Music filled him, almost to bursting. It controlled his breathing, everything. His skin prickled as the first song reached it crescendo, beginning to glow with power. Distantly, as if he weren’t right next to her, he could hear Jimenez cry out, and he took the lead. His song was one of joy, happiness, of a mother seeing her child for the first time. Emotions that Zann has never experienced, childless as he was, and yet as he played the notes, tears fell from his eyes nevertheless. The glow increased, and he could feel when the light touched her. She moaned, her playing slowed for a moment, then fell in line with his. No longer did she play a song in tune with his, instead playing his. The Music made him turn his head to her, seeing she glowed as well. Then he could feel her in the song, connected mind to mind like he did when he played to the Demon King, but where the others hurt, hers felt soft, like his. What... what did you do to me? What is this?! This is the Music, he replied more through emotions than words, the song of the spheres, the way between. Oh, Madre de dios! She rose, dropping her cello and overturning her chair. Grabbing her head, Jimenez screamed and ran off the stage toward the door of the club, vanishing before she reached the door. Zann rose, but there was nothing he could do, she had awoken and thus left the Dreamlands. He had spread the Music and started the song within her. He wished she had stayed long enough for him to impress upon her the importance of the work she had to do, but he would now have to find her in the waking world to do that. I need an instrument. *** “No problem, I have one in the back. Oh, this is so exciting!” Hank said, clapping and leaving. He returned with a black cello, setting it up next to Márquez’s. She watched, her eyes narrow. “Folks, we have something special tonight. A duet between our very own Márquez and the fabled Erich Zann!” The crowd roared their approval, and as the lights went down, both musicians took their places. Bow in hand, Zann felt the warmth of Erich Zann met the dawn on the rooftop café of his hotel, sitting with his eyes closed ignoring his croissant and rapidly cooling coffee. He still could feel the Music in him, through much diminished. Through it, he could feel Ms. Jimenez, though in the waking world the magic was more tenuous, inexact. He couldn’t pinpoint where she was, but he wouldn’t have to. Their patron would guide him to her. REPRISE 193 Paying for his uneaten breakfast and checking out of the Philharmonic’s room, Zann turned down an alleyway between two tall buildings and began to hum a tune. The Music swelled, echoing his tune of the concrete and marble around him, swiftly encasing him in a cacophony that only he could hear. The stone vibrated, then his cells did, then the atoms that made them up. Pain racked his body as it fell apart for a split second and was put back together elsewhere. The tune ended, and Zann was no longer in New York City. Pulling out his phone, its GPS informed him that he was in Michigan, not far from Detroit. Limping for a moment, he moved westward, feet guided by the song in his heart. “Herr Zann, it’s good to see you again.” Zann turned to see a tall, narrowly built man, the bartender from the night before but now dressed in a Pistons basketball jersey, dark jeans, and sneakers. What are you doing here, Hank? Zann signed. “Nothing, just seeing an old friend, but now that I’m here, maybe we can talk about this. Must you do this?” Zann blinked. Do what? “Bother our friend, Miss Jimenez.” Zann’s eyes narrowed, and Hank’s smile broadened, too white teeth catching the morning sun. “I know what you want to do, Herr Zann, and I simply can’t have it.” Why the hell not? There must always be a Player. “Is that what that insipid tune of yours tells you? Why? So old grandfather doesn’t awaken? He’s been slumbering long before you and your ridiculous noise came around, and besides, what’s wrong with him walking up and shaking up the status quo anyway?” Grandfather. Zann’s eyes widened. You’re…. Hank’s eyes went dark, his smile widened further, too far. His teeth, between one blink and another, became fangs, his already tall and narrow form grew, towering over Zann. “Whoops, it’s my big mouth, always getting me in trouble.” His voice distorted, becoming thinner. “The Crawling Chaos sends his regards, Player. He wants Azathoth to wake up. It’s time to rise and shine, music man, so I can’t have you finding someone else to take up the lullaby when you make your way through the portal.” Zann turned and ran, as Hank laughed maniacally behind him. The smell of ozone filled his nose as a bolt of sanguine lightning struck the concrete sidewalk just behind him, throwing Zann to the ground. 194 Hank held what appeared to be a portable phone charger, brandishing it with all the malice as a pistol. The bolt of lightning bounced from the pavement to a streetlight across the street, which exploded, then back to the charger. The Scion of Nyarlathotep wound back as if he was casting a fishing rod, loosing the living lightning at Zann. He screamed out wordlessly, rolling away from the malevolent energy creature, regaining his feet and fleeing into an alley. Zann had no idea where he was, where he was going, but he had to get away from Hank if he was going to do anything about his pet. The alley emptied into a dead-end loading dock. Zann pressed his back to the brick of the building as the electricity arced from a transformer on a power line to an abandoned car. The sedan roared to life, awkwardly reversing and pointing its red headlights at him. Zann whistled, drawing on the power of the Music that lived within him. He drew the mnemonic melody that was his heartbeat, the pulse of his breathing, the buzz of thought between the synapses of his mind, and channeled them into a simple song. He didn’t know if a creature of electricity could hear, but it was alive, and all things alive moved to the Music. The car revved, tires burning rubber. It lurched forward for half a foot before slamming to a stop. Zann kept up the whistle, like a snake charmer to a cobra, controlling the monster within the machine. It was his, like he was the Music’s, a dancer to his song. The door opened to a high-pitched trill, and when he drew the song to a close with a hum, he locked the living lightning in the car’s battery. Still on, Zann reversed, exiting the alley at speed but Hank wasn’t on the street when he pulled out. That didn’t matter, Zann knew, a spawn of the Crawling Chaos he could be anyone at any time. He only knew one person in this city whose identity he could trust, Márquez Jimenez. Pulling on the power within him again, he sat silently and listened. He put out the car noises and the low-grade hum of the creature still struggling against his magic. He ignored the sounds of the city around him and tuned himself fully to the Music. There, he heard her, faintly. Following the Music in his heart as it synchronized with her song, he made his way to her. *** Márquez Jimenez worked as a personal care assistant in a nursing home when not being the headliner of a jazz club in the Dreamlands. Zann had to whistle and tap his leg into another song, this one meant to make the security and staff ignore him. They didn’t see him when they SCION: MASKS OF THE MYTHOS heard the song and looked at him. Instead, he appeared like a generic elderly man, someone who should be there and utterly unremarkable. To be fair, it didn’t take much magic to get Zann there. hear her fear in the rhythm that connected them, but also her resolve. Her eyes hardened and she grabbed the elongated man by the wrist, twisting her body to pull him off his feet and onto the ground. It almost worked on Jimenez too, her eyes passed over him for a moment, then realization flashed. Looking around herself, she grabbed a stainless-steel tray, the supplies and equipment that laid on it scattering to the ground. Zann cried out wordlessly, signing despite Jimenez’s back being to him, trusting that their patron would ensure the message got across. “You! What the fuck are you doing here?!” She looked around her, panic clear. “Security!” Zann signed to her. Relax, I’m not here to hurt you, I promise. “Why can I understand you? I don’t know how to sign, what the—” The Music connects us, makes us parts of a greater whole. You understand me because we share a greater language. Please do not fear this connection, because it makes us something more beautiful than all others. Zann blinked, that last sentence didn’t feel like him, the Music sliding into the dance of his hands signing. “Listen, I don’t know what you’re talking about man, just, I’m freaking the fuck out here.” A short red-faced man in a security uniform ran up behind Jimenez, putting a thick fingered hand on her shoulder. His name read Jones. “Are you okay ma’am, is this guy bothering you?” “What? No, sorry,” Jimenez replied. “I just was startled.” “Herr, you’re going to have to leave, please.” Zann was about to sign in protest when he realized what the stranger said. He looked into the man’s eyes, and his form began to shift, narrowing and growing taller. “I told you Zann, it’s my damn big mouth.” Hank said, swiping at Zann, knocking him into a wall. A cacophony of pain resounded for the older man as he crumbled to the ground. He drew in a breath to start a song, but Hank drove a foot into his gut, kicking the wind out of him with an exhalation of blood. Staff and residents screamed, all but trampling over each other to get away from the shape shifting man with a far too wide smile. “I told you to leave her alone. I wanted to keep her for my bar, you know? Let her live a shitty provincial life here while being the star of The Clef Hanger. But no, you had to make this a thing. So now I’ll kill you fucking both. This is your fault Zann, just know that.” He turned his back on Zann, still struggling to breathe, reaching out to Jimenez. His arm and fingers got longer as they neared her. Jimenez’s chestnut skin paled and Zann could see the whites around her eyes. He could Make a song! She looked around again, then struck the metal against the doorframe of the nearby patient room. The metal rang like a tuning fork, which Jimenez held out like a blade. Hank rolled to his hands and knees, crouched more like a predatory cat than a man. “You don’t know what you’re doing, Player, but he’d thrust you to the interdimensional wolves so that he would no longer have to. He’ll tell you how important it is, all the while shirking away from the duty himself. Let me save you from all that. Put down the metal, love, and I’ll take you from here.” “Fuck you, you Slenderman-looking bitch!” Jimenez slammed the tray against the frame again, then again, drumming a beat of percussion and reverberating metal. Zann couldn’t add to it himself, barely able to breathe, but he could guide her how to play the Music’s power into a song to drive the Scion away. Together the sound became focused, precisely tuned and pointed like a spear thrust directly at the creature calling himself Hank, who screamed. Zann silently told Jimenez how to take that sound and twist it into the song as well. Hank crawled backward up the wall, shattering the high window’s glass and the steel cage covering it in one strike, slinking out of it as the stress of it all and his injury drove Zann into unconsciousness. *** He found himself in a concert hall, on stage in the spotlight. The hundreds of seats sat empty, except for one. There sat Jimenez, dressed in the simple but elegant black dress of a classical performer. Where are we? Zann signed. “The Dreamlands, a memory of mine, safe. You’re still in the hospital. They don’t think you have that great of a chance of waking up. Why don’t you talk?” Mute, always have been, she took my voice when she gave me her music. “Even here? No, I don’t think she did. Maybe she picked you despite it, or even because REPRISE 195 of it, to make beautiful sounds come from the voiceless, but she didn’t take your voice.” She nodded, certain. Zann heard the ring of truth in what she said and a knot that had laid in his heart for almost his entire life slid undone. “So, I’m supposed to play something important.” “Ah. Okay, yeah.” She said, rising. She suddenly was next to him, sitting down in a metal folding chair, the cello he’d watch her play when he first encountered her in hand. Behind him was another such chair, a cello case next to it. “Let’s get started then.” Only if you think keeping a mad alien God from waking up and destroying the reality that is its dream is important. 196 SCION: MASKS OF THE MYTHOS Academics: Athletics: Close Combat: Culture: Empathy: Firearms: Inte rity: Leadership: Medicine: Occult: Persuasion: Pilot: Science: Subterfu e: Survival: Technolo y: MENTAL Intellect Cunnin Resolve PHYSICAL Mi ht Dexterity Stamina SOCIAL Presence Manipulation Composure Short Lon Band Legendary Title: Bruised Bruised Movement Dice: Defense Roll: +1 +1 +2 +2 +4 Academics: Athletics: Close Combat: Culture: Empathy: Firearms: Inte rity: Leadership: Medicine: Occult: Persuasion: Pilot: Science: Subterfu e: Survival: Technolo y: MENTAL Intellect Cunnin Resolve PHYSICAL Mi ht Dexterity Stamina SOCIAL Presence Manipulation Composure Short Lon Band Mortal Immortal Bruised Bruised Bruised Movement Dice: Defense Roll: +1 +1 +1 +2 +2 +4 The Mythos is older than humanity, Gods, and Titans, with an unknowable otherness that can shatter them all. This slumbering horror lurks in the shadows, carrying out its alien machinations with little regard for those beneath it until it requires pawns. Those that touch the Mythos are forever altered. The World explodes into full view for them, leaving some shattered, others power-mad, and still others knowing only secrecy protects humanity. Mythos Scions fair little better, empowered by these alien beings that alter their very essence, the ability to break Fate and leave the walls of reality weaker in their wake. These human embodiments of the Mythos are not good or evil; such easily definable morality is for lesser beings. What does one do when their power comes with a cost? Some highlights of Masks of the Mythos include: • An entire new pantheon: the Mythos • A trove of new Callings and relics • Expanded investigation rules • A detailed tour of the Miskatonic Hollow, including Arkham and Innsmouth • An introductory scenario for a new band of Scions Do you have the willpower to face the Mythos? To become the Mythos…? SCI012