Leagues of Cthulhu Codicil

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Leagues of Cthulhu

Codicil
by Mr. Paul “Wiggy” Wade-Williams

Contributors: Anthony Boyd, Ken Richter, Vitas Varnas


Lead Editor: Anthony Boyd
Graphic Design: Robin Elliott
Typesetting: Paul Wade-Williams
Cover Illustration: Michael Syrigos
Interior Illustrations: Andy Paciorek
Ubiquity Rules System Design: Jeff Combos

www . t r i p l e ac e ga m es . c om

First Published 2019


xxxxxxx
1 3 5 7 9 10 8 6 4 2
Printed in the USA

This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www.
exilegames.com). Ubiquity Roleplaying System, Exile Game Studio, and all associated logos and
trademarks are copyright, Exile Game Studio, LLC. Used with permission.

©2019 Triple Ace Games. Leagues of Cthulhu and all related marks and logos are trademarks of
Triple Ace Games. All Rights Reserved.
Codicil Contents
Chapter One: Characters....................................................... 3
New Skill.......................................................................... 3
New Talents...................................................................... 3
New Leagues...................................................................... 4
Weird Science.................................................................... 5
New Flaws......................................................................... 6
Corruption Flaws............................................................... 6
Chapter Two: Magic & Manuscripts....................................... 7
Rituals.............................................................................. 7
Formulae........................................................................... 9
Eldritch Books................................................................. 9
Eldritch Relics................................................................ 21
Chapter Three: Where Darkness Dwells............................... 31
Africa.............................................................................. 31
The Americas.................................................................... 34
Asia................................................................................. 43
Europe............................................................................. 52
Ocean Floor.................................................................... 64
Other Worlds................................................................. 65
Chapter Four: Gods, Monsters, and Cultists...................... 67
Lesser Gods..................................................................... 67
Horrors.......................................................................... 68
Mundane Beasts............................................................... 75
Cults............................................................................... 76
Notable Persons............................................................ 111
Chapter Five: Handling the Mythos................................... 117
Chapter Six: The Mythos through Time............................. 123
Humanity....................................................................... 127
Chapter Seven: Adventure Seeds........................................ 129
Chapter Eight: Cats.......................................................... 133

2
Chapter One:
Characters

“There are black zones of shadow close to New Talents


our daily paths, and now and then some evil
soul breaks a passage through. When this hap-
pens the man who knows must strike before
Bloodline: LeBlanc
reckoning the consequences.” —H. P. Lovecraft,
The Thing on the Doorstep Unique; Only available at character cre-
ation
This chapter details a new options for char- Prerequisites: None
acters investigating the Mythos. The ancestors of the LeBlanc family were
members of the Royal House of Blois, fought
alongside William the Conqueror in 1066, and
New Skill served as Masters of France with the Knights
Templar. Of course, not every LeBlanc went on
to become notable—many slid down the social
ladder as time passed. The character’s branch
Hobby of the family has long been engaged in politics.
Specialized Skill Members of the family settled in Canada in the
Base Attribute: Intelligence 17th century and in the United States during
For game purposes, hobbies mostly cover the 18th century.
the collection and study of certain objects. Prac- Benefit: The globetrotter begins play
titioners can appraise, categorize, and where with Con 0 and Diplomacy 0 and Contacts 1
applicable date objects in their field of interest. (Politics). These are in addition to the regular
Your character must focus on a specific four 0-level Skills and two 0-level Resources all
discipline: characters receive.
* Cartography: The collection, study, and Normal: Your character receives no addi-
making of maps and atlases tional free Skills or Resources.
* Faleristics: The collection and study of
medals and decorations
Bloodline: Northam
* Fossil Collecting: The collection and
study of fossils Unique; Only available at character cre-
* Genealogy: The study and tracing of fam- ation
ily trees Prerequisites: None
* Numismatics: The collection and study of Able to trace their ancestral line back to the
coins, paper money, and other forms of cur- Roman occupation of Britain, at least accord-
rency ing to family lore, the Northams have been

3
Cthulhu Codicil
aristocrats since the first Baron Northam was be protected from the truth, even if it means
invested by King Edward III of England. destroying reputations or having those who
Their ancestral seat, supposedly built from speak publicly of the Mythos committed to
blocks taken from Hadrian’s Wall, is located on asylums for the rest of their lives. As the Club
the wild Yorkshire coast. motto reads, “All for the greater good.”
Benefit: The globetrotter begins play with The Elder Club only accepts members with
Diplomacy 0 and Intimidation 0 due his aristo- sufficient position or status to keep the truth
cratic bearing and Status 1 (Gentry). These are concealed. Among its members one can find
in addition to the regular four 0-level Skills and senior police and military officers, alienists,
two 0-level Resources all characters receive. politicians, academics, and even editors of
Normal: Your character receives no addi- major newspapers. Junior members (Rank 2
tional free Skills or Resources. or lower) wear a silver ring embossed with an
Elder Sign. Senior members sport a gold ring
Bloodline: Van der Heyl with the same design.
Starting Skill List: Pick two from Bureau-
Unique; Only available at character cre- cracy, Con, Diplomacy, Intimidation, Linguis-
ation tics, Spying
Prerequisites: None
Of Dutch descent, the van der Heyl family The Elder Race Society
arrived in America in 1638, eventually settling
near Attica, New York. Scions of the family are There are many Leagues with an interest in
privately educated, before being sent to pres- the history of humanity. Some, like the Society
tigious European universities to finish their of Antiquarians, have a general view. Others,
schooling. Many elect to remain in Europe, such as the New Argonauts, Old Testament
and recent generations have put down roots Society, and Sumeria Club, are more focused
across the continent. on certain cultures or periods. While there are
Benefit: The globetrotter begins play with some scholars and antiquarians who believe
Academics 0, Linguistics 0, and the Well-Edu- in the existence of Atlantis, most accept the
cated Talent (ignoring the Intelligence prereq- standard version of history—Atlantis is a myth.
uisite). These are in addition to the regular Not so the Elder Race Society.
four 0-level Skills and two 0-level Resources all The Society holds that human civilization is
characters receive. The character also speaks far older than suggested. Atlantis, in their eyes,
Dutch, as well as his native tongue. was only the most recent civilization among
Normal: Your character receives no addi- the elder cultures. Unfortunately, all they have
tional free Skills or Talents, nor do they speak to prove their theories are stories of dubious
a second language. origin and a handful of artifacts of arguable
date. This does not prevent them from holding
public lectures and organizing expeditions to
New Leagues the far-flung reaches of the globe.
Starting Skill List: Academics: History,
Anthropology, Expeditions, Investigation, Lin-
guistics
The Elder Club
Requirements: Rank (military or another The Non-Linnaean Society
League) or Status (academic, aristocrat, or
reporter) 1 Several Leagues have an interest in odd
Should the existence of the Mythos be- creatures. The Challenger Club quests for
come known to the world at large, it is likely living dinosaurs, for instance, the Yeti Club
humanity’s collective sanity will shatter. The seeks proof of the supposed Himalayan wild
Elder Club is determined the people must man and his kin, and there are members of the

4
Characters
Society of Aquanauts endeavoring to find sea
serpents and monsters. Mythos Languages
These creatures, whether real or fabled,
conform to the classification laid down by Certain Mythos tomes, such as the Véren-
Carl Linnaeus (1707-78) in his seminal work drye Runestone and Yothic Manuscripts,
of 1735, Systema Naturae. The Non-Linnaean are written in truly ancient or utterly
alien scripts. Translating them requires
Society believes that there are creatures whose
an Elder Lore: Tomes roll as opposed
existence defies the standard structure and
to a Linguistics: Translation roll. Such a
classification of beasts. Some have hypoth- roll would also be necessary to decipher
esized that these entities may, in fact, be of other forms of writing, such as glyphs in-
unearthly origin, though most accept they are scribed on a Mythos-related statue.
merely relics from an earlier epoch. As an option, a Gamemaster may wish to
The Society is interested in collecting live make the language barrier more prob-
lematic for the globetrotters. Two op-
specimens and fossils, as well as studying the
tions are given below.
biology of these unusual creatures.
Starting Skill List: Pick two from Expedi-
tions, Investigation, Linguistics, Science: Biol- New Elder Lore Discipline
ogy, Science: Geology, Survival This option introduces the Elder Lore:
Languages Discipline. While Elder Lore:
Tomes permits a globetrotter to recog-
Weird Science nize the name of an eldritch volume, re-
call its general history, and have a vague
comprehension of its contents, Elder
Lore: Languages is required to translate
Substratum Visualizer ancient and alien languages.
This Discipline doesn’t ever allow for
Artifact 3 exact word-for-word translation. Instead,
An enhanced combination of the Substra- the reader grasps a rudimentary compre-
tum Cartographic Engine (see Weird Science hension through certain keywords.
Compendium) and X-Ray Box Camera, the
Substratum Camera allows geologists to peer Specific Languages
into the earth without the need for digging.
A viewing screen allows for real-time explora- With this option, globetrotters who wish
to understand eldritch writings require
tion. Turning one of two dials determines the
knowledge of a specific language. In
focal length (the depth the scanner sees) and place of a language group, a character
width (the area of effect) respectively. Pressing with at least one Level in any Elder Lore
a button activates a single frame camera that Discipline can learn one language from
captures the image on the screen. those listed below when they next im-
The device is heavy (12 lbs.) and focus prove their Linguistics Skill.
Aklo: Cursive script native to Serpent
rapidly diminishes with depth. Perception and
Men and certain cults of Yig.
Art: Photography rolls suffer a –2 penalty for
Pnakotic: A series of dots used by the
each 50 feet of depth. Using the scanner at its Elder Things.
maximum focal width allows one to quickly R’yhehan: The pictographic script of
scan a wide area, but small objects may be lost Cthulhu, the Deep Ones, and many cults
at such resolution. of great antiquity.
Enhancements: Extra Sense: X-Ray (+2 Senzar: Atlantean runic system.
Yithian: Curvilinear mathematical de-
Enhancements), Increased Area of Effect: 10
signs used by the Great Race.
feet (+4 Enhancements), Increased Range: 50 Yuggothan: A geometric script employed
feet (+6 Enhancements) by the Fungi from Yuggoth.
Limitations: Increased Weight: 300% (–6
Enhancements)

5
Cthulhu Codicil
They aren’t boastful or malicious—they just
Manias doesn’t know when to stop talking. You earn
a Style point whenever your character reveals
“Mania” is a generic term among Victo- information that comes back to haunt them or
rian alienists for a variety of mental disor- causes trouble for them or their allies.
ders. In the Leagues world, many can be
Fainter: Whether it is caused by the sight of
handled by the Obsession Flaw, though
some overlap with other Flaws. blood (especially one’s own), startling revela-
tions, or sudden shocks, the character is prone
to fainting at the most inopportune times.
Addiction Flaw When a Horror check is failed, fainting is au-
Dipsomania: Consuming alcohol tomatic for a number of combat turns equal
Etheromania: Inhaling ether fumes to the Horror check’s Difficulty. During this
Toxicomania: Drug addiction time they are incapable of taking any actions.
You earn a Style point each time your fainting
Obsession Flaw causes you or your allies trouble.
Screamer (Severe): Your character isn’t
Ablutomania: Washing oneself necessarily faint-hearted or highly strung, but
Arithmomania: Counting things
can’t help unleashing a piercing scream when
Bibliomania: Collecting books
Choreomania: Dancing startled. Whenever forced to make a Horror
Dermatillomania: Picking one’s skin check, or the Gamemaster considers they have
Dromomania: Wandering been suitably startled, they must spend the
Ergomania: Compulsive worker next combat turn screaming. This counts as
Graphomania: Impulse to write an attack action. Two Style points are earned
Hydromania: Drinking water (may also each time this fainting causes trouble for the
be an Addiction)
character or an ally.
Klazomania: Shouting
Kleptomania: Stealing steal
Logomania: Talking
Metromania: Writing verse Corruption Flaws
Micromania: Self-deprecation
Morsusmania: Biting (often people) Unless otherwise stated in individual en-
Necromania: Having sex with corpses
tries, the following Flaws may be taken only
Nymphomania: Having sex
by globetrotters who have succumbed to Cor-
Oniomania: Compulsive shopping
Onychotillomania: Picking or tearing at ruption.
finger or toe nails
Plutomania: Acquiring excess, such as
wealth, status, power, or food
Physical
Pyromania: Setting fires Dry Skin (Bloodline: Marsh): Your
Rhinotillexomania: Picking one’s nose
character’s skin is easily dehydrated and they
(may also be Repulsive Flaw)
Theomania: Belief one is a god must submerse in water regularly. You suffer
Trichotillomania: Pulling out own hair one point of lethal damage for each day you
cannot bathe for at least an hour. You earn a
Style point whenever your character is harmed
by the need to keep moist.
New Flaws Mange: Your character has a non-infectious
skin disease that causes their skin to be scabby
and their hair to grow in unsightly clumps. You
suffer a –2 penalty to all rolls where appearance
Mental
is a factor. You earn a Style point whenever
Blabber Mouth: Your character couldn’t your character is shunned or rejected because
keep a secret if their life depended on it. of the condition.

6
Chapter Two:
Magic & Manuscripts

“Words have a force far beyond that of ink The sorcerer makes a Casting roll with a
stains on pages or spoken sounds... Whether Difficulty equal to the victim’s Willpower rat-
written or spoken, language found in forbid- ing. With success, any followers of the same
den books can warp space-time and tear the deity as the Mark automatically recognize them
fabric of reality.” as an enemy of the Great Old One in question.
—Daniel Harms, The Necronomicon Files: Note that each avatar of Nyarlathotep is
The Truth Behind Lovecraft’s Legend considered a separate deity for the purpose of
this ritual. Thus, there are separate rituals for
Mark of the Black Man, Mark of the Black Sun,
Rituals and Mark of the Yellow King, for example.
Mark of (Deity) is subject to Range modifi-
ers, as well as the modifier below.
Drain Life Mark of (Deity) Modifier

Rank 3 One hour +2


This ritual drains the life out of an ene- One day +0
my and heals the caster’s wounds. Make a One week –2
Casting roll modified for range and area of
One month –4
effect versus an opponent’s Passive Defense.
Because the Attack is invisible, the opponent One year –6
does not get to use their Active Defense. Each
success inflicts one point of lethal damage on Mark of Madness
the target and heals one nonlethal wound (or
downgrades one lethal wound to nonlethal) Rank 4
on the caster. While the Fear ritual can cause a sudden
onset of madness, the Mark of Madness inflicts
a gradual erosion over a period of days.
Mark of (Deity)
The magician makes a Casting roll with a
Rank 3 Difficulty equal to the victim’s Willpower rat-
The mortal cultists of the Great Old Ones ing. The victim loses one point of Sanity imme-
may be insane, but they are not stupid. When diately and another 2 points each day for every
threatened, they are likely to retaliate, but in additional success on the Casting roll. Range
order to do that they must first know their modifiers apply to the Mark of Madness ritual.
enemy. This ritual magically brands an enemy The Mark of Madness appears as a faint
of the deity named in the ritual. physical blemish on the victim’s forehead. De-

7
Cthulhu Codicil
magician through the Summon (Horror) ritual
Avatars of anywhere on the same planet. Instead of its
usual reaction to being summoned, the crea-
Nyarlathotep ture automatically tracks down and attempts
to slay the possessor of the runes.
You’ll notice several references to spe-
The runes have a maximum duration, de-
cific avatars for Call or Commune Nyar-
lathotep rituals in this book. Although termined during their creation. See the table
Leagues of Cthulhu lists just a single Call below. Once the duration ends, the paper
or Commune ritual for the Crawling Cha- crumbles to dust, negating its power to attract
os, he has myriad forms. Some are specif- Mythos entities.
ic to human cults, while other guises he It is worth mentioning that using Mark of
favors when dealing with intelligent alien
the Hound is not a guarantee of success. The
races. It may yet be that each avatar has
no knowledge of the others’ schemes. paper, if discovered, can be destroyed or dis-
His avatar in the tomes of elder lore de- carded, thus rending it impotent.
tailed in Leagues of Cthulhu have no ava- Mark of the Hound Modifier
tar attached. This is deliberate, as it gives
the Gamemaster the final say. One hour +2
In some instances, those eldritch texts One day +0
may actually include multiple rituals
dedicated to Nyarlathotep, each invoking One week –2
a distinct avatar. The Al-Azif, for example, One month –4
might contain Call Nyarlathotep (All-See-
ing Eye avatar), Call Nyarlathotep (Black One year –6
Pharaoh avatar), and Call Nyarlathotep
(Haunter of the Dark avatar). Each is a Mark of Withering
specific ritual and must be learned sepa-
rately.
Rank 4
The magician makes a Casting roll with a
Difficulty equal to the victim’s Willpower rating.
tecting it requires a Perception roll (Difficulty The victim suffers 2L damage (no Defense)
3), while recognizing it for what it is requires immediately and another 2L damage each day
an Elder Lore (any Discipline) roll. thereafter for every additional success on the
Casting roll. Range modifiers apply to the Mark
of Withering ritual.
Mark of the Hound
The Mark of Withering appears as a faint
Rank 3 physical blemish on the victim’s forehead. De-
The various horrors of the Mythos often tecting it requires a Perception roll (Difficulty
summoned by cultists to harass their enemies 3), while recognizing it for what it is requires
are far from omnipotent. Without knowing the an Elder Lore (any Discipline) roll.
location of their foes, the caster is stymied un-
less they possess the ability to invoke this ritual. Sign of Koth (R)
During the casting, the magician must write
a sentence of arcane runes on a strip of paper Rank 2
using their own blood for ink. These need not Pumping hot lead or thrusting finely-honed
name the intended victim. The magician then blades into Mythos beasts rarely produces the
makes a Casting roll. In order to be effective, desired result. In order to escape with their
the runes must be passed to the victim. For lives intact, if not their minds, a globetrotter
obvious reasons, this is usually done surrep- often needs time to turn tail and run, buying
titiously. time until he can find a more permanent
Once magically charged, the runes can solution. That time can be bought using the
be detected by any creature conjured by the mystical Sign of Koth

8
Magic & Manuscripts
A potent warding symbol, the Sign must must make a Willpower x 2 roll. The Difficulty
be carved over a doorway, cave entrance, or depends on the strength of the ward. With suc-
similar portal through which eldritch horrors cess, the protection is breached and the vile
might seek to pass. The Sign of Koth only creature free to assault its intended victims. On
affects creatures in Leagues of Cthulhu books a failure, the Hound cannot pierce the arcane
listed under Great Old Ones or Horrors. magic, resulting in it giving up the chase and
The symbol exists in two forms. The Lesser returning to its native dimension—at least for
Sign provides a temporary reprieve, warding now.
a portal for no more than a few days at the The ritual is subject to area of effect modifi-
most. The Greater Sign permanently seals the ers, and those below.
entrance against the passage of elder abomina- Sign of Tindalos Modifier
tions. The potency of the Sign is only as good
as the caster, though. Minor sign (Difficulty 3) +0
To enchant a carved sign, the magician Major sign (Difficulty 4) –2
must make a Casting roll. Mythos entities with Superior sign (Difficulty 5) –4
a Willpower rating lower than the caster’s
number of successes cannot pass beyond the
Sign until the ritual ends (which may be nev- Formulae
er). Great Old Ones have a Willpower rating of
10 for this purpose. In addition to dread rituals, eldritch tomes
The Sign of Koth ritual uses the modifiers may contain one or more formulae. Whether
below. ultimately powered by means arcane or scien-
Sign of Koth Modifier tific principals far beyond the ken of conven-
tional science, they enable mortals to construct
Duration certain eldritch relics. Each formula relates to
One combat or scene +0 one specific relic, and must be learned in the
Permanent –10 same manner as rituals in Leagues of Cthulhu.
Having learned a formula, the character
Maximum Width of Portal
may create it in the same manner as weird sci-
5 feet +0 ence gadgets, with two differences. First, the
10 feet –2 design phase is ignored—the globetrotter is
25 feet –4 using an existing formula, not creating some-
thing entirely from scratch. Second, regardless
50 feet –6 of the relic’s nature, the construction roll is
100 feet –8 always Elder Lore: Artifacts.
250 feet –10 Globetrotters can learn only formulae for
the construction of the eldritch relics in this
volume marked “*” and Essential Saltes and
Sign of Tindalos (R) Powder of Ibn Ghazi from Leagues of Cthulhu.

Rank 3
This rare ritual provides protection against Eldritch Books
the dreaded Hounds of Tindalos. It takes the
form of a pentagram, the lines of which are
curved. Drawn on the ground, its curved sides
The Assassins’ Creed: An Exposé
ward those inside against intrusions from
creatures native to angular space. Once drawn of the True Hashshashin
and enchanted, the ward remains active for the
remainder of the combat or scene. Language: French; Author: Christophe
In order to pass through the ward, a Hound de la Croix; Published: 1632; Complexity: 3;

9
Cthulhu Codicil
Horror: 3; Mythos: 2; Contents: Commune
Alternate Versions Nyarlathotep (Old Man avatar)
De la Croix (1582-1638), a minor French
Not every copy of an occult or Mythos tome aristocrat, declares at the start of the volume
is identical. Over time, individual copies that the primary source of his information
may have been edited, subjected to damp,
comes from a lengthy diary penned by Jean de
book worms, or mishandling, rescued
from fire or stained with blood, and had la Croix, a Crusader ancestor. Discovered after
pages ripped out, poorly printed (blurry a small fire in the family library, the original
text or illegible handwriting), or even document records information gleaned while
enhanced with marginalia. Whatever the the knight was a prisoner of Saladin’s forces.
cause of the differences, the Gamemaster The diary, written after the Crusader’s even-
can apply modifiers to the various tomes. tual release, retells several conversations held
Some suggestions are given below.
with an Egyptian imprisoned in the adjoining
* Increase Complexity: Something has
happened to make the tome harder to cell for idolatry. He learned that the Assassins
understand. This may be editing, dam- secretly worshipped a devil, known as the Old
age, or encryption of the text. Man of the Mountain and worked fell incan-
* Decrease Complexity: Additional mar- tations to slay their victims. The dialogue be-
ginalia or explanatory notes, or the book tween the captives ended unexpectedly, when
has already been partially translated by a the mad Arab was found strangled in his cell.
previous reader.
De la Croix ended his book with the claim
* Increase Horror: Additional images,
color plates, or even photographs added that the devil worshiped by the Assassins was
at a later date; book bound in human named Baphomet, and that his image was also
skin or the hide of an elder being. venerated by the Knights Templar. No research
* Decrease Horror: Editing, damage, or into the subject was ever conducted, for de la
missing pages have removed some of the Croix was murdered in a barroom brawl two
more horrific descriptions or images. years after his only book was published.
* Decrease Mythos: As above.
* Remove one or more rituals: As
above. Book of Hidden Things
* Add one or more rituals: Added by a
previous scholar. Language: Latin; Author: Attributed to
Marco Polo; Published: c. 14th century; Com-
plexity: 3; Horror: 2; Mythos: 1; Contents:
Other Changes
Alter Visibility, Formula: Powder of ibn-Ghazi,
Additionally, the book may be modified Spirit Sense, Voorish Sign
in a way that does not alter its base sta- Supposedly discovered in a house in Venice
tistics.
in 1637, the Book of Hidden Things is, accord-
* The book has been fitted with a lock.
Opening it without damaging the con- ing to the manuscript itself, the work of famed
tents requires a Larceny: Lockpicking roll explorer Marco Polo. Despite it stressing that
(Difficulty 3). Polo learned of strange and secret things from
* The book contains a letter written by wise men in the Far East, no serious scholar
a previous reader or a photograph of a attaches any veracity to the alleged authorship
person, place, or thing. of this manuscript. For a start, Polo knew very
* The binding contains a small key.
little Latin, and certainly not enough to pen a
* The opening page contains a list of
previous owners. It lists noted historical manuscript.
figures or even a globetrotter’s relative. The Biblioteca Marciana (Library of Saint
* The book is extremely fragile and crum- Mark) in Venice holds the only known copy.
bles to dust after being read. The reader
has one chance to learn the rituals before
the knowledge is lost. Book of Sothis
Language: Ancient Greek; Author: Man-

10
Magic & Manuscripts
thon; Published: c. 3rd century BC; Com- on opposite sides of the glacier-ridden interior
plexity: 3; Horror: 2; Mythos: 2; Contents: and thus had no direct communication.
Commune Bokrug, Commune Nyarlathotep Professor Mayberry returned to Greenland
(Black Pharaoh avatar), Summon Denizen of in 1883, supposedly in search of a lost city men-
the Nameless City, Summon Serpent Man, True tioned to him by several Inuit elders, and has
Name of Azathoth not been seen since. His manuscript was pub-
Knowledge of this nonextant manuscript is lished by his daughter, Abigail, herself a noted
mostly known from the 9th century Byzantine anthropologist a year after his disappearance.
chronicler George Syncellus. Scholars accept
that the scroll did once exist, and copies may Chou-shih Ming-t’ung Chi
still exist somewhere, but claim its authorship
is falsely attributed. Language: Chinese; Author: Chou
Regardless of who wrote it, the manuscript Tzu-liang; Published: 517; Complexity: 3;
speaks of monuments and cities located in Horror: 4; Mythos: 3; Contents: Commune
the “Siriadic land.” Various modern scholars Yog-Sothoth, Summon Child of the Fire Mist,
have pointed at Assyria, Arabia, and Egypt as Summon Great Race of Yith
the location for this otherwise unknown land. Chou Tzu-liang (497-516) was just 19 years
While the descriptions match those in other old when he wrote A record of Master Chou’s
Mythos tomes, none are actually named. The communication with the Unseen World, a
author claims the sites he witnessed were truly record of his conversations with beings from
ancient, having been constructed long before outside of our reality.
the Biblical Deluge, and that the strange writ- History records that Master Chou volun-
ing found within was subsequently translated tarily consumed poison. Heeding a summons
by Egyptian scholars and stored in the “great from the Unseen World, he believed he would
temples of Egypt.” be given a position of power within the “Un-
seen bureaucracy of the Perfected” once his
mortal shell was abandoned.
Chants of the Greenland Inuit
The book, a diary of his dreams and med-
Language: English; Author: Professor itations, was presented to the Imperial court
Thaddeus Mayberry; Published: 1882; Com- in 517 by Master Chou’s mentor, T’ao Hung-
plexity: 2; Horror: 2; Mythos: 1; Contents: ching. The last recorded mention of the diary
Commune Cthulhu, Commune Rhan-Tegoth, was in the 13th century, shortly before the
Elemental Protection, Summon Ghoph-keh, Imperial library was destroyed by the Mongols.
Summon Feaster from the Stars
Following the publication of the Webb Ex-
The Chronicle of Nath
pedition Report in 1863 (see Leagues of Cthul-
hu), a second expedition followed in Webb’s Language: German; Author: Rudolf Yer-
footsteps with the aim of recording native gler; Published: 1624; Complexity: 3; Hor-
Greenland Inuit chants. Several of the songs, ror: 2; Mythos: 1; Contents: Voorish Sign
acquired from tribes inhabiting the harsh Penned by a German mystic and alchemist,
northern coasts, are in an unknown language is a record of Yergler’s “astral travel” using an
and their reproduction is phonetic. “Oriental drug of much potency.”
As an aside, Mayberry found no evidence of One section seemingly recalls a distant
the degenerate tribe mentioned by Webb, but event—the descending of a terrible beast
commented that worship of “Tulu”­ —which spawned in the limitless gulf of space to the
Mayberry believed was a corruption of Agloolik, earthly realm of Nath in the Year of the Black
an evil sea god who wrecked canoes, rather Goat. A profane entity, it feasted on human
than a separate entity—was evidenced in two souls by means of inflicting nightmares that
other primitive and barbaric tribes. The scholar erased sanity and prevented sleep, thus caus-
noted with interest that those tribes were found ing its victims to wither and die.

11
Cthulhu Codicil
Invisible to the human eye, it could be wit- self-proclaimed leader of “The Druids of Gaul,”
nessed only by looking through the multi-fac- this manuscript deals with not only early Dru-
eted Gem, and only one who could see it idic fertility rites but with odd and previously
(assuming the sight of the fiend did not cause unknown funerary practices as well. Dubois
them to drop dead in fright) could slay it. Alas, and his followers were forced to flee France
the fabled item has been lost, for it was held due to religious persecution in 1730 and were
by the hero Phrenes, who set forth to slay the believed to have settled in Northern Scotland.
creature but never returned. Although all the French manuscripts are said to
Thus, writes Yergler, while the beast with- have been destroyed, there are rumors of the
drew after sating its hunger, it will return to cult also splintering into Germany and from
Earth again when the heavens once again there possibly into Pennsylvania.
assumed the pattern of the Year of the Black
Goat. Cultele Preistorice din Muntii
Carpati
Confessions of Form, Being the
Guises of Satan as Presented by Language: Romanian; Author: Adrian
the Adversary in Person Craciun; Published: 1799; Complexity: 2;
Horror: 1; Mythos: 2; Contents: Commune
Language: Latin; Author: Bartholomew; Nyarlathotep (Great Wolf avatar), Control
Published: 1328; Complexity: 4; Horror: Animal (wolves only), Form of the Beast (wolf
4; Mythos: 4; Contents: Commune Nyarla- only), Summon Hound of Tindalos
thotep (Black Man avatar), Summon Black As yet not translated into other languages,
Winged One, Summon Fungus from Yuggoth, this scholarly work, the name of which name
Summon Night-gaunt, Summon Spawn of translates into English as “The Prehistoric
Shub-Niggurath Cults of the Carpathian Mountains”, espouses
Known to history only as Bartholomew, the theory that a barbaric cult existed among
a Cistercian monk, the author of this book the peoples of the Carpathian Mountains.
described and drew images of Satan’s many Beginning in prehistory, the cult remained
forms. When his activities were discovered, the small and confined to remote valleys. During
monk proclaimed he was doing God’s work, the rise of the Dacians it came out of the
for in trafficking with Satan he was unearthing shadows to emerge as the state religion. It was
the many guises of the Devil so that others allegedly purged in 106 AD, when the Romans
would know them. His superiors thought under Trajan conquered the region, though
otherwise. Bartholomew was tortured before Craciun hints remnants may still exist today in
being burned at the stake as a heretic. the remote mountains.
His account of his dealings with Satan was Cult activities focused around worship of
thought to have been consigned to the flames a great wolf, a monstrous entity who granted
with him. However, a letter discovered in 1554 his most devout followers the magical ability to
reveals that the book vanished, presumed to transform themselves into wolf form. A glutton-
have been taken to Hell by Satan. ous deity, it demanded frequent human sacri-
fice lest it turn on and devour its worshippers.
Consort of the Green Man
De Äldre Runorna
Language: English; Author: Henry Dubois;
Published: 1740; Complexity: 3; Horror:2; Language: Swedish; Author: Richard Sjun-
Mythos: 2; Contents: Control Weather,Raise nesson; Published: 1787; Complexity: 4;
Dead, Summon Spawn of Shub-Niggurath Horror: 2; Mythos: 3; Contents: Elder Sign,
Originally penned in French under the title Mark of Madness, Mark of Withering, Sign of
“épouse de l’homme vert” by Henri Dubois, Koth, Sign of Tindalos, Voorish Sign

12
Magic & Manuscripts
Already a pariah in the Scandinavian scho-
lastic community for his view that the Temple
of Uppsala was dedicated to a nature deity far
Books and Rituals
older than those of the Norse pantheon (see Although they are considered as rituals
below), Sjunnesson (1723-89) continued his for game purposes, the content of Mythos
exploration into alternate Scandinavian history books are not necessarily magical formu-
by self-publishing a work concerning the runes. lae. They may exist as chants or songs,
Entitled The Elder Runes, it proposed that mathematical formulae, or weird glyphs
that are activated by tracing them with a
the runes were not originally an alphabet.
finger (or merely by viewing them!).
Rather, they were arcane signs of unimag- Looking through the list of books, two con-
inable age brought to Earth by a race of alien tain no rituals— The King in Yellow and The
beings in prehistory. Sjunnesson continues by Wars of the Heavens, Being a Discourse on
claiming that the story of how Odin gained the Myths of Celestial Strife. These are not
knowledge of the runes through self-sacrifice an oversight on our part. No book needs to
is actually the race memory of an ancient sor- have rituals in order to count as a Mythos
book. All it requires is knowledge relating
cerer, Wuotan, who was sent them in a dream
to the Mythos (i.e., a Mythos rating).
by an extraterrestrial entity he calls Kutlu. For example, a scientific treatise on mete-
orites might have a small chapter discuss-
Den Gamla Troen Avslöjade ing reports of strange meteorites that dis-
solve in air and exhibit colors that defy
Language: Swedish; Author: Richard Sjun- description. In other words, the author
nesson; Published: 1784; Complexity: 3; is talking about a Colour Out of Space,
even though they have no comprehen-
Horror: 3; Mythos: 2; Contents: Commune
sion of such things.
Shub-Niggurath, Summon Black Winged One, While that chapter inadvertently imparts
Summon Spawn of Shub-Niggurath limited Mythos knowledge, it’s hardly like-
Professor of the History of Religions in the ly to contain the Summon Colour Out of
Faculty of Theology at Uppsala University until Space ritual in any form. In the same vein,
his dismissal following the disappearance of given the vagueness of the discussion, the
book probably has a Horror rating of zero.
two students during a field trip and the con-
tinuing irrational nature of his scholarly work,
Sjunnesson spent many years excavating at the
Temple of Uppsala. who wrote of Uppsala. Adam told how every
Dismissing the conventional history of the nine years nine males of every species were
site as a temple to the Norse gods, Sjunnesson sacrificed to the gods, their corpses left to hang
shocked Swedish scholarly circles by insisting on a sacred tree with widespread branches.
that the site was, in fact, dedicated to an an- Sjunnesson claims that the translation is erro-
cient nature deity whose cult had existed at neous, and that the sacrifices were “devoured
least 30,000 years ago. by the sacred tree.” He also tells that the
In place of the accepted triad of gods wor- “disgusting songs” mentioned by Adam were
shipped at Uppsala, those being Thor, Odin, actually chants verbalized in an elder tongue.
and Freyr, he proposed a new set of figures Sjunnesson’s body was found on the west-
who sat on three wooden thrones atop great ern mound at the Temple of Uppsala. The offi-
mounds mentioned in historical records. The cial verdict was heart attack, though witnesses
center throne, the so-called High Seat, was claim his face was contorted in a grimace of
vacant, for the god it honored could not be utter terror.
given form or name. Seated left was the Great
Mother, the female aspect of nature, and on
Dhol Chants
the right the Black Goat, her male counterpart.
Sjunnesson continues by examining the Language: Tibetan; Author: Unknown;
writings of Adam of Bremen (c. 1050 - c.1081), Published: c. 14th century; Complexity: 4;

13
Cthulhu Codicil
decade travelling the Middle East searching for
stories concerning the jinn (sing. jinni), enti-
Tomes & Teamwork ties better known in English as genies. During
A globetrotter who has read and fully un- that time he conversed with imams and story-
derstood a Mythos tome may use the vol- tellers, and browsed scrolls written before the
ume to gain a Teamwork bonus when mak- Great Sphinx was carved from stone.
ing an Elder Lore roll. Two caveats apply. The work is fragmentary, being comprised
The first is obvious—the globetrotter of detailed notes, sketches, and photographs
must have access to the book in order to
sent back to Great Britain by the author during
flick through its damnable pages to re-
acquaint himself with the lore he seeks. his sojourn. Gruber’s last message, dated
Second, the tome in question must relate 1885, indicated he was planning to enter the
to the roll. Thus, The Serpent in History, Arabian Desert in search of Iram of the Pillars.
for example, is of no use for rolls other Having received no further correspondence,
than relating to Yig and the Serpent Men. the Society of Antiquarians compiled his notes
The Gamemaster has the final say in and published the book in his memory.
whether a book is relevant or not.
Certain sections have been amended
This done, the globetrotter gains a
Teamwork bonus equal to the volume’s with comments by the editor. For instance,
Mythos rating. when Gruber declares that he saw a “winged,
faceless genie with skin of midnight black”
summoned before his eyes, the editor explains
with self-imposed authority that the author
Horror: 3; Mythos: 1; Contents: Call Nyarla- was either hallucinating as a result of heat
thotep (The King in Yellow avatar), Commune stroke or subject to a con artist’s trick.
Nyarlathotep (The King in Yellow avatar), Gate
Although the only known copies of this The Hound in Myth and Legend
work are written in Tibetan, folklore hints
these are translations of much older scrolls. Language: German; Author: Jonathan
If the stories passed down by generations of Friebel; Published: 1808; Complexity: 2;
monks are true, the original Dhol Chants were Horror: 1; Mythos: 1; Contents: Summon
scrolls brought to Tibet by the survivors of an Black Dog (see Leagues of Gothic Horror),
expedition of holy men who had dared travel Summon Hound of Tindalos
to the dread Plateau of Leng. Each “chapter” is This slim volume looks at the presence of
a prayer, intended to be chanted rather than canines in myths and legends. Topics include
simply read aloud. wolves and dogs in Egyptian and Norse my-
Poor translation of the original alien tongue thology, with especial attention on how they
means that only a few chants have any true are associated with the underworld; the Wild
power. Were a copy found in the language of Hunt of Northern Europe; temple dogs of the
the foul semi-human inhabitants of forbidden Orient; ghostly black dogs in English folklore;
Leng, it would contain more rituals. and supposed spectral hounds that inhabit
other dimensions.
Genies in Arabian Folklore
The Ingá Stone
Language: English; Author: Michael Gru-
ber; Published: 1889; Complexity: 4; Hor- Language: Unknown petroglyphs; Au-
ror: 3; Mythos: 3; Contents: Summon Black thor: Unknown; Published: Unknown; Com-
Winged One, Summon Child of the Fire Mist, plexity: 5; Horror: 2; Mythos: 3; Contents:
Summon Flying Polyp, Summon Fungi from Commune Shub-Niggurath, Commune Yog-So-
Yuggoth, Summon Night-gaunt thoth, Nature’s Embrace, Summon Flying
Gruber, a member of the Society of Anti- Polyp, Summon Shoggoth, Summon Spawn of
quarians and dedicated Arabophile, spent a Shub-Niggurath (Thousand Young only)

14
Magic & Manuscripts
Rising from the waters of the Ingá River
in the northeast of Brazil, the Ingá Stone is a Trapped Tomes &
natural rock formation. Deeply incised on the
surface are hundreds of petroglyphs. Self-Activating Spells
The existence of the stone remains un-
known to all but the indigenous tribes, who Mythos books are never benign, for even
the least horrific of them opens the read-
have nothing to do with the site. In their lore,
er’s mind to the suggestion that horrors
the glyphs were carved by a hostile tribe “when beyond description have haunted the
the stars looked different” who worshipped universe since before our Sun was born
unknown gods and spilled the blood of human in a blaze of light. Some are truly danger-
sacrifices on the top of the rock. ous, for reading certain passages or ritu-
Translating the markings requires an Elder als actually invokes those dread rites.
For example, the tome may cast a Com-
Lore: Languages or Tomes roll, as opposed to
mune ritual. At some point in the near
a Linguistics: Translation roll.
future, the deity in question contacts the
reader through his dreams. Summon
Kitab al-Asnam rituals call forth a creature of the Mythos,
which attends the reader at a convenient
Language: Arabic; Author: Hisham Ibn Al- (for it) point.
Kalbi; Published: 8th century; Complexity: 3; Creatures such as Deep Ones may attend
in the mistaken belief that the inadver-
Horror: 3; Mythos: 3; Contents: Commune
tent caster is a cultist seeking their assis-
Azathoth, Commune Bokrug, Commune Gha- tance or inviting them to a ritual to hon-
tanothoa, Commune Yog-Sothoth, Elemental or dread Cthulhu or Dagon. Woe betide
Fury, Spirit Binding, Summon Night-gaunt the unfortunate soul who accidentally
A scholarly work, the author of the Book invokes Summon Dimensional Shambler
of Idols (the English title) names the gods and or Hound of Tindalos, though!
describes the rites of pre-Islamic Arabia before At the Gamemaster’s discretion, a suc-
cessful Elder Lore (any Disciple) roll with
rebuking the Arabs who worshipped them.
a Difficulty of the ritual’s Rank alerts the
He is especially scornful of the citizens of reader to the danger before the ritual is
Mecca, where Abraham and Ishmael construct- completed.
ed the Kaaba, the first House of Worship. After Tomes do not have Casting rolls, nor do
Ishmael’s death, the inhabitants reverted to they require them. Rather, the spell au-
idolatry and worship of pagan deities, sealing tomatically succeeds. When extra success
their turning their back on God by erecting produces additional results, the Game-
master must decide the final effect.
statues to their 360 deities in the city. It as
Ultimately, the aim is not to punish the
only in 629, after having captured the city, that character (or player) for his choice in
Mohammed torn down the idols and brought reading a tome, but to liven up his life
back Mecca back to holiness. and present an unforeseen challenge.
A single copy of the complete manuscript
exists in Damascus, though edited copies may
be found elsewhere in the Islamic world.
gol communicated with the so-called Mad Arab
several times before his death. Filled with dread
Kitab al’iisharat
at the blasphemous entities of whose existence
Language: Arabic; Author: Faisal ibn-Al- Alhazred wrote, ibn-Algol The Book of Signs.
gol; Published: 766; Complexity: 5; Horror: Its pages are filled with various mystic signs
4; Mythos: 3; Contents: Arcane Ward, Elder and wards by which the creatures of the Mythos
Sign, Formula: Powder of ibn-Ghazi, Sign of may be weakened, held at bay, or driven off.
Koth, Sign of Tindalos, Voorish Sign Unfortunately for the reader, the scholar pro-
Writing a generation after the death of Abdul vides stark descriptions of the various horrors
Alhazred, author of the Necronomicon, ibn-Al- against which the signs are effective.

15
Cthulhu Codicil
Published: c.13th century; Complexity: 5;
Horror: 3; Mythos: 2; Contents: Elder Sign,
The Name Nephren-Ka Formula: Powder of ibn-Ghazi, Sign of Koth,
Of the few Mythos tomes containing Voorish Sign
the name Nephren-Ka, many were com- Experts agree that the Latin translation of
posed many centuries after the time of the Kitab al’iisharat was penned by a priest or
the pharaohs. With knowledge of how knight some time after the Fourth Crusade—it
to read hieroglyphs lost, spellings were being very unlikely the author had access to
based on oral lore and were subjected to the copy in Constantinople before this time.
translation errors.
The only known copy of this manuscript is
As written, Nephren-Ka combines Greek
and Egyptian elements. Living long before held in the Bibliothèque Nationale in Paris.
any Greek influence on Egypt’s language
or culture, the Black Pharaoh would have * Signs
possessed a uniquely Egyptian name.
Fortunately, there are plentiful clues for Language: English; Author: Dr. John Dee;
modern scholars. Two variations have Published: 1610; Complexity: 6; Horror: 2;
the strongest claim, though neither can
Mythos: 1; Contents: Voorish Sign
be confirmed without the discovery of a
cartouche bearing the royal name. Published a year after the death of John
First, the pharaoh’s true name may be Dee (1527-1609), likely by someone else using
Nefer-ren-ka. This translates as “Good is Dee’s name, this poor translation is strewn
the name of the spirit.” It might be that with errors to the point that it is virtually use-
“spirit” relates to Nyarlathotep, although less for students of the Mythos.
neter (god) would be a better fit than ka King James I of England (1566-1625) con-
(spirit) as the latter usually refers to a hu-
sidered the book to be nothing more than
man spirit.
Second, his name might have been Neb- “pagan witchcraft” and ordered all copies
ren-ka, or “Lord (or master) of (the) destroyed. One copy survives in the library of
word and (the) spirit.” If the various sto- Edinburgh University, though it is likely more
ries concerning the Black Pharaoh are copies survive in private collections.
true, then such a name likely relates to
his mastery of Mythos rituals.
Of course, either may yet prove to be an Lost Kings, the Missing
epithet or title rather than a true name. Pharaohs of Ancient Egypt

Language: English; Author: Douglas


No copies of the book are known to exist. Roundpond; Published: 1857; Complexity:
Such was the furor that accompanied its pub- 2; Horror: 1; Mythos: 1; Contents: Commune
lication that all available copies were ordered Nyarlathotep (Black Pharaoh avatar)
immediately set to flame. It is said that a lone Through the media of ancient scrolls and
copy existed in the great library of Constantino- inscriptions, such as the Abydos, Karnak, and,
ple, but this was stolen by Crusaders in 1204. Turin king lists and Manetho’s Aegyptiaca,
Ibn-Algol fared little better than his work. Egyptologists have pieced together a rudimen-
Thrown into jail, he was torn apart by his fel- tary chronology for the pharaohs of Egypt.
low inmates three years later. Vague hints sug- Roundpond’s (1796-1854) scholarly work,
gest his death was far from natural, the scholar completed and published by his daughter, Rosa-
being rended limb from limb by a genie not lind (1838-1932), focused entirely on pharaohs
his cell mates. for which there was no other corroborating evi-
dence at the time of publication. Among the “lost
* Libro Signis kings,” as he called them, were names such as
Narmer, Scorpion, Tutankhamun, Thamphthis,
Language: Latin; Author: Unknown; and Baka. Of the many names and suggested

16
Magic & Manuscripts
biographies, two are of interest to Mythos schol- Notes Concerning The Ancient
ars—Queen Nitocris and King Nephren-ka.
Historical Note: The Narmer Palette, which
One Across the Continents
depicts the pharaoh, was unearthed in 1897, Language: English; Author: Sir Richard
as was the Scorpion Macehead that names King Francis Burton; Published: written 1890;
Scorpion. Since Roundpond’s day, further king Complexity: 3; Horror: 2; Mythos: 2; Con-
lists such as the Palermo Stone (1859) and tents: Commune Cthulhu
Saqqara Tablet (1861) have helped further Sir Richard Burton (1821-90) was a Vic-
refine the chronology. torian Renaissance man—a cartographer,
diplomat, explorer, fencer, linguist, orientalist,
Music of the Spheres poet, soldier, translator, and writer. Among the
Leagues, of which Burton was a member of
Language: German; Author: Octavius Hes- many, he was regarded in high esteem, though
sel; Published: 1792; Complexity: 3; Horror: not above scandals and controversy.
2; Mythos: 1; Contents: Gate, Summon Court- In the last months of life he became fixat-
ier of Azathoth, Summon Hound of Tindalos; ed on writing about the various cults he had
Special: Casting any of the rituals in this book encountered during his travels in Africa, Asia,
requires a Performance: Musical Instrument and the Americas, and how they shared great
roll instead of the normal Casting roll similarities in their worship of a god Burton
A little known German composer, Hessel referred to only as “the Ancient One.”
was convinced he could summon angels Burton died of a heart attack on 19th Octo-
through music. His discordant compositions ber 1890. According to his wife, Isabel (1831-
were declared unplayable by his peers. Hessel 96), Burton was working late in his office when
was incarcerated in an asylum in 1801 and she heard chanting in a “foreign tongue.” After
died a year later. a time of silence, Isabel entered her husband’s
office to find him dead.
New England Folklore Burton’s unfinished manuscript on the cult
of the Ancient One lies among his papers. In
Language: English; Author: Eli Davenport, the months to come, Isabel burns a great many
Published: 1839; Complexity: 2; Horror: 3; of her husband’s papers. Whether this one
Mythos: 1; Contents: Summon Fungi from survives the purge is in the laps of the gods.
Yuggoth
A monograph of extreme rarity, Davenport’s Observation on the Several
work collects oral folklore from New England.
It focuses on a supposed race of monstrous Parts of Africa
creatures that inhabit the dark wood, narrow
valleys, and rounded peaks where men seldom Language: English; Author: Sir Wade
tread. Descriptions from across the region are Jermyn; Published: 1761; Complexity: 2;
similar in their details, describing the entities Horror: 1; Mythos: 1; Contents: Commune
as winged crabs. Tsathoggua, Summon Black Spawn of Tsathog-
The earliest stories tell that the creatures gua, Summon Black Winged One, Summon
had no traffic with mortals, being content to Courtier of Azathoth
remain in the wilderness. Later stories speak One of the first white men to venture into
of strange marks found on window sills, the Congo, arguably the dark heart of Africa,
footprints outside houses, and buzzing voices Sir Wade Jermyn wrote at length about the
heard on the wind. One section concerning flora and fauna, geography, and inhabitants.
Indian myths suggests the winged beings came While his earlier papers brought him scho-
from the stars to mine a type of stone found lastic praise, the publication of Observations
nowhere else in the heavens, which they carry brought him nothing but ridicule.
back to the stars. Writing with a mania largely unknown

17
Cthulhu Codicil
among academics, Sir Wade proposed not only Nature’s Wrath, Summon Spawn of Shub-Nig-
that the antiquities of the Congo were of much gurath, Summon Black Winged One, Summon
greater age than previously realized, but that Courtier of Azathoth
there existed a prehistoric Congolese civiliza- The first half of this lengthy tome (it con-
tion whose denizens were white skinned. Four tains over 700 pages) describes the nature and
years after the book was published, Sir Wade practices of ancient fertility cults in Europe. The
was confined to an asylum. second half espouses on the author’s opinion
that these mystical traditions evolved into the
Of False Angles witch-cult persecuted by the Catholic Church.
The book was banned shortly after its pub-
Language: Ancient Greek; Author: Euclid lication—not because of the text, but because
of Alexandria; Published: 3rd century BC; it contained several paintings deemed to be
Complexity: 5; Horror: 3; Mythos: 1; Con- excessively licentious. Dozens of copies still
tents: Gate, Summon Hound of Tindalos exist, though most are found in private col-
Although several fragments of Euclid’s key lections. The British Museum Reading Room
works survive, much of what is known about contains a copy, the art has been expunged.
the “father of geometry” is later hearsay. Modern A keen scholar and leading member of
scholars poor scorn on the 6th century claim the Society of Antiquarians, Sir John was last
that he penned a work entitled Of False Angles, seen on Anglesey (see p. 59), where he was
in which the mathematician wrote of angles conducting research concerning the survival
that could not possible exist and of architecture of the witch-cult in the present day. His disap-
which used these unfathomable principles. pearance, never fully investigated at the time,
According to the 7th century Arabic scholar remains unsolved.
Haroun ibn Mizanur Al-Dimashqi, Of False
Angles was Euclid’s first work on geometry. Rituals of the Ancients
Much of the mathematician’s life was fixated
on creating standardized laws for geometry. Language: English; Author: Charles Mer-
Haroun’s work is dismissed as pure fantasy, riweather, Published: 1787; Complexity: 2;
especially the section concerning the death of Horror: 2; Mythos: 1; Contents: Commune
Euclid, in which he claims the Greek scholar Shub-Niggurath, Nature’s Embrace
“was consumed by masonry that, although Written at the start of the druidic revival, a
acute, had the properties of the obtuse.” cultural rather than spiritual view at that time,
The rituals in this book are complex math- the volume combines the work of William
ematical formulae rather than spells, and are Stukeley (1687-1765) with the more blood-
activated by concentrating on the respective thirsty accounts of Roman chroniclers and the
formula. Neither has a name with Mythos or 10th century Commenta Bernensia.
occult connotations, but are rather listed as Merriweather opinions that the true druid-
“The Convergence of False Angles within a ic faith was comprised of just two deities—a fe-
Single Point” and “Of False Angles and their male mother goddess and a horned male god.
Relationship with the Curve.” These, he continues, were misunderstood by
later Christians, who equated the horned god
with Satan while the female aspect became
On the Transmutation of the
synonymous with witches.
Ancient Fertility Cults into the
Witch-Cult of Western Europe Sanguinary Cults and the
Language: English; Author: Sir John R. Birth of the Myth of Vampires
Davis; Published: 1769; Complexity: 3;
Horror: 1; Mythos: 1; Contents: Commune Language: Latin; Author: Sanguinus,
Nyarlathotep, Commune Shub-Niggurath, Published: 1779; Complexity: 2; Horror: 4;

18
Magic & Manuscripts
Mythos: 1; Contents: Commune Ghatanoth-
oa, Summon Feaster from the Stars Making a Will
The 18th century “vampire epidemic” in
Eastern Europe spawned several academic vol- Globetrotters investigating the Mythos
umes on the nature of vampires. Penned under have a greater chance of permanent in-
sanity or death than ordinary citizens
a pseudonym, Sanguinary Cults differed from
leading ordinary lives. Those who wish
the others in that the author espoused the to pass on money, land, or property need
view that vampires were nothing more than to ensure they have a valid will.
racial memories of ritualistic activity practised In order to be legal, a will must be writ-
by ancient cults. ten and signed by the testator or by a per-
The author proposes that these cults devel- son directed by him in his presence plus
oped from a single source, slowly spreading two or more witnesses present at the
same time as the above signature. Wills
across the globe in prehistory. Tracing the
made by persons under the age of 21 are
route to its source, Sanguinus concluded that not valid.
the cults were founded on the lost continent of Any alteration to a will requires the for-
Mu, and that their veneration was focused on a mation of a new document, signed as
primordial god known as Tanotah. The author above. Only the latest will is considered
notes that the name existed as late as the Hel- legal—previous wills are null and void.
lenic Period, when it had become Thanatos. A person who dies without making a
will is intestate. Without clear division
of the estate, family members are usu-
The Serpent through History ally required to go through the courts
to claim a share, a process that can take
Language: English; Author: Sir Reginald many years if there are multiple poten-
Grosvenor; Published: 1818; Complexity: 2; tial heirs squabbling over their believed
Horror: 2; Mythos: 1; Contents: Commune inheritance. Hiring a solicitor, or having
Yig, Summon Child of Yig, Summon Serpent levels in Academics: Law, will certainly be
of great help in resolving the estate.
Man
This scholarly work looks at snake cults
and deities throughout history. The author, a
noted academic and herpetologist, writes of Published: Unknown; Complexity: 5; Horror:
the Voodoo loa Damballa, the snake in ancient 3; Mythos: 1; Contents: Summon Shoggoth
Egypt, Mesopotamia, Rome, and Mesoamerica, The story of the Lidenbrock Expedition into
of the various snake spirits known to American the bowels of the earth by means of the crater
Indians, and of the nagas of Indo-China. of Mount Snaefell, Iceland, is well-known to
Grosvenor (1756-1833) makes it clear that, the Leagues of Adventure. Few scholars in any
in his opinion, the presence of snake cults in field are aware of the Pedersen Expedition,
every corner of the globe is no coincidence. which entered the crater in 1885 under the
Rather than bowing to the accepted view that leadership of Hans Pedersen (b. 1834).
early man worshipped animals native to his Whereas Lidenbrock and his party almost
homeland, creating myths to explain their died at the start of their epic journey, having
existence and peculiarities, Grosvenor relates taken a dead-end tunnel that led through a
certain ancient myths that tell of a race of coalfield, Pedersen and his comrades sought to
serpent people who inhabited the earth long excavate a section of coal and test its composi-
before man descended from the apes and of a tion in the hope of being able to exploit the re-
universal cult dedicated to an entity he names source. Having dug a short tunnel, the miners
only as the Father of Serpents. stumbled across a massive slab of coal marked
with strange triangular striations. Soon after
they uncovered a green stone marks with odd
The Snaefell Stone
patterns of dots (the written language of the
Language: Unknown Author: Unknown; Elder Things).

19
Cthulhu Codicil
Returning home to little fanfare—the coal (Haunter of the Dark avatar), Summon Animal
being deemed of too poor quality to mine (bats only), Summon Black Winged One
commercially—Pedersen presented the green A collection of fragments from a much
stone to several notable geologists. Certainly longer Mayan codex, the document was un-
it was extremely old, but it was considered an earthed in a library in Toledo, Spain, in 1715.
interesting freak of nature rather than an artifact It currently resides in the British Museum
with any historical value. The stone was donat- Reading Room, having been stolen by British
ed to the Mineralogisk Museum (Geological soldiers during the Peninsula War (1807-14).
Museum) in Pedersen’s native Copenhagen in The fragments relate the story of Camazotz,
1888, where it remained on display as a geolog- a Mayan deity whose name translates as “death
ical curio until its disappearance a year later. A bat,” the House of Bats in which he dwells,
blurred photograph of the stone has taken its and the hideous bats that serve as his mortal
place. messengers.
Translating the markings requires an Elder
Lore: Languages or Tomes roll, as opposed to a The Wars of the Heavens, being
Linguistics: Translation roll. Once translated, it
speaks in general terms about Shoggoths and
a Discourse on the Myths of
their many uses. Celestial Strife
Language: French; Author: Henri DuBose;
The Star Gods
Published: 1772; Complexity: 2; Horror: 1;
Language: English; Author: Unknown, Mythos: 1; Contents: None
Published: 1869; Complexity: 3; Horror: 2; A theologian and historian, DuBose (1738-
Mythos: 1; Contents: Commune Yog-Sothoth 1773) was fascinated by the stories of heavenly
Presented anonymously to the Royal Society, strife found in the myths and legends of many
the author of this thin volume put forward the cultures. Four large chapters are devoted to
theory that mathematics and astronomy were the war between the gods of Olympus and
imparted to mankind by “Star Gods.” Rather the Titans, the Norse Ragnaraok, the rebellion
than metaphysical constructs, these gods were of Lucifer, and the epic wars fought between
actual beings, elder entities from an unknown Hindu deities and demons.
part of space that had visited Earth long ago. The last few pages, written shortly before Du-
The book is divided into three sections. The Bose’s premature and unexplained death, speak
first is concerned with the stone circles of early of strange deities that exist beyond the stars and
man, who, far from being a savage, possessed who, in ancient times, fought with the gods of
great astronomical knowledge. The section cov- earth for supremacy. These pages, replete with
ers the Sumerians, whose use of a sexagesimal near-unpronounceable names but no correlating
system governs time today. Finally, the author ex- references, are widely considered by literary ex-
plores the history of the zodiac and ancient un- perts to be the result of undiagnosed madness.
derstanding of the precession of the equinoxes.
The author concludes by saying that this
The Woodman Diary
knowledge was imparted so that humanity
could determine when the “stars were right,” Language: English; Author: Dr. Leland
a time in the near future when the Star Gods Woodman; Published: 1875; Complexity: 4;
would return ot Earth. Horror: 3; Mythos: 1; Contents: Commune
Yog-Sothoth (a Tibetan chant), Formula: Liao
The Toledo Fragments A cartographer and fellow of the Royal
Geographical Society, Woodman (1823-78)
Language: Mayan; Author: Unknown; Pub- was a member of the ill-fated Rothman Expe-
lished: Unknown; Complexity: 4; Horror: 3; dition (1869) seeking to establish diplomatic
Mythos: 1; Contents: Commune Nyarlathotep ties with the Tibetan government. Woodman,

20
Magic & Manuscripts
the only survivor of the expedition, was found While the story of Aladdin and his magic
half-starved and wild-eyed in northern India lamp is certainly of ancient origin, it is an 18th
in 1871. He never spoke about the fate of his century addition to the Arabian Nights. Despite
peers, though he begged others never to enter its inclusion in modern versions of that august
the land of Tibet. work, the tale has its origins in China.
In 1875, Woodman suddenly attempted to Most modern readers know the story of
publish his journal, which detailed the truth how Aladdin was recruited by a North African
concerning his time in Tibet. Although several magician to recover a magic lamp, summoned
Leagues expressed interest, they were dis- a genie, and, after some adventures and mis-
mayed to discover the work was only garbled fortunes, lives happily ever after. A fine story
descriptions of strange visions gained through with many fantastic elements that appeal to au-
the use of a previously unknown narcotic, Liao. diences, but very few are aware that the story is
The official conclusion from the Leagues was based on actual events.
that Woodman, having witnessed the death of The magical lamp was constructed by King
his fellows, lost his mind. Solomon, who in Islamic lore possessed pow-
Having been removed from his post due to er over genies and demons. While stories of
an unspecified medical condition, Woodman genies bound into jars or copper vessels are
died in 1878, bleeding to death after hacking not uncommon among Muslims, they are a
off his ears, cutting out his tongue, and pluck- corruption of the king’s ability to summon the
ing out his own eyes. unearthly beings through an enchanted gold
The handwritten diary is housed in the lamp inscribed with strange signs. One story
Bodleian Library in the University of Oxford. tells how the lamp was gifted to Solomon by
the Queen of Sheba, whose lands were located
Yothic Manuscripts in southern Arabia. The lamp, so it is told, was
discovered in Iram of the Pillars.
Language: Unknown; Author: Unknown Taken as plunder from Solomon’s Temple
Published: Unknown; Complexity: 4; Hor- by the Babylonians in the late 6th century BC,
ror: 4; Mythos: 2; Contents: Alter Visibility, the lamp eventually made its way to China via
Call Tsathoggua, Commune Tsathoggua, Sum- the Silk Road.
mon Black Spawn of Tsathoggua No genie is actually bound inside the lamp.
Written in an age before humans by the Rather, the magic contained within it causes a
reptilian inhabitants of Yoth, the manuscripts Flying Polyp to be summoned. When the lamp
speak of that elder race’s descent in the black- is rubbed, it automatically casts the Summon
lit caverns of N’kai and of the terrible things Flying Polyp ritual. The lamp’s user uses his
they discovered there. own Charisma + Willpower or Elder Lore roll
They tell of ancient Tsathoggua, the slumber- (caster’s choice), but gains a +10 dice bonus.
ing Great Old One born eons ago, of his formless The entity is not obedient to its summoner,
servants, and of the many ruins that littered the despite what the stories might imply.
immense caverns whose walls had never been Enhancements: Ritual: Summon Flying
touched by the light of the sun. Translating the Polyp (+4 Enhancements), Skill: +10 dice for
markings requires an Elder Lore: Tomes roll, as Casting roll (+5 Enhancements)*
opposed to a Linguistics: Translation roll. * Only for the purposes of casting Summon
Flying Polyp through the lamp.

Eldritch Relics Apparatus of Yith*


Artifact 1
Leagues: —
Aladdin’s Lamp
The Great Races’ ability to transfer their
Unique Artifact 4 consciousness across time and space is a

21
Cthulhu Codicil
matter of advanced science, not mental acuity. The Clock of All Time and Space
Performing this feat requires a strange assem-
bly of mirrors, rods, and wheels constructed Unique Artifact 5
around a circular, concave mirror. The entire Crafted by unknown hands in the arcane
mechanism measures around two feet tall, one city of Yian-Ho, this coffin-shaped timepiece
foot wide, and one foot thick. is of little use in keeping conventional time.
Only a member of the Great Race can use Its dial is marked not with numbers, but with
the machinery to transfer its mind to another hieroglyphs of unknown nature, and its four
body—no human can use the device to inhabit hands move in strange patterns.
the alien flesh of a member of that race, nor in- Where one might expect to hear a steady
deed any other species. A human can, howev- ticking, there is an arrhythmic series of long
er, employ it force a member of the Great Race and short beats, like the coded noise of a
possessing a human to involuntarily abandon telegraph machine. Oddly, the interior of the
its host and transfer its mind back to its natural clock, a void large enough to accommodate a
body (assuming its body is alive, of course). standing adult, has no obvious workings.
Note that the minds of the Great Race are By itself, the clock is nothing more than a
alien intelligences, not spirits, and thus cannot curiosity. To those who know the Gate ritual,
be expelled using the Banish Spirit ritual. the clock is a potent boon. Within its cramped
However, for the purpose of this item, it works interior, a magician stands at a nexus where all
exactly as the Banish Spirit ritual. time, space, and alternate dimensions touch.
Enhancements: Ritual: Banish Spirit (+2 With a mere thought, the caster can travel not
Enhancements) only to anywhere, but to anywhen.
Users should note that the clock itself does
Black Bottle not move through time or space—only whoev-
er is inside it travels. As such, its boon is good
Artifact 4 for a one way trip.
Leagues: Ghost Club, Magicians Circle Enhancements: Skill: +10 Casting roll
Sorcerers versed in the darkest of the hell- dice (+5 Enhancements)*, Special: Time Trav-
ish arts know arcane formulae that allow them el (+5 Enhancements)
to steal a soul and capture it in a black bottle. * Only when invoking the Gate ritual
This blasphemous ritual denies the victim any while inside the clock.
hope of entering either heaven or hell.
Often, the magician buries his still-living Conch of Dagon
victim, condemning him to an eternity of
imprisonment guaranteed to shred whatever Unique Artifact 2
sanity remains. Each black bottle can store but When the merchantman Elizabeth Jane set
a single soul. anchor on a remote island in the South Pacific
Effectively immortal, the victim can be slain in search of pearls, the coastal-dwelling na-
only by smashing the bottle holding his soul, tives, a strange people with bulbous eyes and
an act which releases a blue flame and intense wattled necks, fled inland from the strangers.
sulfurous odor. Should the victim have lived While investigating the hastily abandoned
beyond his natural span, he rapidly withers village, the ship’s captain, Daniel Martins,
and crumbles to dust. A less drastic option is found a magnificent conch of unusual size
to master a second ritual, one which restores and color engraved with images of aquatic life
the soul to its owner. and strange glyphs. Despite the warning from
Note that nothing prevents a sorcerer from the ship’s chaplain that no good would come
stealing and storing his own soul. As long as he from stealing a heathen object, Martins took
protects the vessel, he is an immortal. it back to the ship. As history records, the
Enhancements: Special: Store Soul (+8 Elizabeth Jane was discovered derelict several
Enhancements) months later by the crew of the whaling ship

22
Betty. The last entry in her log was a single
word written in a shaking hand—Dagon.
The conch was taken back to America,
where it was sold to an Arkham resident
and donated to the Miskatonic University, in
whose museum it now resides. Used by the
natives in their religious ceremonies, blowing
the horn within sight of the ocean automati-
cally casts the Summon Deep One ritual using
8 Casting dice. Blown elsewhere, it has no
powers.
Enhancements: Ritual: Summon Deep
One (+4 Enhancements), Skill: 8 dice Casting
roll (+3 Enhancements)*
Limitations: Special: Works only when
within sight of the ocean (–4 Enhancements)
* Applies only when casting Summon
Deep One.

Dagger of Solomon
Unique Artifact 3
Supposedly wielded by King Solomon in
his battles against demons and genies who
refused to bow before God, the dagger that
bears the king’s name is made of a light gray
metal that fell to earth in a meteorite. Accord-
ing to legend, the meteorite destroyed the
city of Ubar (often mistaken for Iram of the
Pillars).
The blade, thanks to its unearthly material Some are geometrical, whereas others clearly
and the glyphs inscribed along its length, has represent marine creatures. The latter are of
a damage rating of 7L against alien entities, unknown creatures, with semblance to both
such as Children of the Fire Mist, Fungi from frogs and fish.
Yuggoth, and Spawn of Cthulhu. Only one tiara is on public display, though
Enhancements: Increased Damage: +6L others may reside in the hands of private
damage (+3 Enhancements)*, Special: Deals collectors, cultists, and certain Leagues. It
damage to alien entities (+4 Enhancements) was pawned in 1873, whereupon it was pur-
* Only against alien entities. chased by the Newburyport Historical Society.
Despite study by eminent archaeologists and
anthropologists, it has not been successfully
Deep One Tiara
attributed to any culture or school. Little won-
Artifact 1 der, given that it was crafted by Deep Ones as a
Leagues: Aeon Club, Hounds of Nodens, gift to an important human follower.
Society of Antiquarians, Society of Aquanauts The tiara is a piece of mundane, if highly
Made from gold alloyed with a lighter unusual, jewelry. It facilitates more peaceful
metal as yet not identified through science, interaction with Deep Ones, but only because
the tiaras (for more than one exists) are taller they assume the wearer is a cultist and a friend
at the front and shaped for an elliptical head. to their species.
Presented in bas-relief are various designs. Enhancements: Increased Attribute: +1

23
Cthulhu Codicil
Charisma (+1 Enhancements)*, Talent: In- science. When fired, a simple enough action
spire (+1 Enhancements)* using a trigger, the device emits an energy ray.
* Applies only when interacting with Deep Targeted against a Flying Polyp, it renders
Ones. the fiend visible to the human eye for a limited
time. Fired against a Dimensional Shambler,
the monster cannot shamble through the
Dimensional Stabilizer*
dimensions. Again, this has only a short dura-
Artifact 4 tion. In either case, there is no requirement
Leagues: — to keep the ray trained on the target—a single
Several Mythos horrors are either native to shot is enough to stabilize it.
dimensions other than our own or have the Enhancements: Increased Range: 25 ft.
ability to warp in and out of dimensions. The (+4 Enhancements), Special: Dimensional
Dimensional Stabilizer produces rays that fix Stability (+4 Enhancements), Touch Attack
their form or hinder their ability to shift into (+2 Enhancements)
alternate dimensions. Limitations: Reduced Duration: One
Externally, the Dimensional Stabilizer has a minute (–2 Enhancements)
similar form to a metal box with an ear-trum-
pet attachment. Internally, the device has com- Electricity Gun (Great
ponents and circuitry utterly alien to human
Race)*

Artifact 4
Leagues: —
Created by the Great Race of Yith in their
wars against the Flying Polyps, Electricity
Guns are a product of science far beyond the
understanding of conventional technology,
even that known to weird scientists—hence
why manufacturing them requires Elder Lore:
Artifacts rather than Craft and Science.
Enhancements: Improved Damage Type:
Caustic (+2 Enhancements), Increased
Damage: 4L (+4 Enhancements), Increased
Range: 100 feet (+8 Enhancements)
Limitations: Increased Weight: 20 lbs,
Strength 3 (–4 Enhancements), Special:
Requires unusual components (–2 Enhance-
ments)

Fungi Brain Cylinder


Artifact 3
Leagues: —
The technologically-minded and scientifi-
cally advanced Fungi from Yuggoth have, on
occasion, taken humans to visit their main
colony on that distant world. With humans
being unable to cope with the destructive
nature of the ether, they must first be made
ready for the long voyage.
Magic & Manuscripts
The passenger’s brain is removed using The elders of the Northern Greenland In-
advanced surgical techniques and placed in uits still recall the words of their forefathers,
an ether-tight, fluid-filled metallic cylinder. who spoke of the “white horned devil” that
This drastic method is not fatal to either brain haunts the lands beyond their traditional
or body, for both can be kept alive indefinitely hunting grounds. Anthropologists dismiss
so long as vital fluids are topped up regularly. the tales of a horned, polar-bear type creature
Electrodes connected to the brain attach inhabiting the ice, arguing that it is a mythical
to three sockets arranged in the form of an creature born, perhaps, of witnessing a polar
isosceles triangle on top of the cylinder. bear attacking a narwhal.
Through secondary devices, the brain can Among the tools used among the remote
be provided with sight, hearing, and speech tribes are daggers with blades made of point-
facilities in any combination. Each of these ed horns. Again, anthropologists claim these
three extraneous devices is an individual Ar- are nothing but narwhal tusks, though none
tifact 1 with a single ability—to remove one have ever bothered to put the daggers to sci-
of the sensory Flaws induced by having one’s entific tests. Were they to do so, they would
brain extracted and stuffed into a jar of alien quickly learn the horns come from no species
manufacture. known to science.
Enhancements: Life Support: One Month The daggers are actually made from the
(All; +16 Enhancements) horns of Gnoph-Kehs. Few Inuits have ever
Limitations: Flaw: Blind (–2 Enhance- seen the strange creatures in many gener-
ments), Flaw: Deaf (–2 Enhancements), Flaw: ations, and certainly none have killed one
Mute (–2 Enhancements), Flaw: No Limbs (–4 in at least 100 years. Thus, the weapons are
Enhancements) heirlooms, handed down from generation to
generation.
The Gem As well as being especially sharp (4L dam-
age total), the horn inflicts normal damage on
Unique Artifact 1 creatures with alien biology, such as the Fungi
Leagues: — from Yuggoth.
Crafted long ago in the land of Nath, whose Enhancements: Increased Damage: +2L
name none now remember, the Gem—which (+2 Enhancements), Special: Treated as a
had no other name—was housed in a great magic weapon (+4 Enhancements)
temple and watched over by the high priest.
The Gem was taken from the temple in Incense Cone, Type I*
the reign of High-Priest Ka-Nefer by the hero
Phrenes, who carried it against a terrible en- Artifact 0
tity that plagued the land. Neither Gem nor Leagues: Aeon Club, Hellfire Club,
hero were ever seen again. Hounds of Nodens, Magicians’ Circle, Ministry
By peering through the Gem, one can see of Unusual Affairs
things otherwise invisible to the human eye. The burning of incense is commonplace in
This includes certain monsters, spirits, and many religions. Sometimes it is burnt because
the stains left by the various Mark rituals. the aroma is pleasing to the deity, while in oth-
Placed in front of a camera lens, it allows one ers it aids meditation.
to capture invisible things in photographs. Created from rare herbs and minerals,
Enhancements: Extra Sense: Invisible some of which do not originate on earth, these
objects (+2 Enhancements) small, colored cones, burn for one minute
(10 combat turns) once ignited with a simple
flame. During that time they release a cloud of
Gnoph-Keh Horn Dagger
pungent smoke. The smoke alters the inhaler’s
Artifact 3 state of mind, making it easier to commune
Leagues: — with one of the Great Old Ones.

25
Cthulhu Codicil
The cones can be extinguished before death. Carved around the base in no tongue
burning to a pile of gray ash, but cannot then known to man are a string of hieroglyphs.
be reignited. Burning multiple cones does not Carved in an Oriental fashion, the amulet
produce a cumulative effect (though it does originated on the accursed Plateau of Leng,
produce more smoke). where the winged hound is a symbol of the
A batch contains five doses, each of which barbaric cannibal cult that inhabits the deso-
is good for a single use. late and windswept wasteland. This vile cult is
Enhancements: Skill: +4 dice Casting roll described fully in both the Necronomicon and
(+2 Enhancements)* Unaussprechlichen Kulten.
Limitations: Reduced Duration: One min- Normally, a magician offering a blood
ute (–2 Enhancements) sacrifice when casting a ritual must use the
* Applies only when casting Commune bonus dice during the invocation of that ritual.
(Deity). The Amulet, however, allows him to store the
dice from a single sacrifice and make use of
Incense Cone, Type II* them at a later date. How many dice from the
maximum available the caster elects to add to
Artifact 3 a Casting roll is up to him. The Amulet cannot
Leagues: — be refilled until all the bonus dice from the last
Although similar in size and form to the sacrifice have been drained.
above mentioned incense, these cones are Jade Amulets are cursed. If one is taken
more potent, not to mention dangerous to from an owner, rather than received as a gift,
one’s sanity if misused. the thief is terrorized by a ghastly abomination
When ignited, they cast a Commune (Dei- - the much-feared Hound (see p. 72).
ty) ritual. Each cone is specific to a given Great Enhancements: Special: Store blood sacri-
Old One. Thus, a cone containing Commune fice dice (+8 Enhancements)
Cthulhu will only ever allow mental commu- Limitations: Special: Haunted by the
nication with that most dread deity. Each cone Hound (–4 Enhancements)
burns for just 10 combat turns. During that
time, the cone rolls 6 dice each combat turn. Liao*
If the required 20 successes are gained within
that time, communication from the deity is in- Artifact 5
stantly established. On the off-chance not enough Leagues: Pharmacopoeia Society
successes are garnered, the incense burns down First formulated and used in China many
without producing the desired effect. centuries ago, the drug Liao is all but unknown
A batch contains five doses, each of which in the Western world. Even in the East it is rare,
is good for a single use. found only in twisting unmapped alleys in the
Enhancements: Ritual: Commune (Deity) oldest sections of ancient cities. According to
(+5 Enhancements), Skill: 6 dice Casting roll legend, Lao-Tse regularly partook of the nar-
(+4 Enhancements) cotic. It was through its use that he envisioned
Limitations: Reduced Duration: One min- Tao, the mysterious force that surrounds and
ute (–2 Enhancements) binds all things.
Theories on the nature of time are many-
fold, and numerous ones have been put for-
Jade Hound
ward by the Temporal Society. Users of Liao
Artifact 2 claim that past and future events exist in an
Leagues: — alternate dimension—the fourth dimension—
Carved from jade, the amulet takes the and that the drug allows one to cross into
form of a crouching winged hound or cyno- those otherwise unknowable dimensions. This
cephalic sphinx. The figure is repellent, and is one theory the Temporal Society refutes, of
speaks silently of bestiality, malevolence, and course.

26
Magic & Manuscripts
Injected into the blood, Liao truly does al- mirror appears quite ordinary. Occasionally,
lows those with an understanding of complex one might glimpse what appears to be move-
mathematics to travel in time, but only men- ment, as of something momentarily reflected
tally—physical transportation through time re- in the Mirror. Viewed from specific angles, and
mains as elusive as ever (see Clock of All Time in the right light, whorls and corrugations that
and Space above for one noted exception). radiate outward from a single point appear on
As the drug takes effect, the user perceives the apparently smooth surface. If stared at, the
everything simultaneously. Only through con- whorls begin to swirl in a hypnotic pattern,
centration can he direct his mind through the literally drawing the entranced victim into its
swirling maelstrom of images that constitutes surface.
the ever-changing time stream. The Mirror and the intended victim make
It is advisable to take the drug in the com- opposed Willpower x 2 rolls. If the Mirror
pany of others. There is a risk of becoming wins, the victim is marked and suffers an over-
lost in time, and only a severe shaking (inflicts riding desire to touch the glass. If touched, no
1N damage) can recall the user’s mind to the matter how much time has passed since the
here and now. There is a far worse danger than initial interaction, victims are pulled through
forever being trapped in time, though. Gaze to the world beyond the Mirror’s surface.
back far enough or for too long and one might Victims trapped in the pocket dimension
be spied by an ever-hungry Hound of Tindalos. behind the Mirror can communicate with
To gain any benefit from Liao, the user those in the real world, but only through their
must make a Willpower + Mathematics roll at dreams, and then only if they are reasonably
Difficulty 2. Each additional dose grants a +2 close by (within 100 feet). Trapped in a mirror
bonus, to a maximum of 10 dice. The number universe, they appear in reversed form—blues
of successes determines how far forward or become yellow, reds are viewed as green, and
back in time they may see and make any sense they speak backward. Spatial relations are also
of the imagery. Exactly what they see, and how reversed, meaning that if the trapped soul
clear the visions are, is ultimately up to the seeks to walk toward the Mirror’s surface he
individual Gamemaster. For the most part, the actually moves further away.
visions come thick and fast, with centuries, Much like a camera, the Mirror stores
millennia, and even greater periods of time images of places previously reflected in its
flowing and merging into a confusing mass. surface. Anyone trapped within can journey
Enhancements: Special: Time travel (+10 to the stored image with a mere thought.
Enhancements) Unfortunately, the image is a two-dimensional
Successes Time in Years backdrop and utterly intangible.
Any trapped globetrotters find they are not
0 Decades alone. Already ensnared by the Mirror’s foul
1 Centuries enchantment are a corpulent man who speaks
2 Millennia English with a noted Scandinavian accent, a
beautiful young girl, two Africans, three young
3 Tens of millennia
men, one young woman with a child, and Axel
4 Hundreds of millennia Holm.
5 Millions A talented magician and glassblower, Holm
6 Hundreds of millions (b. 1612) despaired at the limited knowledge
of humanity. Through studying elder lore, he
7+ Billions learned that reflections provided a possible
means of venturing beyond the three di-
Loki’s Glass mensions in which humans exist. Seeking to
preserve his life for eternity, Holm created the
Unique Artifact 5 Mirror, working into it the strange whorls and
Named after the Norse trickster god, this corrugations that are the source of its dread

27
Cthulhu Codicil
power. In 1867 he stepped through it and van- All idols grant a bonus to cast Call and
ished from the pages of history. Commune rituals specific to the deity they
His plan was not entirely without success, depict. Note that in the case of Nyarlathotep,
though not in the manner he anticipated. only the ritual specific to the avatar depicted
Within the confines of the Mirror, there is no by the idol gains the modifier. Other rituals
need for food or drink, no one grows tired or that benefit from the presence of an idol are
ages. Alas, the Mirror provided no doorway to listed below.
other dimensions, but only to a truly monot- Enhancements: Skill: +4 Casting roll dice
onous existence. Desperate, he lured others (+2 Enhancements)*
into his self-made trap. * Only when invoking appropriate rituals
Escape is possible, but it requires outside while within 25 feet of the idol.
assistance. The center of the Mirror, wherein Azathoth: Summon Courtier of Azathoth
lies the origin of the whorls and corrugations, Cthulhu: Summon Father Dagon, Sum-
must be cut out. This creates a portal through mon Deep One, Summon Spawn of Cthulhu
which prisoners may step. Whether a victim Rhan-Tegoth: Summer Feaster from the
survives the ordeal depends on the amount of Stars
time spent in the trap, for time rapidly catches Shub-Niggurath: Nature’s Embrace, Sum-
up with them. For most, their existence ends mon Spawn of Shub-Niggurath
as they crumble to dust. Tsathoggua: Summon Black Spawn of
Even in survival, the victim is not un- Tsathoggua
touched by their experience—internal organs Yig: Form of the Beast (snake), Summon
are switched to their mirror side, as is the Animal (snake), Summon Child of Yig
handedness of the freed prisoner. That is, a Yog-Sothoth: Gate, Seal Portal, Summon
right-handed person emerges left-handed, and Dimensional Shambler
vice versa.
Enhancements: Increased Attribute: +4 Prima Materia
Will (+8 Enhancements), Special: Dimension-
al Trap (+2 Enhancements) Artifact 5
Leagues: —
Early and medieval alchemists believed in
Mythos Idol
prima materia. They described it as primeval
Artifact 1 matter, a formless, fifth element that is the base
Leagues: Aeon Club, Ghost Club, Holy of all things and that purifies the impure. Some
Brotherhood, Hounds of Nodens, Ministry of texts refer to it as the Body of God, from which
Unusual Affairs, Society of Antiquarians the infant Earth was formed. The Theatrum
When they descended from the stars in Chemicum states that it “begets itself, con-
time immemorial, the Great Old Ones brought ceives itself, and gives birth to itself.”
with them carved idols in their own images. Prima materia exists, but is not the benevo-
Varying in shape from a foot to several feet in lent substance alchemists thought. A gelatinous
height, the statues are of no rock known to slime that contains all the colors and minerals
modern geologists, nor do they conform to in the universe, it is the protoplasmic ooze from
any accepted school of art. which the Elder Things spawned the Shoggoths
Since the dawn of time, cultists honoring the and which they used to create life on Earth. In
abominable alien gods have danced and chanted their appendages, it is a powerful tool. In the
and sacrificed in front of these unholy idols. hands of others it is a deadly and powerful mu-
These stone fetishes are not simply representa- tagenic inimical to all terrestrial life.
tions of the deities, but are psychically attuned A single drop on exposed skin, scales, or
to them and their servants, making certain rituals whatever is enough to transform any living
easier to cast. Idols dedicated to all the Great Old creature into a mature Shoggoth in a matter
Ones exist, so some are rarer than others. of minutes, the gel flowing across the victim’s

28
Magic & Manuscripts
body. As one might expect, the process is ago-
nizingly painful and guaranteed to break even
the strongest resolve. Only the Elder Things
Bloodlines: An
know how to use it to create other life. Additional Source
Enhancements: Special: Creates a single
Shoggoth (+10 Enhancements) of Corruption

As it stands, Corruption points are earned


Sea Glass Amulet only for committing, or encouraging
others to commit, evil acts. Leagues of
Artifact 4 Cthulhu globetrotters with a Bloodline
Leagues: — Talent may suffer Corruption simply for
It takes a certain type of person, or tainted poking their noses too deeply into their
bloodline, to willingly mate with a Deep One. ancestry.
Made of gold and green gemstones mined from Whether it is the monstrous cannibalism
of the Delapores, the abominable heri-
the sea floor, and engraved with tiny images of
tage of the Jermyns, or the ghastly blood
cephalopods, these enchanted amulets, when that flows in the veins of the Marshes, ev-
worn by a human, induce an unearthly lust to ery Bloodline has a terrible secret hidden
copulate with Deep Ones. in the family closet.
The effect of the amulet lasts for one Learning the truth, in part or whole, war-
month, after which time its power ends. Deep rants Corruption. The more a globetrot-
Ones know rituals to recharge the jewelry, but ter learns, or the more profane the reve-
lations, the more Corruption they earn. A
it requires first recovering the object.
small, shocking discovery may demand 1
Enhancements: Increased Duration: One or 2 Corruption points, whereas learning
month (+6 Enhancements), Induce Flaw: the full truth is definitely worth 5 points,
Lusty (+1 Enhancements)* and potential higher amounts if the facts
* Only with regard Deep Ones. are particularly horrendous. Thus, even
the most righteous soul may find the
family taint taking hold of their body and
Shining Trapezohedron mind simply because they learned too
much.
Unique Artifact 3 Of course, such revelations may also war-
The Shining Trapezohedron is a roughly rant a Horror check!
spherical polyhedron around 4” across. It
appears nearly black, but in the right light
displays red striations. It is housed in an asym-
metrical metal box with a hinged lid. of Pharaoh Nephren-Ka. Today, it sits forgotten
The Trapezohedron is not of this world. It in the abandoned Church of Starry Wisdom in
is recorded in certain books of elder lore that Providence (see p. 35).
it was fashioned on Yuggoth in an age long The Trapezohedron is a window on time
before the Fungi made it their home. None can and space, albeit one whose use by the uniniti-
say who brought it to earth, but it was greatly ated comes with terrible risk. The stone holds
treasured by the Elder Thing inhabitants of a curious and alarming fascination to any who
Antarctica. Indeed, it was this ancient race who gaze upon its uncovered form. Images of alien
fashioned its protective casing. vistas, distant in both time and space, flash
Legends tell how the Serpent Men of long- through the gazer’s mind, drawing him in ever
lost Valusia discovered it among the ruins of deeper. Stare too long, though, and something
that elder city, and how later it came to be alien stares back!
admired in sunken Lemuria. It found its way to After five rounds of continuous viewing, the
doomed Atlantis, and from there into the net Haunter of the Dark, an avatar of Nyarlathotep,
of a Minoan fisherman. Sold in the markets of stares back at the unlucky globetrotter who
Egypt, it eventually came into the possession must now make a Horror roll at Difficulty 8.

29
Cthulhu Codicil
The gem’s true purpose is to aid those
Intimidating who seek to travel through space by means
of a Gate ritual. Each successive combat turn
Mythos Entities spent staring into the Trapezohedron grants
him an automatic number of successes equal
An angry face, threatening words, or wav-
to his Elder Lore: Locations rating to learn of
ing a weapon at an opponent is usually
enough to cower a human, or at least the shown destination.
give them thought for pause before they This greatly narrows down the time a magi-
attack you. All it requires is an Intimida- cian must spend in research, though it comes
tion roll. Not so most Mythos entities. with the aforementioned dangers for those of
Sure, a Blacked Winged One or Deep One low intellect or who are ignorant of elder lore.
might, being of ordinary matter and the
There are myriad locations across the universe,
weakest of the Mythos creatures, be intim-
idated by standard means. Fungi from Yu- not to mention in other dimensions, and rarely
ggoth, Shoggoths, and Spawn of Cthulhu, is the same place shown twice.
among others, have nothing to fear from Enhancements: Skill: +4 Casting roll (+4
pitiful creatures like humans. Enhancements)*, Special: Gate ritual Research
No matter how their high Intimidation bonus (+5 Enhancements)
Skill or the Talents they have, globetrot- * Applies only to Call Nyarlathotep
ters simply cannot intimidate such hor-
(Haunter of the Dark avatar) or Commune
rors without proving they can cause se-
rious harm to the creature. Usually this Nyarlathotep (Haunter of the Dark avatar)
means having to cast a ritual such as
Harm, but the delay in doing so often The Stone of Alhazred
means the globetrotters ends up as the
fiends’ lunch. Unique Artifact 4
Gamemasters should never allow globe- Leagues: —
trotters to cower most Mythos entities
If the Necronomicon is to be believed,
under any circumstances, regardless of
what the rules say is possible and the Abdul Alhazred not only encountered many
creatures’ Willpower rating. Mythos entities, but was able to escape their
presence by means of an enchanted stone that
he presented forcefully at them. The exact
nature of the stone is uncertain, but it fell
Averting one’s gaze requires intense concen- from the stars on the eve of the third day of
tration. If trying to look away, the globetrotter the Creation, was said to feel oily to the touch,
must make a Willpower x 2 roll. The Difficulty and gave pious people who touched it severe
begins at 1 but increases by 1 for each successive headaches. Engraved in the stone was a single
combat turn (6 seconds) the globetrotter has glyph. The mad author of that most dread
been staring. The roll can be attempted again book never described the glyph nor where he
after each additional combat turn up until the learnt of it.
point where the victim, for such they now are, Using the stone requires an attack action
cannot possibly match the Difficulty. and its power is solely that of the Fearsome
At this juncture, they become lost, con- Talent. At best, it keeps a creature cower for a
demned to stare into the alien stone until he few combat turns (6 seconds per turn). After
either dying of dehydration or is snapped out of that, the specific entity is forever immune to
the trance by someone plunging the Trapezohe- the stone’s power.
dron into darkness (such as by shutting the box Enhancements: Skill: Intimidation 10 dice
lid). Alas, this last act seals the victim’s fate, for (+4 Enhancements)*, Special: Can intimidate
it releases the Haunter of the Dark, an avatar of Mythos entities (+4 Enhancements), Talent:
Nyarlathotep, to claim their soul. The manifes- Fearsome (+2 Enhancements)
tation is not immediate—the victim usually has * Only for the purposes of using the Fear-
two or three days to get their affairs in order. some Talent through the relic.

30
Chapter Three:
Where Darkness
Dwells
“I have an odd craving to whisper about Carved on a nearby stone is a single word in
those few frightful hours in that ill-rumored an unknown tongue—Aelologgtho. The de-
and evilly shadowed seaport of death and generate natives who inhabit the region bow
blasphemous abnormality.” low before the flame, offering prayers and sac-
—H. P. Lovecraft, The Shadow Over Inns- rifices to their living god. As their ceremonies
mouth near their bloody climax, they howl the name
of Aelologgtho repeatedly.
Whether or not the word is actually the name
Africa of the living flame is, of course, unknown—it
might just as easily refer to the cavern or the
ocean, if indeed it has many meaning at all. To
the natives, that is entirely irrelevant.
Cavern of the Green Flame Adventure Seed: When a member of the
Location: Central Africa Prospectors’ Club discovers a 17th Portuguese
Eerie Atmosphere: –1 journal describing an ever-burning flame in
Legends of fire that sprouts from the earth the wilds of Africa, he decides it is worth a
are, so scholars insist, nothing more than trip, especially since the flame is supposedly
pockets of natural gas that have been ignited, green. Individuals wishing to put up funding
usually by lightning. Sustained by an unending in return for a share of the rewards are being
source, they give rise to superstitious beliefs sought among the Leagues of Adventure.
among technologically-primitive peoples. If
only all such stories were as easy to explain by
The City Without Men
scientific means.
Deep in the brooding hills of central Africa, Location: Congo Free State
in a land of festering jungle and dank swamps Eerie Atmosphere: 0
inhabited by swarms of plague-ridden mosqui- Stories of the City Without Men are as old
toes, stands a small clump of weathered hills. as the hills, a tale known to even the earliest
A narrow cleft, easily missed by passers-by, cuts European explorers and merchants. Many his-
through the living rocks and spirals downward torians claim that, if it exists, it is merely an an-
to a cavern on whose shores lap gentle waves cient ruin, its name merely implying that men
from some unexplored ocean, as foul and live there no longer. Others of more fanciful
blighted fungi grows. imagination claim the city literally has no men,
A jet of greenish fire belches forth from being inhabited only by beautiful maidens. In
the barren earth, illuminating the cavernous fact, men never occupied the site.
region with its unearthly and sickening hue. Little is known of the city save that it sits

31
raids that gave rise to the natives’ fear of the site
and its name. For now, the Elder Things sleep
once more, but the time of their next awaken-
ing is due soon, for the stars are almost right.
Adventure Seed: A globetrotting explorer
gives a presentation at which he displays a five-
sided, flat greenish soapstone inscribed with
strange sets of dots. Gifted it by a tribal elder
whose life he saved, the globetrotter believes it
suggests a previous unknown culture living in
the wilds of central Africa.

The Genie’s Tomb


Location: Central Africa
Eerie Atmosphere: –1
Long before the first Europeans sought to
crush Africa beneath their imperial heels, King
Solomon’s lands were plagued by devils and
genies. The king, having defeated the vast army
of godless creatures, offered them a choice.
Those who would bow before God and ac-
cept his grace would be free, while those who
continued to deny Him would be cast out.
According to legend, the latter were bound
into bottles, copper jars, and stone buildings,
where they would remain imprisoned until the
end of time. Merchants traveling between the
lush jungles of the south and the harsh deserts
of the north speak of one such structure.
It lies within the dense, unexplored jungle
above a high plateau and that warriors who go somewhere east of German West Africa and
there never return. From a distance, the tower- north of the Congo Free State. The exact lo-
ing, partial walls that encompass the plateau’s cation has never been mapped, for the mer-
edge give the appearance of battlements raised chants venture near it only by accident. Even
by some gigantic race to protect them against the jungle, which seeks to consume all things,
a mightier foe. dreads the site. The trees form a perfect circle
The city was born in a distant epoch, long be- some 50 yards from its center and within that
fore the ancestors of man crawled from the sea. area nothing grows and nothing lives.
The original builders were the Elder Things, that There sits a mass of gigantic stones with
ancient race who were driven from their land- walls ripe with palpable evil. That the build-
locked territories by the arrival of the Fungi from ing was intended as a prison for something is
Yuggoth. Forced into hiding beneath the ground clearly evident, for the great doorway is sealed
by their enemy, the Elder Things slumbered as by a metal door on which are inscribed Hebrew
countless stars were born and died. characters decreeing the door warded by the
Only millions of years later did the crea- order of King Solomon and through which no
tures stir from torpor. Then, one or more of man shall pass. Alas, the great lock which held
the inquisitive scientists took animals, and the door closed has long been broken.
later men, for anatomical study, adding to the The tribes who live closest to the site claim
growing collection of specimens. It was these that slavers defied the will of God by sunder-

32
Where Darkness Dwells
ing the lock long ago, but a white man, who struction of Caesar’s fleet, the destruction oc-
also bore the name Solomon, slew the genie curred when soldiers loyal to Caesar attempted
within. The creature the white man slew was to seize the elder works for their commander,
not a genie, but a shoggoth, that most dread who intended to use the knowledge contained
abomination of eldritch lore that Alhazred within to secure total control of the empire.
feverishly denied existed on Earth. The final act of destruction came in the
No natives have ever plundered the tomb, reign of Emperor Theodosius in 391 AD. Sick-
fearful that any treasure within is cursed. ened by what he had learned of the Library’s
There is, in fact, no material wealth within the contents, the emperor declared paganism
chamber. All that exists is a worn set of stone banned and all works referencing to such
steps that circle ever downward to unknown things put to the torch.
depths. What lies in that dark abyss that King Adventure Seed: When papyrus scrolls
Solomon, a powerful magician, saw fit to bind thought to be lost in the destruction of the
a guardian shoggoth inside? Library turn up in an Alexandrian auction
Adventure Seed: A member of the Old house, the Leagues are quick to send agents
Testament Society, searching western Africa for to purchase them. Among the works is a minor
King Solomon’s Mines, learned of the genie’s scroll of eldritch lore, a scroll that a cult will
tomb from a wizened native elder. Although risk much to possess.
he has only a rough idea of where the site is
located, now that he has returned home he is Mountains of the Moon
determined to fund an expedition.
Location: Central Africa
Eerie Atmosphere: 0
Library of Alexandria
The Mountains of the Moon were first
Location: Egypt named by Diogenes, a Greek merchant living
Eerie Atmosphere: 0 in the 1st century AD. Blown off course while
Founded by the Ptolemaic Dynasty (305-50 traversing the Indian Ocean, his ship was
BC), and dedicated to the Muses, the Royal Li- wrecked on the west coast of Africa. Believing
brary of Alexandria was the greatest repository that the great river that entered the sea close
of wisdom in the world. Scholars under the pa- to where he had landed might lead to the then
tronage of the pharaohs traveled far and wide unknown source of the Nile, the merchant
to purchase and copy ancient works, while all set off west. After a voyage of many months,
ships berthing at the harbor were searched for all he had discovered of any note was a range
texts, which were then confiscated and cop- of colossal mountains whose high peaks were
ies returned to the owners. Through this, the permanently covered in snow.
Library acquired a vast amount of lore—some Although unable to explore their dizzying
scholars claim as many as 400,000 scrolls were heights, Diogenes did make mention that atop
amassed in the collection. the ridge line was clear evidence of fortifica-
Among those works were many Mythos tions—immense walls and towers that, in his
tomes. Most were minor and obscure works, opinion, were clearly the work of gods. Dio-
their contents known to modern scholars as genes had, in fact, stumbled upon one of the
vague rumors and hints in other works, but unimaginably old cities constructed by the
records suggest the Library held a copy of a prehistoric Elder Things. Smaller in scope than
Greek translation of the Pnakotic Manuscripts the city at the Mountains of Madness, it none-
and a Chinese version of the Seven Cryptical theless stretched for over a hundred miles.
Books of Hsan. Henry Stanley (of Dr. Livingstone fame) dis-
History records that the Library suffered covered snow-capped mountains in 1889, but
extensive damage during the time of Julius made comment in his diary that these were not
Caesar. Although recorded as an accident, the the fabled Mountains of the Moon, for they lay
inferno originating with sparks from the de- “further to the east, as informed by my guide.”

33
Cthulhu Codicil
Adventure Seed: Stanley’s mountains, the Aramu Muru
Ruwenzori Range, lie along the border of the
Congo Free State and Buganda (the British Location: Peru
Uganda Protectorate after 1894). Eerie Atmosphere: 0
Although he has retired from exploring and Native legends speak of Aramu Muru, a T-
set his sights on the world of politics, Stanley shaped indentation carved into a worked rock
still retains a keen interest in Africa. Still believ- face, as a “gate to the land of the gods.” It is
ing the Mountains of the Moon exist somewhere said that in ancient times priests of the Seven
in the Congo, he is prepared to help sponsor an Rays Cult could unlock the stone gate through
expedition to find and map the peaks. use of a golden disc known as the Key of the
Seven Rays God. Through this wondrous de-
vice, they could pass beyond the portal and
The Americas into a subterranean world.
Locals still speak of the site with a mixture
of awe and fear. Many have heard the tales of
the elders, who tell of balls of light hovering
Akakor
the site or people who have passed through
Location: Brazil/Peru the gateway never to return.
Eerie Atmosphere: –1 Depending on the Gamemaster’s view of
Only a handful of non-natives have ever the above, the site might be a portal to K’n-yan
explored the deepest parts of the Amazon, and (see Leagues of Cthulhu), a ceremonial site
even fewer have ever heard of Akakor. where priests wise in eldritch lore continue to
Indian legends are notoriously vague, for summon Children of the Fire Mist (see p. 68),
no tribe knows where the city lies, save that it or a site devoted to Yog-Sothoth, who is both
is somewhere near the border between Brazil the Key and the Gate.
and Peru. Stories passed down by their ances- Adventure Seed: A spate of recent deaths,
tors speak of a subterranean city of enormous each described in lurid detail by a less than
size entered only by thirteen narrow gates, of savory newspaper, have been recorded as
the city being founded by survivors of a sunken spontaneous combustion. The globetrotters
continent (possibly Mu) over 12,000 years ago, discover that the victims share one thing in
and that the people worshipped gods that common—they all recently returned from an
came from “beyond time and space.” expedition to Peru.
A second city, Akanis, built by the same mys-
terious peoples, is supposedly located “where
Bishop’s Corner
the two seas meet.” This may be in the region
of Panama. A third conurbation, Akahim, is said Location: New York, USA
to lie on the Brazilian border with Venezuela. Eerie Atmosphere: 0
All three cities are supposedly little more Located in upstate New York State, Bishop’s
than ruins, the buildings being destroyed in Corner was established in 1684 by Puritan set-
a great and terrible war when the people lost tlers led by Huxley Bishop. Ignoring the warn-
favor with their unearthly deities. ings of the native Oneida people (“People of
Adventure Seed: Lord Lazenby, a keen the Upright Stone”)—who considered the land
amateur archaeologist and sponsor of sev- cursed—as primitive superstition, the settlers
eral expeditions, invites the globetrotters to raised their homes and barns and began plant-
dinner. Over a fine meal, he relates how his ing corn and pumpkins in the rich, dark soil.
daughter, Eliza, a psychic, received a message It didn’t take long for the settlers to learn
from her South American Indian spirit guide that the Indians’ stories were true. Something
concerning a lost city called Akakor. Lazenby is lurked in the ground, a something that required
prepared to fund an expedition to locate and blood offerings. Any sensible person would
explore the city. have vacated immediately, but Bishop was a

34
Where Darkness Dwells
man learned in arts others would think ungod- labyrinth that never quite brings one to the
ly. A bargain was struck with the entity—human summit of Federal Hill. Questioning the locals
blood in return for continued prosperity. brings little aid, for they either shake their
The horror that lurks in the fields has given heads in feigned ignorance or hurriedly mut-
the inhabitants long life and good harvests, but ter something beneath their breath in a foreign
it has stunted their social evolution. Dressed in tongue before crossing themselves or making
garb redolent of Puritans, speaking an archaic other such protective gestures.
version of English, and tilling the land as they Persistence, though, is eventually rewarded.
did hundreds of years ago, the people of Bish- There, surrounded by rusting railings in a cob-
op’s Corner are trapped in time. bled courtyard, stands the abandoned and de-
Every year, after the harvest has been crepit focus of the search. Despite the building’s
gathered, the villagers make an offering to the general poor condition, the fragile windows are
Green Maiden (an avatar of Shub-Niggurath). intact, as if mischievous boys saw breaking them
When possible, they offer up strangers so as as no sport—or something best avoided.
not to deplete their own numbers. When none The stout doors are padlocked against ca-
are available (which is quite often given that sual intrusion, and so rusted are the locks that
Bishop’s Corner is far off the beaten track), a picking them is an arduous task. Fortune ex-
local is chosen by random lot. To be chosen is tends her hand toward those seeking ingress,
a great honor, as the person’s sacrifice ensures for toward the back of the church is an open
the continued survival of the community. basement window. From here, stairs lead to
In the middle of one of the pumpkin patch- the ground floor.
es stands a solitary stone, weathered by time The furnishings of the immense nave are
and stained dark with centuries of offerings. much as one would expect to find in a church—
Here, the sacrifice’s throat is slit and their blood altar, pulpit, and pews. Oddly, the cross above
collected in a bowl. After a little is daubed on the altar takes not the standard form of Chris-
the stone, the blood is poured on the ground. tianity, but the loop-topped ankh of ancient
Adventure Seed: Investigating a disap- Egypt. The only oddity. A thick layer of dust and
pearance in upstate New York, the globetrot- ropy strands of cobwebs lie over everything.
ters follow the trail to Bishop’s Corner, just That the church was used for something
as the locals are planning their next sacrifice. other than accepted Christian services is
With so many strangers in town at one time, evidenced in a rear vestry room. Close to
the cult has its pick of offerings. disintegrating through neglect are copies of
such forbidden books as the Latin edition of
Church of Starry Wisdom the Necronomicon, the Comte d’Erlette’s infa-
mous Cultes des Goules, Von Juntz’s abhorrent
Mythos Tale: The Haunter of the Dark Unaussprechlichen Kulten, and the dread Pna-
Location: Providence, Rhode Island kotic Manuscripts. (The volumes are so badly
Eerie Atmosphere: –2 damaged that following modifiers apply to all
On the upper heights of Federal Hill, in of them: +2 Complexity, –1 Horror, –1 Mythos;
the town of Providence, stands a large, dark reduce number of spells by half.)
church. At dusk, its immense tower and tall Ascent of the tower, replete with the hard
steeple are clearly highlighted against the red work of countless spiders, brings one to the
glow of the darkening sky. One might presume upper chamber. In the center of the room
the tower and steeple would make an ideal stands a short pillar of strange geometry and
roost for birds, and yet no animals venture cut with indecipherable hieroglyphs. Atop it
near the church. lies an asymmetrical metal box. Within lies the
Reaching the church is more difficult than Shining Trapezohedron (see p. 29).
one might think. The narrow, climbing streets, After 1893, a skeleton lies slumped in one
bordered on both sides by tall buildings that corner of the attic. It is the physical remains
mask the view of the higher slopes, form a of Edwin Lillibridge, a reporter who goes

35
Cthulhu Codicil
missing in that year. He can be identified from lawyer) and convince them to sell any volumes
his reporter’s badge, which states he is an of “historical interest.”
employee of the Providence Telegraph. In his
jacket pocket is a small notebook, the contents Hell’s Acres
of which outline basic information concerning
the Church of Starry Wisdom cult and its even- Mythos Tale: The Tree on the Hill (H. P.
tual downfall. (Gamemaster’s looking to re- Lovecraft & Duane W. Rimel)
produce Lillibridge’s notes as a player handout Location: Oregon, USA
will find a complete transcript in Lovecraft’s Eerie Atmosphere: –1
story The Haunter of the Dark.) Parts of the rugged Pacific Northwest have
Adventure Seed: In late 1892, Edwin defied the will of homesteaders to tame the
Lillibridge contacts a globetrotter known to land and bring wealth out of the wilderness.
have an interest in the occult with regard a One particularly inaccessible region, known
potential story. The reporter invites the globe- as Hell’s Acres, is shunned by the indigenous
trotter to Providence. By the time they arrive, New Perce Indians and the nearest settlers
Lillibridge has disappeared leaving only one alike, for the Indians have impressed on them
clue behind—the words “Federal Hill church” the belief that enormous devils frolic here
scrawled on a piece of paper. when the “stars are right.”
Atop one oddly-shaped hill is a large,
Detwiller Mansion barren patch of black soil. The surrounding
region appears to have been seared away by
Location: Pennsylvania some immense heat, yet no evidence of fire
Eerie Atmosphere: –1 exists. None of the usual sounds of animal
The Detweiler family left Switzerland un- life disturb the air, nor the wind the one tree
der a dark cloud after Anna Göldi (1734-82) that stands solitary vigil in miles of desolation,
named them as cohorts while under torture. rooted atop a high summit.
Ostensibly tried as a witch, Göldi’s confessions Strange visions assail those who rest beneath
were considered so profane in nature that the the boughs of that gnarled tree with its round
official records were burned soon after. leaves. An immense stone temple rises from a
Settling in rural Pennsylvania in 1786 after a ghastly ocean of primordial ooze, its unusual
brief stay in Arkham, Massachusetts, the family blue-violet color glittering with the red light
soon fell under suspicion by their neighbors, of triple suns. Around the temple’s lofty spires
who accused them of partaking in “Indian rit- circle strange creatures with scaly wings.
uals” at certain standing stones on their land The scene is unsettling, but to cross the
and “entertaining persons of dark character.” threshold into the temple interior is to court
Never ones to stray far from the family madness. Within the roiling shadows that oc-
tree, their descendants bred extensively only cupy that damned edifice built by no human
with the degenerate hillfolk and Indians who hands can be seen the three flaming eyes of
farmed their lands. The last known scion of some otherwise invisible, tenuous monstros-
the family, Ivy Detwiller (1802-72), vanished ity (possibly the Haunter of the Dark, one of
during a thunderstorm in 1872. Although the Nyarlathotep’s many forms). Dreamers awaken
house has been vacant for almost two decades, screaming at this juncture, though not all do
neighbors report seeing bonfires on the sur- so with their reason intact.
rounding land during the fall months, when Adventure Seed: Having accidentally
Algol the Demon Star is high in the night sky. stumbled upon Hell’s Acres while on a nature
Adventure Seed: Henry Ivey, a noted ramble, a friend of a globetrotter made the
bibliophile and occult scholar, believes the mistake of taking a nap under the solitary tree.
Detwiller mansion contains several rare tomes. Since then, they have dreamed continually of
He hires the globetrotters to locate a surviving the great temple and its profane inhabitant.
member of the family (or, failing that, a family Having written the globetrotter a strange let-

36
Where Darkness Dwells
ter, in which they speak of “the temple,” “the Edwin’s Lot breathed a sigh of relief, at least
three-lobed eye,” and “the Black Goat,” the for a short while. A new house was erected two
rambler vanishes from the house. years later after the land was bought by Isaac
Marsh, a Bangor industrialist. Marsh was found
The King House babbling incoherently in the attic just a year
later. The Wilkes family lasted two years before
Location: Maine, USA abruptly selling up. The Droods disappeared
Eerie Atmosphere: –1 (–2 at night) without a trace, leaving all their possessions
There has been a grand house overlooking behind. The last owner, Constance Makepeace,
the sleepy town of Edwin’s Lot since the early an eccentric who collected curios and antiques
18th century. The current building dates from was discovered dead in the attic room, a look
1846, the previous structure burning down of utter terror on her face.
three years earlier after being struck by light- Aside from Old Man Matthews, who
ning. Not that anyone from the Lot rushed to maintains the exterior for Makepeace’s Bos-
save the structure. ton-based executor but never ventures inside
Built by woodmill owner Bachman King, and always heads home long before dusk, no
the house had an unsavory reputation even one goes near the house, despite the rumors
before work on it was started. Local folklore that the furnishings are worth a small fortune.
claimed a number of Indians were murdered Adventure Seed: An antiques dealer
on the hill after refusing to give the land to known to the globetrotters has been hired by
King’s great uncle, Bartholomew, and that Constance Makepeace’s executor to appraise
their spirits lingered on the site. Numerous the furnishings in the King House. The dealer
workers reported strange lights and odd hap- has not been in contact in several weeks. His
penings during the construction, with several wife, who also has not heard a word, asks the
carpenters refusing to return to work. globetrotters to investigate.
While not ugly to behold, the house
instilled a shudder in those who set eyes on Kingsport
it. Folk said they disliked the strange angles
employed in its construction and the eye- Mythos Tale: The Festival
shaped window with yellow glass that gazed Location: Massachusetts
impassively across Edwin’s Lot and shone with Eerie Atmosphere: 0 (–1 old town)
a baleful glow whenever a lantern was lit in the Founded in 1631 and named in honor of
spacious room beyond. King Charles II of England by hardy seafarers
King’s son, Elijah, murdered his wife in from rugged Cornwall, Kingsport always been
that attic room after coming to believe she was associated with the sea. From its roots as a
unfaithful. He then committed suicide. The small fishing village it grew into a prosperous
house then passed to a different branch of the town thanks to its deep harbor and shipbuild-
King family, though with equally bad results. ing industry. Larger ports further along the
Nicodemus King, although never charged coast have reduced much of town’s wealth, but
with any crime, was believed to have murdered the industry remains strong.
several of his slaves after first torturing them. The oldest parts of town, where the steeply-
Henry King was suspected of dabbling in black pitched buildings are nestled together along
magic, though John King, his nephew and heir, cobbled narrow streets and lanes, straddles the
was considered far worse in his excesses. John coast and around the base of Congregational
was the last King to reside in the ancestral Hill, the highest point. Until recently, the old
home. Officially, he perished during the Fire of Congregational Church was torn down and
‘44. A total of nine skeletons were discovered replaced with a hospital.
in the charred remains, but none could be Talk of tunnels running through the hill and
readily identified. down deep into the earth are commonplace, but
With the house in ruins, the inhabitants of none have ever been unearthed. Most stories

37
Cthulhu Codicil
relate to British soldiers hiding payrolls beneath Gaasyendietha, still burning after many eons,
the hill, but older denizens hint that odd ceremo- can be seen blazing beneath the surface. Remote
nies were held in the gloomy catacombs beneath. parts of the forested shore have been the center
Likely these are half-forgotten memories of the of religious practices since time immemorial, as
four witches hanged on the hill in 1692. evidenced by clusters of standing stones aligned
Adventure Seed: While clearing out the to unusual configurations of the stars.
clutter from its archives, the Kingsport Histori- The descendants of the Americans who
cal Society unearths a parchment. If the contents settled the area after the Revolutionary War
are to be believed, they prove the existence not still live in isolated farms and cabins. They
only of tunnels beneath Congregational Hill, are widely shunned by their neighbors in the
but a natural cave system. The Speleological larger towns and villages, who accuse them of
Society is keen to locate and explore the system, having adopted strange customs.
as are numerous antiquarians. Adventure Seed: In 1893, Lake Ontario
freezes over. Several Leagues hastily plan to winter
- The Strange House over on the ice in order to better study the lake
beneath, and the globetrotters are invited to join
Kingsport lies in a defile bordered by high their ranks. One evening, a lone man staggers into
cliffs. Over the centuries, Kingsport’s inhabit- their camp. Before he succumbs to the biting cold,
ants have given the bluffs names, such as The he tells of how their expedition saw lights beneath
Causeway and Father Neptune, for their physi- the ice and drilled down in order to investigate.
cal appearance. His last words are “we awoke the dragon.” With
Atop the lofty cliffs stands a lone house, a gray that, a fierce blizzard blankets the lake.
cottage that has withstood wind and rain since
the town’ foundation and the sight of which Merrymount
causes mariners to cross themselves and avert
their eyes. Often visible above the sea-fog that Location: Massachusetts
frequently sweeps through the town, the house Eerie Atmosphere: 0
bears a sinister reputation. Older residents recall Founded in 1625 as Mount Wollaston by
the night that a brilliant bolt of lightning shot one Captain Wollaston, the small settlement
heavenward from that strange house and of the came under the guidance of Thomas Morton
unusual shapes that flap out of the mists. when Wollaston left for Virgina a few years
None visit the house, but Kingsport’s resi- later. Morton was a native of a “dark corner of
dents know it is occupied because of the yel- Devon” of strange appearance and held beliefs
low light that shines forth from the windows at that were far older than the Christian faith he
night. Stories claim that the same person has proclaimed to follow.
dwelt there for centuries and that he or she Within months, the colony had gained an
can be seen on the cliff ’s edge when the morn- unsavory reputation, with excessive drunken-
ing mists rise, staring vacantly into space. ness and dalliances with the bulging-eyed, flab-
by-lipped Indians who lived in the vicinity. To
honor his true faith, Morton renamed the site
Lake Ontario
Ma-re Mount (“Hill by the Sea”), pronunced
Location: Canada Merrymount by outsiders.
Eerie Atmosphere: 0 Christianity was soon replaced with an older,
In the Huron tongue, ontario means “Lake darker religion, to which the neighboring Puri-
of Shining Waters.” In the folklore of the indig- tans remarked, “They set up a May-pole, drinking
enous peoples who still live along its shoreline, and dancing about it many days together, invit-
the water is home to Gaasyendietha, a dragon ing the Indian women for their consorts, dancing
that fell to the earth leaving a trail of fire that and frolic together (like so many fairies, or furies
burned across the sky. At night, when the sky rather) and worse practices.”
is dark and the air still, they say that the fires of The cult did not last long. Morton was

38
Where Darkness Dwells
arrested in 1627 and banished to England, Adventure Seed: While prospecting on
where he died in 1647. As for the settlement, Mount Shasta, JC Brown, a British prospector,
it was renamed Braintree in 1640, though the discovered a cave system that extended for 11
original site retained the name Merrymount. miles into the earth. On his return, he spoke of
In 1792 it was given yet a new name—Quin- an abandoned village in which he found gold
cy—which it retains to this day. objects, metal shields, and numerous 10-foot
Adventure Seed: The citizens of Ma-re tall mummies. While the Leagues hastily try to
Mount were chastised for their wicked ways fund an expedition, news reaches them that
and brought back into the Christian fold, but Brown, the only man who knows where the
the religion taught them by Morton could cave lies, has disappeared.
never be expunged from their hearts. [Historical Note: This seed is supposedly
During a raid in the dockside slums, police historical record, although the events take
searching for missing children recovered a place in 1905 and 1935.]
strange idol. Photographs of the idol circulated
in the locals newspapers, eventually catching National Library
the eye of an antiquarian. Intrigued by the un-
usual artform, he contacted the Leagues. Location: Rio de Janeiro, Brazil
Eerie Atmosphere: 0
The National Library owes its origins not to
Mount Shasta
Location: California
Eerie Atmosphere: 0
Located in the Cascade Range, Mount Shas-
ta is a 14,000 feet high semi-active volcano. Vis-
ible on a clear day from over 120 miles away,
its steep conical shape has inspired artists and
authors and attracted geologists.
Local tribal lore states the mountain is
home to the Spirit of the Above-World, an
entity that descended from the heavens long
ago. A more recent story, developed by Euro-
pean settlers, claims that refugees from sunken
Lemuria founded a city inside the mountain.
Stories of natural caves which developed into
worked passageways and sightings of strange
men and women clad in white robes are com-
monplace in the nearby mining towns.
Frederick Oliver (b. 1866) claimed that a
spirit being named Phylos the Thibetan (aka
Yol Gorro) imparted to him information that
proved the claims were real, but that the
refugees actually came from Atlantis. He has
recorded his account of the story in A Dweller
on Two Planets, a book that has yet to be pub-
lished (and historically won’t be until 1905).
If the stories are indeed true, they are
perhaps a distortion of subterranean K’n-yan.
Given that the heart of K’n-yan lies in Oklaho-
ma, it would appear that the realm extends far
greater distances than previously imagined.
Cthulhu Codicil
a wealthy benefactor, but to a natural disaster the numerous pits, for they lead to dark cav-
thousands of miles distant. erns in which stand statues to the Great Old
In 1755, the Portuguese capital, Lisbon, One Tsathoggua and which are inhabited by
was wracked by a devastating earthquake. The his black and formless spawn.
Portuguese Royal Library, at that time one of Adventure Seed: Manuscript 512 is for-
the most impressive collections of its kind in gotten until a librarian accidentally stumbles
Europe, was moved to Brazil in 1810 as a safe- across it. Unsure of its veracity, and intrigued
guard against it being destroyed by another by the mysterious glyphs, he contacts the Soci-
earthquake. Since that time, the collection has ety of Antiquarians. An expedition is arranged
steadily grown. While many of the texts may and intrepid globetrotters are sought.
be of interest to globetrotters, Manuscript 512 Gamemaster’s Notes: At the Gamemaster’s
stands out for its unusual content. discretion, translating one of the lines of glyphs
Supposedly penned in 1753 by João da Sil- automatically (and successfully) casts Com-
va Guimarães, a noted Portuguese adventurer mune Tsathoggua. The next time the translator
and treasure-hunter, the worm-eaten manu- sleeps, the god contacts him in his dreams.
script describes the discovery of an ancient city
deep in the Amazon jungle.The explorer tells Phillipsport
of encountering a ridge of ominous mountains
whose lofty peaks scraped the heavens and Location: Massachusetts
whose weathered stone glowed like fire in sun- Eerie Atmosphere: 0
light. Within the mountains they discovered a It would be erroneous to say that the small
narrow defile clearly worked by intelligent fishing village of Phillipsport ever had a heyday,
hands—the sides were hacked smooth and for even the times were considered good the
stones were neatly laid to form a pathway. rewards they brought were paltry compared
At the end of the ascent, the defile opened to places like Innsmouth a few miles further
into a wide valley. Seated in the center was a along the coast.
magnificent city of indeterminable antiquity. Save when the glassy-eyed, slack-jawed
The manuscript speaks of it being constructed locals visit the nearby markets for provisions
on a grand scale, with open terraces, large, every few weeks, outsiders rarely set on eyes
windowless buildings devoid of any remnants on them, for few have need to travel the single
of furniture, and of destroyed temples bearing lane, rutted track that winds along the coast
the likeness of bearded youths crowned with and that ends at the decaying buildings. True,
laurel. In one square rose a black monolith they are not as shunned as the strange folk of
that caused unease in the expedition. Atop it Innsmouth, but the blood that courses through
stood the statue of a man, his right index finger their veins is weak, with more than a few close
pointing at Polaris, the Pole Star. kin being more intimate with each other than
Much of the city lay in ruins, apparently is considered godly.
from an earthquake. Nothing grew in the dam- The only reason Phillipsport is known
aged portions, in which were found “hideous in the wider world is because of the Phillips
openings in the ground.” Beyond the city Institute. Founded in 1867 by one Warren Phil-
flowed a wide river. Following it downstream lips, a scion of the educated Boston branch of
for three days, the explorers turned back in the first settlers to make home in the village
fear after finding several “underground hol- bearing their name, almost nothing is known
lows and hideous pits.” concerning the research that took place there.
The manuscript also includes copies of Stories abound within the scientific commu-
inscriptions found in the main temple, on a nity of experiments involving everything from
stately manor house, and on numerous bro- biology to time travel, but the few living sci-
ken slabs. These have yet to be deciphered. entists who worked there are reticent to even
It is fortunate the Portuguese did not tarry acknowledge their previous employment.
in the city or attempt to plumb the depths of The Institute, which stands away from

40
Where Darkness Dwells
the village proper, is a ruin. During the Great tended church services in Pilgrims’ Holt invari-
Storm of ‘86, the building was struck by a tre- ably came back white-faced and speaking of
mendous bolt of lightning. Eight people died the pastor’s “que’r Psalms and prayeth’rs.”
in the accident, as reported in the Arkham Children born to the Holt’s inhabitants
Advertiser. Rumors of other scientists being were invariably physically deformed. Caine,
quietly dispatched to distant asylums surface whose appearance seemed to vary little over
every now and then, but there is no support- the decades, wed these degenerates to others
ing evidence. of their ilk, ensuring each generation became
Adventure Seed: While browsing a scien- more and more ungodly in appearance.
tific library, a globetrotter discovers a page of Despite shunning the church and its inbred
scientific equations written on Phillipsport In- congregation, the inhabitants of Pelton could
stitute letterhead. Scrawled across the page in not miss the weird lights that danced above the
a shaking hand are the words c’uln ebumnan- church steeple during the nights of the new moon
oth ph’nglui r’uhagl (loosely translated from or the chants that drifted on the oddly stormy air.
R’lyehian it means “We call the native of the They remained silent until their livestock, and
pit from beyond the threshold of the secret/ later their children, began to disappear.
hidden place.”) Were the scientists trying to On October 19, 1703, following a great
summon an extra-dimensional entity to Earth? storm that caused substantial damage to Pel-
Does any evidence remain in the ruins of the ton, the citizens rose up and marched to the
Institute? Holt to bring Caine to justice as a witch. They
found the settlement abandoned. There was
Pilgrims’ Holt no indication of violence or disease. Indeed,
folklore claims the hearths were still warm,
Location: Massachusetts, USA meals were left half-eaten, and the oil lamps
Eerie Atmosphere: –2 burned brightly.
Pilgrims’ Holt doesn’t appear on any Believing the villagers might have taken
modern maps. The nearest settlement is the shelter in the church, the wary people of
small, rural town of Pelton. As far as the town’s Pelton investigated. Again, folklore is the sole
historical society is aware, Pilgrims’ Holt hasn’t source of what they discovered. The great cru-
been included on any maps since 1709. Not cifix that adorned one wall and been placed
that anyone has a reason to venture there or upside down, a “Satan’s Bible” was open on
point strangers to its location—the Holt, as it the lectern, and a goat’s skull stood atop the
is known locally, is universally shunned by the altar. Fearing the Devil might be present in
inhabitants of Pelton. person, the curious onlookers fled.
Papers in the Pelton Historical Society’s The only other mention of Pilgrims’ Holt
archives state that Pilgrims’ Holt was founded occurred in 1775. In July of that year, a group
in 1655 by Constitution Caine, a Puritan pas- of American Loyalist troops from the Massachu-
tor, an apocalyptic preacher hounded out of setts Volunteers on a foraging mission entered
Boston. Almost immediately official records the region around Pelton. After ransacking the
fall silent, although some of the antiquarians town, the militia’s commanding officer, Lieu-
suggest certain papers were expunged from tenant J. H. Danforth opted to billet his men in
the archives at some juncture. Folklore has nearby Pilgrims’ Holt. That night the citizens
filled the void, though few of Pelton’s citizens of Pelton huddled in their homes as a terrible
welcome discussions on the topic. storm accompanied by lightning of all colors
Rumors rapidly spread of strange behavior rocked the area.
in Pilgrims’ Holt. Caine held a strange grip Come the morning, a posse of citizens
on the town, permitting only a few chosen overcame their fear of Pilgrims’ Holt and
disciples, all mutes, to venture to Pelton for sought to learn whether the soldiers were still
provisions, and arranging marriages between there. It was the last time anyone from Pelton
his followers. The few Pelton citizens who at- entered the Holt. Of those five men, two lost

41
Cthulhu Codicil
their minds and were incarcerated in an asy- first settlement, left to its own devices for two
lum, one committed suicide, one left Pelton, years, was found abandoned when supply ships
and one disappeared from his home. returned in 1587. Undeterred, the commander
Weird lights and unearthly sounds still haunt of the fleet ordered the colonists who has trav-
Pilgrims’ Holt, but the residents of Pelton have elled with him to disembark and start a new
long learned to keep their curiosity in check. colony on the same site. Distracted by the war
Adventure Seed: The Pelton Historical against Spain, British ships would not return
Society invites a globetrotter (ideally an Amer- to Roanoke for three years. Once again, they
ican with a background in history) to speak to found the settlement deserted. Despite search-
their members. While browsing the archives, es, no trace of the missing souls was ever found.
the globetrotter learns that one of their distant Adventure Seed: Recently, however, an
relatives lives in town. On meeting with them antiquarian has uncovered a new clue in the
for tea, the globetrotter learns of Pilgrims’ Holt. mystery. The best depiction of the region is
the Virginea Pars map, drawn by the colony’s
governor, John White, before his return to
Roanoke Colony
England in 1587 and housed in the British Mu-
Location: North Carolina seum. The scholar noticed that the map had
Eerie Atmosphere: 0 been corrected in two places, the underlying
Established in 1585, Roanoke was one of cartography overlain by patches of paper.
the earliest British colonies in America. The Surreptitiously peeling away part of the
paper, he discovered an image of “a large,
square-shaped symbol with oddly shaped cor-
ners.” No evidence of such a structure was ever
found in the vicinity of the colony. Naturally,
the Leagues of Adventure plan expeditions.

Sacsayhuamán
Location: Peru
Eerie Atmosphere: 0
Overlooking the city of Cuzco, former capi-
tal of the Incan Empire, are Cyclopean ruins
whose enormous blocks are slotted together
like pieces of a giant’s jigsaw. Conventional
history insists the walls were raised by the Inca
and that the structure served as a fortress. Re-
cords penned by the Conquistadors certainly
support this view.
It is certainly true the Inca built structures
atop the extant ruins, but the gigantic stones
are far older. They are all that remains of a city
built many millions of years ago by the Fungi
from Yuggoth, who mined the nearby moun-
tains. The original city was toppled by seismic
activity during the rise of the Andes.
While the Spanish invaders demolished the
Incan buildings, they were unable to damage
the great stones, which they considered to
have been built by the Devil.
Adventure Seed: Stories of Inca gold hid-
Where Darkness Dwells
den from the Conquistadors in labyrinthine Summerfields Asylum
tunnels are still commonplace. When an
earth tremor shatters one of the huge stones Location: South Carolina, USA
at Sacsayhuamán and reveals the entrance Eerie Atmosphere: –1
to a tunnel, the Leagues decide to mount an Constructed in 1819, Summerfields Asylum
expedition. By the time they arrive, the locals was a privately-run madhouse. During the Civil
are already talking of a “great bat” that flew out War, it was used as a hospital for wounded
of the tunnel and circled the city three times Confederate soldiers. Local folklore claims
before heading north. that Union soldiers captured the hospital and
massacred the wounded some time in 1862.
Seneca Lake Given that this supposed event occurred
within living memory, there is no corroborat-
Location: Central New York ing evidence. Most commentators agree any
Eerie Atmosphere: –1 wounded would be transferred to a Union
One of the 11 bodies of water that make up prison camp (where they would likely have
the Finger Lakes, the water of Seneca Lake is died due to lack of medical care).
both cold and deep. Certainly something odd took place, but
The Iroquois who settled around the other this was in 1879. Hospital records reveal that
lakes never frequented Seneca Lake. Clustered a specific mania took root among the inmates.
on its shore were small villages inhabited by The furore started with a single patient—Eliza
a debased and degenerate people who had King—but soon every lunatic became con-
long forsaken the traditional spirits of their vinced that something was stalking through
ancestors. Their faith was centered around the the asylum at night.
worship of a grotesque deity that lived in the When the routine provisions wagon arrived
water and required regular human sacrifice. on September 14, the traders found the asylum
During the Sullivan Expedition (1779), a deserted. The last log written by the attendant
contingent of Continental troops broke away psychiatrist, dated three days earlier, stated only
from the main force, which was tasked with “The inmates are vocal to the point of mania.”
destroying Cayuga and Seneca settlements, A hasty police investigation concluded
and headed straight for Seneca Lake. Obeying only that there were no signs of foul play, a
their orders to the letter, they torched every conclusion made all the more questionable
settlement they could find and put a bloody because all the inmates’ rooms were securely
end to the heathen people. Today, nothing locked. Despite relatives’ many unanswered
remains of those strange natives save for a questions, the case was closed in 1882. The
handful of weathered statues of interest only asylum never reopened and remains vacant.
to anthropologists and historians. Adventure Seed: Still angered at the au-
Now and then, the area around the lake is thorities’ continuing refusal to open a second
subjected to cannon-like booms that reverber- inquiry, one of the inmate’s families hires the
ate through both air and land. The Iroquois globetrotters to conduct a private investiga-
once associated them with the fell rituals con- tion. All the asylum records are stored in the
ducted by their ungodly neighbors, but with courthouse archives in nearby Clintsville.
those people long dead, what may be respon-
sible for the eerie sounds is unexplained.
Adventure Seed: Convinced the booms are Asia
nothing more than unusual aerial phenomena,
the Meteorological Society sent an expedition
to Seneca Lake. Six months has passed without
word, and the League is worried. Globetrotters
Baalbek
with experience of the wild are being sought Location: Lebanon (Ottoman Empire)
to mount a rescue expedition. Eerie Atmosphere: 0

43
Cthulhu Codicil
The majestic temple complex at Baalbek crossing in the Catholic fashion and the utter-
has seen much use through the ages. The ing of protective prayers or chants as opposed
current view is that it was originally founded to helpful directions.
by Egyptian priests and was later reused and According to those few who have seen Bir-
rebuilt by the Phoenicians and Romans. It is ingan, the only architecture is tall, black tow-
the ruins of the grand Roman temples that are ers. Unfortunately, the few descriptions come
clearly evident today. from the mouths of howling lunatics found
Certain records, considered of dubious wandering the wilds and are thus treated as
authenticity by mainstream scholars, suggest the delusional ravings of a deranged mind
the Egyptian priests were renegades, expelled rather than an accurate recording.
from their homeland for partaking in outlawed Exactly where Biringan stands is a mystery.
religious practices. Given that the Phoeni- The area where the black towers rise is moun-
cians worshipped Astarte, whose darker and tainous and heavily forested and aside from a
little-known aspects certain Mythos scholars handful of remote villages there is no human
broodingly equate with Shub-Niggurath, here, presence. The degenerate natives who occupy
it is quite possible the site has long been asso- the impoverished villages deny any knowledge
ciated with the vile Great Old One regarded as of Biringan, though their replies appear less
a deity of fertility and fecundity. than sincere to the trained ear.
Islamic lore states that the site was once What manner of being may have raised
a palace, raised by genies at the command of Biringan, also known as the Black City, is
King Solomon for the Queen of Sheba. Other never mentioned in folklore. The supposed
legends suggest it was constructed by giants or occupants are known only by the vague term
by Cain, the first murderer, who lived here to encantos (“enchanted ones”). Supposedly
hide from God’s wrath. they are shapechangers, which might explain
The lowest courses of gigantic stones are why the city is rumored to be filled with the
far older than any historian dares to suggest. offspring of their union with humans.
In time immemorial, the site was an Elder Adventure Seed: A team of prospectors em-
Thing colony. For those who have delved into ployed by a gold mining company has vanished
the Mythos, clear evidence is found in odd in Samar province. The company, keen to keep
patterns of circular indentations. Antiquarians this quiet lest rivals firms learn of their interest,
argue these are tool marks, whereas they are, hires the globetrotters to locate the expedition
in fact, fragments of writing inscribed millions and recover any mineral samples and journals.
of years ago. The colony was destroyed during
the ancient wars with the Fungi from Yuggoth
Enoch, City of
over 200 million years ago.
Adventure Seed: In 1898, Kaiser Wilhelm Location: Unknown
II and his wife visit Baalbek while en route to Eerie Atmosphere: 0
Jerusalem. Within a month, a German archaeo- The blasphemous The Mythos in the Bible
logical expedition begins excavating. Did the claims that Cain slew his brother, Abel because
kaiser find something relating to the Mythos the latter learned his sibling had been dabbling
during his visit? If so, what do the Germans in eldritch lore, having forsaken the god of his
hope to gain from excavating here? parents. Banished for his wicked act, Cain trav-
elled to the Land of Nod, where he founded
Biringan City Enoch, the first city. Here he continued his
study into the Mythos through summoning
Location: Samar Province, Philippines Children of the Mist.
Eerie Atmosphere: –2 The Koran seems to suggest Abel knew the
The name of this legendary city is well nature of Cain’s source, for Abel states, “I fear
known in local legend, though mentioning the God, the Lord of all worlds, and I would rather
name Biringan to a local is likely to elicit rapid you were burdened with my sins as well as yours

44
Where Darkness Dwells
and became an inhabitant of the Fire: such is the
evildoers’ reward.” Ismail ibn Kathir (1300-73), a Genies in the Mythos
noted historian and scholar, wrote in Al-Bidaya
wa-n-Nihaya (“The Beginning and the End”) Through portrayal in cinema and panto-
that Cain and his offspring indulged in fire wor- mime, jinn (singular: jinni) have become
ship, as well as various acts of debauchery. little more than humanlike, wish-giving
Nothing is known concerning the location spirits that live in brass lamps.
Pre-Islamic lore regarded them as inter-
of Nod or Enoch, save they were east of Eden.
mediaries between mortals and the gods
Apocryphal tales state Enoch was destroyed and the inspiration of poets and sooth-
along with its wicked population during the sayers. That said, they were feared for
Flood. If any eldritch lore written in that dis- their power to cause madness and dis-
tant age survived the cataclysm, then it would ease, and because they lived in the dark-
undoubtedly be in the form of inscribed tab- est places. Early Islamic lore placed them
lets. Such a find would be of great value to above mortals but below angels. Later,
they were demoted to the status of de-
Biblical scholars, historians, and students of
mons—enemies of Allah.
the Mythos alike. The name jinn means “to conceal/hide,”
Another line of thought, one that would be though some scholars more poetically
equally blasphemous to many followers of the interpret it as “beings that are concealed
Abrahamic faiths should it become public knowl- from the senses.”
edge, holds that Enoch is actually a racial memory Jinn are mostly racial memories of, and
of Sarnath, whose doom was to be submerged rare historical encounters with, two alien
races—the Flying Polyps and Fungi from
beneath the lake on whose shores it stood.
Yuggoth. Other possible entities named
Adventure Seed: The discovery of a as jinn in stories include Black Winged
bundle of letters written by Elizabethan oc- Ones, Children of the Fire Mist, Court-
cultist Edward Kelley (1555-97) have many iers of Azathoth, Dimensional Shamblers,
Leagues excited. One of the letters, written in Feasters from the Stars, Hounds of Tin-
Enochian (the language of angels) mentions dalos, Night-gaunts, and Shoggoths. Such
an expedition funded by Kelley to the city of creatures are not found on this planet as
standard, and thus encounters must have
Enoch. Kelley’s directions are vague, but hint
involved summoned horrors.
at a valley in Afghanistan.

Flying Polyps
Kadatheron
Invisible much of the time, Flying Polyps
Location: The Land of Mnar lurk in ruins now deep beneath the sur-
Eerie Atmosphere: –2 face of the earth and are of monstrous
Mentioned only in the obscure Doom that form. In some legends, jinn are said to
came to Sarnath (see Leagues of Cthulhu), Ka- appear in sandstorms, a phenomenon
easy for the Polyps to manifest through
datheron once stood in the lost land of Mnar
their unearthly control of wind.
on the banks of the river Ai. Although refer-
enced in writing just once, its name appears in
several Asian oral legends. Fungi from Yuggoth
If the stories are to be believed, the city The Fungi also dwell in dark places (in
was famed for its brick cylinders, on which the caves mostly) and are hideous to the hu-
inhabitants inscribed the history of the region. man eye, thus inspiring too legends con-
Among the writings is a description of the flab- cerning the jinn. Through their buzzing
by-lipped, green-hued denizens of Ib, whose voices they may have inspired the afore-
mentioned poets and prophets, as well
vengeance on Sarnath forms the core of the
as aided magicians seeking to harness
aforementioned play. the arcane power of the Mythos.
Although widely believed to be a myth, a
fiction invented as background flavor for the

45
Cthulhu Codicil
large population, the town was a center of com-
Xanadu merce. During the short summer months, furs
and walrus tusks harvested during the previous
In 1797, Samuel Taylor Coleridge, in- fall and spring were dispatched to Archangel,
spired by a drug-induced dream, penned from where they would be traded with British,
the poem Kubla Khan; or, A Vision in a Dutch, and Norwegian merchants. Its wealth,
Dream: A Fragment. Although superfi-
combined with its isolated location, made it
cially describing the summer palace of
Kublai Khan, it appears that in his dream virtually independent of the Russian tsars.
state Coleridge actually visited K’n-yan. For reasons as yet unknown, access to the
He tells, for instance, of the river Alph, city was forbidden in 1619. Anyone found sail-
which flows through immense caverns ing the Northern Sea Route was automatically
down to a sea never warmed by sunlight. put to death by imperial soldiers, navigational
In the next verse he mentions walls and logs indicating the position of the remote
towers surrounded by gardens, much as
town were confiscated and destroyed, maps
one might find in the city of Tsath. The
land is described both as savage and holy, marking its location were changed, and armed
again something that might equally relate patrols with orders to shoot anyone attempt-
to subterranean K’n-yan. ing to reach the city were sent to surrounding
And what of the Abyssinian maid and the lands. The last mention of its name in official
man with flashing eyes who had dined records is in 1678, when it is said to have been
on honey-dew and drunk the milk of razed to the ground by fire.
Paradise? Could these not be members
No official mention of why the town was
of the decadent master race for whom
pleasure is all? suddenly quarantined and expunged from the
Coleridge could never have dreamed of records exists in the Russian archives, though
the fictional realm of K’n-yan, of course, rumors still circulate. One suggests the deci-
but this sidebar does show how easily sion was merely to protect the location of the
fact and fiction can be blended when trading settlement from British spies. Another
working with Lovecraft’s Mythos. states that merchants working inland grew
jealous of the riches flowing into Mangazeya
are petitioned the tsar to weaken its power. A
Greek play, some academics argue that the city third, one heard only in ports along Russia’s
was real. They claim that rather than inventing northern coast, speaks of a hideous plague
the brick cylinders, the play was pieced togeth- or infestation that caused the inhabitants to
er from actual remnants unearthed in antiquity. develop an unnatural appearance.
Adventure Seed: While browsing a bazaar Adventure Seed: The British government
somewhere in the Middle or Near East, a glo- has caught rumors of a planned Russian expe-
betrotter is offered a brick cylinder inscribed dition to locate the ruins of Mangazeya. Always
with strange writing. The seller, a disreputable prepared to get one over on the Russians, the
looking man, claims the artifact is very old and government immediately offers to fund its own
valuable. He adds that it was the property of expedition to the wilds of Siberia. The initial
an antiquarian, whose collection was sold off problem facing both teams is locating the lost
after his untimely death. city, for very few records now exist.

Mangazeya Mount Qaf


Location: Siberia, Russia Location: Unknown
Eerie Atmosphere: –1 Eerie Atmosphere: –4
Founded by Cossacks in 1600, Mangazeya In Persian lore, Mount Qaf might relate to
sits on the banks of the Taz River, which ulti- the highest mountain in the world, a realm
mately flows into the Arctic Ocean east of the of daevas (“false gods”), or the nest of the
Yamal Peninsula. Although never boasting a simurgh (a phoenix-like bird). In Arabic lore,

46
Where Darkness Dwells
the mountain is said to be the “farthest point (an Elder Sign) and asks their opinion about
of the earth” (located on the far side of the its origins. The reporter claims the stone was
world ocean) and of such monstrous height smuggled out of Russia, where it had been un-
that its summit is “known only to Allah.” earthed inside a large piece of coal. Curiosity
Given its unknown location and descrip- should hopefully see the globetrotters arrang-
tion, not to mention the similarity of its name, ing an expedition.
Mount Qaf may actually refer to Mount Kadath
(see Realm of Morpheus: The Dreamlands), The Mountain of Genies
which lies beyond the fabled Plateau of Leng.
Adventure Seed: Members of the Alpine Location: Afghanistan
Club believe Mount Qaf describes a mountain Eerie Atmosphere: –1
on the largely unexplored continent of Antarcti- Bordered to the south by a branch of the an-
ca. They are sponsoring an expedition to locate, cient Silk Road, the mountains of southeastern
and scale, the mountain, and seek globetrotters Afghanistan are inhabited by hardy and fierce
of suitable character and experience. tribes who value their independence. One in
particular carries a bad reputation and is much
Mount Yamantau feared. Known by their neighbors only as the
Sky Devils, the tribe haunts a barren peak. The
Location: Russia tribesmen are feared for their stealth, for they
Eerie Atmosphere: –1 take animals and people without leaving any
The Ural Mountains, raised 250 million years trace. Most often their captives are never seen
ago, cut Russia in twain from north to south. A again, but on occasion mutilated corpses are
source of coal, minerals, and precious stones, discovered in the arid valley below.
they have been exploited since the early 18th Having heavy losses in the region during the
century. Although the mining settlements remain First Anglo-Afghan War (1839-42), the British
remote in terms of location, the largest of them left the tribes in peace for decades. During the
are today linked to greater Russia by railways. Second Anglo-Afghan War (1878-80), the British
Standing 5,380 feet above sea level, Mount attempted to prevent a recurrence by striking
Yamantau is the highest peak in the southern first. Two companies of the 2nd battalion of the
Urals. The Bashkirs, who inhabit the surround- East Surrey Regiment supported by elements
ing territory, have long treated the mountain as a of the 1st Regiment of Cavalry, Punjab Frontier
forbidden place, naming it “Wicked Mountain.” Force (renamed the 1st Prince Albert Victor’s
Hunters who scoured its higher slopes would Own Regiment of Cavalry, Punjab Frontier Force
either vanish or return a changed person. in 1890) marched into the valley beneath the
Attempts to boost local fortunes by first mountain. Nothing was seen of them again.
prospecting and then digging for mineral Other tribes shun the mountain, believing
wealth met with repeated disaster. Prospectors it was the first peak selected by Noah but that
would vanish without a trace and exploratory he sailed south when he saw that wicked ge-
tunnels would collapse despite being well nies had survived the Flood and had taken up
constructed. Sightings of strange creatures did residence on the mountain.
little to tempt miners onto the mountain. Explorers seeking to map the region around
The Bashkirs are wise to avoid Mount the mountain have had no success. Locals have
Yamantau, for it is home to a declining and pointed out the peak from a distance, yet every
degenerating colony of Fungus from Yuggoth. expedition has failed to reach it, suffering attack
Largely isolated from their kin elsewhere on from unseen opponents who strike at night and
the planet, the Fungi respond aggressively to destroy provisions and equipment, facing prob-
the presence of trespassers. lems with compasses not working properly, or
Adventure Seed: The globetrotters are ap- becoming lost in the network of valleys.
proached by a reporter. He presents them with The mountain is home to a small colony of
a flattened stone bearing a single hieroglyph Fungi from Yuggoth. Having been left in peace

47
Cthulhu Codicil
for untold centuries, they have reacted badly oring their fell god. Rarely, a child is born to
to the recent British incursion. the natives with the taint of the “sea devils.”
Adventure Seed: A member of an expedition The unfortunate babe is placed in a boat and
lost several months earlier has staggered back to pushed out to sea, where it is believed the “sea
Kabul (Afghanistan’s capital). Raving mad, he has devils” claim it as one of their own.
spoken only of “winged devils,” “monoliths from No writings or art adorn the walls of Nan
beyond time,” and “basalt ruins.” Madol, and the few archaeologists who have
visited the site have labeled it as “interesting
Ponape but unwilling to reveal its secrets.”
Adventure Seed: Famed explorer Elias
Location: Pacific Ocean Waite, recently returned from a lengthy expe-
Eerie Atmosphere: 0 dition in the South Pacific, has astounded the
The island of Ponape forms part of the Leagues with the rich collection of indigenous
Caroline Islands. Fyodor Litke, a Russian navi- art he brought back. One of the pieces, a rude
gator, was the first European to spy the island, statuette carved from green stone, depicts a
doing so in 1828. Since then its native inhabit- creature that is neither human, octopus, or
ants have witnessed the arrival of missionaries, dragon, but some vile blend of the three. The
whalers, and Spanish officials. Although the globetrotters become involved when Waite
island is governed by Spain for much of the disappears from his hotel.
1890s, it is sold to Germany in 1899 following
the Spanish-American War. Rub’ al Khali
The interior is swathed in dense jungle,
and the majority of settlements stand along Location: Arabian Peninsula
the shore. Ponape is noteworthy for the near Eerie Atmosphere: 0
constant rains it endures, with annual rainfall Dominating the southern third of the
near the interior mountains averaging an as- Arabian Peninsula, the Rub’ al Khali (“Empty
tounding 25 feet! Quarter”) is a hyper-arid wasteland of moun-
Off the southeast coast stand the megalithic tainous dunes covering over 650,000 square
ruins of Nan Madol. Comprised of 100 artificial miles. Here there is only sand and death, and
islands and islets linked by a network of canals, the latter comes in many forms—dehydration,
Nan Madol is a city constructed of stone “logs” hunger, heatstroke, serpents, scorpions, spi-
of regular length and thickness. ders, and the occasional nomadic tribe.
The natives speak poorly of Nan Madol, Baked by temperatures reaching 51 °C (124
claiming the site is haunted. Legends claim that °F), the surface is waterless. Yet this was not al-
the inhabitants, a race of men who came from ways so. Thousands of years ago, the landscape
across the ocean long ago, were of advanced was dotted with shallow lakes, though they
intelligence. One of their number, a power- have since evaporated. Bedouin know where
ful magician by all accounts, used his magic to find water in the many caves and to dig deep
to fly the stone “logs” across the ocean from in the sand after the sporadic rainfalls.
their distant quarry. The strangers ruled over Even the bravest tribesmen are reluctant
the islanders as kings, but quickly but fell to to stray far from their campfires at night,
depravity, for they began to worship an octo- especially when thunder booms across the
pus-like deity unknown to the natives. Within clear, star-laden sky and faint piping is heard
a few generations the descendants of the kings on the breeze. When the sun descends, the
began to develop webbed hands and feet, desert night is said to be haunted by genies
bulbous eyes, and green skin. Eventually they and ghouls.
became a race of “sea devils” and descended The former care nothing for humans, seek-
into the ocean. ing only to drive them insane or rend them limb
On nights of the full moon, the natives from limb before sucking out their succulent
claim their unearthly voices can be heard hon- marrow, leaving the withered husks to bake in

48
Where Darkness Dwells
the sun. Folklore says the latter can lead the cu-
rious or mad to the site of lost cities or impart Weird Geometry
eldritch lore, but their price is high—the ghouls
demand a human corpse in return. Lovecraft’s stories make reference to
The nomads know the genies are tricksters. geometry that mocks the laws of math-
Mirages are attempts to lead thirsty travelers ematics and architecture. Acute angles
deeper into the wastes or lure them to their that act as obtuse ones (and vice versa),
lines of symmetry that share impossible
deaths in dry quicksand. Yet they greatly fear
angles, straight lines that seem to lean
the hazy sight of collapsed walls and pitted pil-
when viewed from the corner of the eye,
lars sometimes seen in the desert, for these are and parallel lines that both remain paral-
not illusions, but a glimpse behind the veil of lel and intersect simultaneously exist in
the present and into the distant past. many sites related to the Mythos.
Within these ghost-like ruins the faint echo For the most part, these alone do not
of camels braying and the call of merchants cause insanity. At best, they impose a Dif-
ficulty 2 Horror roll—enough to shake
still ring out, while the scent of fragrant spices
a strong mind, but break only one al-
hangs in the dry air. As the curious explorer ready weakened by horrendous sights or
delves deeper into the ruins, the bones of the knowledge.
city grow new flesh, transforming back to their More commonly, they heighten the mys-
former grandeur, and the shades of the long- tery and strangeness of the area. Thus,
dead inhabitants become corporeal. they should give the site an otherwise
To eat or drink anything from the illusion- mundane location an Eerie Atmosphere
modifier. For instance, a Roman temple
ary city, or to converse with the inhabitants,
in which the columns stand upright
never ends well. Such physical mirages never when seen in full sight but lean when
last long before fading into nothingness. Those seen glances may warrant a –1 modifier.
who consume or converse vanish with it, never A site like R’lyeh, which exhibits overt
to be seen again. Such lost persons, the no- weird geometry, might warrant as much
mads believe, become the slaves, or food, of as a –4 penalty.
the genies who haunt the city.

skies that caused terrible explosions and left


- Lost Cities of Arabia
deep wounds in the earth, of the city sinking
Eerie Atmosphere: 0 intact into the sands, and even a great flood
Bedouin lore tells of numerous cities lost washing across the city, scattering the masonry
beneath the desert sands. Names such as Ad, far and wide. Most share that claim that the
Iram of the Pillars, and Ubar are also found doom was punishment for the inhabitants’
in the Koran and the Arabian Nights. Modern many sins.
scholars are divided as to whether these are the Whether any of the cities ever existed is
same city under differing names, a multitude open to debate. To doubt their existence in any
of lost cities, the names of historical regions form is to disregard history, for ancient caravan
that changed as new overlords stamped their routes crisscross the entire region. Perhaps
authority, or nothing more than tall tales. the legendary cities were nothing more than
Likewise, differing stories abound about scattered trading posts abandoned when trade
the ultimate fate of these fabled places. One routes moved, when the waters dried up, or
points to a strangely colored cloud that de- were swallowed by the relentless passage of
scended from the heavens and engulfed the mountainous dunes, and whose importance
city (perhaps a Colour Out of Space). A second grew with each retelling.
tells of a massive sandstorm that consumed Perhaps they are nothing more than cor-
the land and a third of a desolating wind that rupted memories of the few desert wanderers
turned the once lush landscape to barren ash. who have witnessed the ruins of the Nameless
Others speak of fiery rocks that fell from the City. It might well be that these stories relate

49
Cthulhu Codicil
to much older cities, such as doomed Sar- the Japanese embassy is arrested and charged
nath, Kadatheron of the brick cylinders, and with murder after being caught red-handed
ransacked Ib, whose flabby-lipped denizens (actually, red-mouthed) at the site of a grue-
worshiped strange gods. some cannibalistic murder. He claims to have
Adventure Seed: The Leagues receive an no memory of the event, despite being caught
anonymous donation of old photographs sup- chewing his victim’s face. The ambassador asks
posedly taken in the Empty Quarter. Among the Leagues to investigate before his function-
them are several showing ancient ruins. Do ary is hanged for the crime.
they really show a lost city, or are they fakes or Soon after beginning their investigation, the
mistakenly identified? There’s only one way to globetrotters discover that the functionary pur-
find out—an expedition! chased a jade statuette of a figure with a concave
face in an antique shop shortly before the crime.
Shrine of the Faceless Kami
Shrine of the Little Yellow God
Location: Nagano Prefecture, Japan
Eerie Atmosphere: –2 Poem: The Green Eye of the Little Yellow
Dominated by mountains, landlocked Na- God (J, Milton Hayes)
gano Prefecture is only sparsely populated by Location: Nepal
Japanese standards. On the forested slopes of Eerie Atmosphere: –1
Mount Utsugi (9,396 ft.) stands a small mori, In a remote and shunned valley to the
a Shinto shrine believed to be inhabited by a north of Kathmandu stands a little shrine. No
kami (spirit). The shrine takes the form of a records exist of who raised it or when, though
derelict single wooden building known as a some elders gaze knowingly toward the higher
honden, a structure inhabited by the spirit. peaks of the Himalayas and whisper quietly of
The inhabitants of the nearest villages, who the dread Plateau of Leng and its less than hu-
call it Kao no nai kami no jinja (“Shrine of man inhabitants.
the Faceless Spirit”) avoid it and rarely speak Nestled within the shrine is a blasphemous
of it, especially to outsiders. The shrine has one-eyed idol. Not even the elders know what
had a sinister reputation as far back as the deity is represents and they encourage younger
17th century, when a missing samurai lord generations to leave the idol in peace, lest they
and his retainers were found butchered inside awaken its vengeance.
the shrine. Since then, dozens of others have Although yellow in color, the idol is not
vanished in the vicinity. manufactured from gold. The main body, be-
The villagers’ ancestors said that the statue of ing made of painted wood is utterly worthless
the kami inside the shrine was a profane, gaunt save as a cultural curiosity. Its one eye is an-
thing, with a concave face devoid of facial features other matter, though, for it is a large emerald
save for a ring of needle-like teeth, and long arms of exceptional purity and exquisite cut.
with fingers ending in wicked claws. In local The gem has been stolen many times down
folklore it is known as Mu-men no Kurau-mono the ages, but has always been returned to its
(“The Eater With No Face”) after the flesh-picked rightful place within a few months. In every
bones littered around the statue. case, perpetrators living within a few hundred
Although folklore says the slain samurai miles have been found dead, a dagger thrust
were out hunting game, they were soldiers deep into their backs. Transgressors fleeing
sent to destroy the corrupted cult that wor- further afield are afforded no safety from ven-
shipped at the shrine. The cult’s veneration geance. Indeed, their fate is worse, for in each
was focused not on a true Shinto spirit, but and every case they have been found brutally
an avatar of Nyarlathotep. What happened to mauled as if by some ferocious beast.
the cultists is unknown—no other bodies were Adventure Seed: Sir Milsom Roxby, a re-
discovered at the site. nowned collector of cultural art, has recently
Adventure Seed: A minor functionary at been sent a description and photograph of the

50
Where Darkness Dwells
idol by an explorer friend. Desiring it for his Yemen
collection, he hires the globetrotters to travel
to Nepal and appropriate it for him. Location: Southern Arabian Peninsula
Eerie Atmosphere: 0
Ruler: Governors Potirikli Osman Nuri Pa-
The Tomb of Alhazred
sha (1889-90), Botgoriceli Ismail Hakki Pasha
Location: Damascus (1890-91), Hasan Edip Pasha (1891), Ahmed
Eerie Atmosphere: –1 Fevzi Pasha (1891-98), Huseyin Hilmi Pasha
What few records exist concerning the death (1898-1902)
of the mad poet Abdul Alhazred vary widely. Resistance Leader: Muhammad bin Yahya
The accepted story, as told by the 12th century Hamid ad-Din (1890-1904)
chronicler Ibn Khallikan, says he met a grisly Yemen is an Ottoman vilayet (province) di-
end in Damascus in 738, torn limb from limb vided into four sanjaks (districts). A hotbed of
by an invisible monster. Another version recalls strife and insurgency after 1891, the Ottoman
the death as occurring in 731, while yet another Empire maintains its grip here only as a curb to
suggests Alhazred staged his own death and lived British, French, and Italian expansion.
on for many more years. Whether Alhazred was Yemen’s position on the Arabian peninsula
laid to rest in a tomb is thus highly disputed. has made it a cultural and mercantile cross-
In the narrow backstreets of the old city, roads since antiquity. Believed to be the home
where little has changed since Alhazred’s day, of the Queen of Sheba, Yemen was a major
there are still a few elders who recall his name producer of frankincense and myrrh, as well as
from knowledge passed down by their ances- chalcedony, cornelian, and onyx.
tors. Most fear his name, for word of his later Archaeological exploration of Yemen’s an-
writings trickled back to his homeland. cient ruins have unearthed around a hundred
Others nod slyly and hint that an original inscriptions. Through these, they have deduced
copy of Alhazred’s most (in)famous work, that the earliest civilization, that of the Kingdom
the Al-Azif, still exists somewhere else in the of Saba’, rose in the early 8th century BC.
city, though they are ignorant of its location. The great blocks of basalt found in clumps
Certainly there are bookshops that have stood in the mountainous interior have largely been
for many centuries in which a curious browser ignored, for the working of such hard stone,
may find a few torn, worm-riddled, and stained not to mention the ability to shift blocks weigh-
pages of that hated book. ing as much as 50 tons, is considered beyond
Those who accept the view that Alhazred the ken of the early civilizations. Likewise, little
had a tomb insist it must be located in or near attention is paid to wild stories that the basalt
to Damascus, for it was in this ancient city the blocks were once great cities raised by the jinn
poet resided during the accepted final years (better known as genies in the West) in times
of his life. Many believers share the opinion before man walked the earth.
that the version of the Al-Azif transcribed by
Theodorus Philetas of Constantinople was an
- Temple of Awwam
incomplete version, and that Alhazred was laid
to rest with the only complete manuscript. Location: Central Yemen
Adventure Seed: A British official sends Eerie Atmosphere: 0 (–1 at night)
a globetrotter friend a small parcel. Inside is Located a few miles from the city of Ma’rib, an-
a fragment of a statue of the Phoenician deity cient capital of the Kingdom of Saba’, stands a row
Ba’al. The object, which has little historic in- of eight, square pillars. Few archaeologists know
terest or material value, is wrapped in a piece it exists, and none have yet excavated beneath the
of ancient manuscript. The page is a badly sand. Given that the Sabaeans are believed to be
stained (and mostly unreadable) previously the earliest civilization in Yemen, archaeologists
unknown page from the Al-Azif. Where did the naturally assume it was raised by their priests.
official acquire such a rare parchment? Local folklore says that the pillars were

51
Cthulhu Codicil
raised from the sand by a malevolent spirit or beauty marred by the scars of mining and heavy
jinni when the world was young. Legends speak industry. In the mountains (also known as the
of a mukarrib (priest-king) who sacrificed here Lake District and Lakelands) one finds both the
to Athtar and who “united the people and god” highest point—Scafell Pike (3,209 feet)—and
through a “pact and a secret treaty.” largest lake—Windermere—in England.
Athtar is something of an enigma. Despite While the interior remains mostly pastoral,
being known across the Middle East, its gender the land is marred by gypsum, lead, and slate
and role changed from land to land. One might mines, not to mention several coalfields pro-
presume from the name that it was Azathoth, viding fuel for the factories belching out chok-
yet Athtar was primarily concerned with life- ing smoke as an army of workers produces
giving rain and fertility, and the planet Venus. iron and steel, ships, and armaments to satisfy
In the Mythos, Athtar might well be Azathoth, the needs of the British Empire.
but it might also represent Cthulhu, Shub-Nig- Evidence of humans dates back as far as the
gurath, or even an avatar of Nyarlathotep. Late Upper Paleolithic (c. 11,000 BC), a time
Whatever cult held power at the temple and when the glaciers of the last Ice Age were still
in the nearby city, it was considered profane in retreat. Undoubtedly these early people were
enough for the Romans to send the prefect hunter-gatherers, with the formation of perma-
Gaius Aelius Gallus and 10,000 troops from nent settlements, along with stone circles and
Egypt toward Mar’ib in 25 BC. henges, taking place in the Neolithic. It was at
The historian and geographer Strabo (64 this time that the production of stone axe heads
BC–24 AD), a friend of Gallus, placed the crush- became a boom industry, with early traders car-
ing defeat inflicted on the Romans on poor plan- rying the weapons across the whole of Britain.
ning, the terrible heat, lack of water, a disease Formerly governed by a patchwork of pow-
unknown to the Romans, and the treachery of a erful Celtic tribes, Cumbria became a frontier
native guide. Yemeni folklore tells that the priests realm under the Romans. Although the local
summoned an army of jinn against the invaders. tribes had been pacified, the northern barbar-
Adventure Seed: Strabo was exploring ians remained a constant threat, forcing the
Egypt in the months before the Roman invasion Romans to build first forts and then incorporate
began. It is possible he discovered something of the northern boundary into Hadrian’s Wall.
the dark cult there (Yemen is only a short boat While the Romans brought civilization and
journey down the Red Sea from Egypt) and new religions, they failed to stamp out belief in
passed word to his friend. As an aside, Strabo the old ways, even after the destruction of the
largely vanishes from historical records in 25 Druids. While the majority of people venerated
BC, only reappearing 42 years later. the Roman cults, those in the wildlands continued
to worship deities whose origins lay in the stars.
When the Romans withdrew in 410, Cum-
Europe bria became a battleground. With no central
power, numerous warlords divided the land
up between themselves, sometimes peacefully
and other times violently. Over the coming cen-
Cumbria
turies the land was settled, in part or whole, by
Location: Northwest England the Angles, Norse Vikings, Strathcylde British,
Eerie Atmosphere: Varies Scots, and Anglo-Saxons.
Dominated by a central massif scoured The Normans slowly consolidated their
into steep mountains and deep radial valleys hold over the region, bringing it under English
by glaciation and dotted with numerous lakes, central rule, but the area was always a troubled
the land flattening only around the coast in frontier. The remains of fortified manors prio-
the northern third, Cumbria (which was the ries, and abbeys litter the landscape, evidence
separate counties of Cumberland, Furness, and of the violent struggles against the Scots and
Westmoorland until 1974) is one of raw, wild Border reivers.

52
Where Darkness Dwells
Cumbria remains a frontier county, but him and instruct him in the languages. It was
today the only invasions are those of artists, during this time that villagers began to whisper
poets, writers, and mountaineers. of an unholy alliance with dark powers. He
disappeared while in Egypt during the Fifth
- Hardknott Fort Crusade (1213-21).
Sir Frederick de Lancy traveled to Toledo,
Known to the Romans as Mediobogdum, Spain, in 1539 before venturing into the des-
the fort (sighted on a spur 800 feet above sea erts of North Africa. It is said he consulted with
level) provided the garrison excellent views genies, spoke to priests of strange gods, and
over the River Usk, as well as guarding the mili- visited accursed places old before the pyramids
tary road that wound through the mountains were raised in Egypt. Sir Nigel de Lancy was
between the larger auxiliary forts at Galava tried for witchcraft in 1646, though he escaped
(modern Ambleside) to the east and Glanno- justice by means unknown.
venta (modern Ravenglass) on the west coast. Although the family has retained its name
Historians believe the fort was constructed and ancestral home, rarely has the title of
during the reign of Hadrian (r. 117-138) but baronet passed from father to son. In many
abandoned a few decades later when the instances, the head of the household has died
Romans briefly extended their empire north- childless, or disappeared without trace.
ward. When the Antonine Wall was abandoned Adventure Seed: Sir Walter de Lancy has
in 162, the legions retreated to their previous recently inherited the manor from his uncle. Pe-
fortifications behind Hadrian’s Wall. rusing the family library, he uncovered a journal
What history does not record is that the largely written in an unknown cipher. The only
soldiers garrisoned at the fort—a force of cav- sections written in English were references to
alrymen from the Dalmatian 4th Cohort—were “the threshold,” “the Key,” and “the Gate.”
also charged with harassing degenerate Car- Since finding the book, Sir Walter has been
vetii hill tribesmen whose profane religious troubled by strange occurrences—scratching
practices were proscribed under Roman law. at his door (he owns no pets) and in the walls,
Adventure Seed: A recently unearthed Ro- foul odors, and terrible nightmares in which
man tablet tells that the garrison at Mediobog- rotting corpses seek to drag him through a
dum had to be replaced due to “succumbing stone arch decorated with twisting glyphs. Be-
to the temptations of a great and dark spirit.” lieving the house to be haunted, he approaches
Naturally, various Leagues want to know more. the Leagues of Adventure for assistance.

De Lancy Manor Dunwich


Location: Central England Location: Eastern England
Eerie Atmosphere: –1 Eerie Atmosphere: 0
Located on Black Hill, a high and wild part Visitors are hard-pressed to imagine that
of the Peak District, the lonely manor sits on the small village of Dunwich, situated on the
a small island surrounded by peat bog. Only exposed Suffolk coast, was once a port that
a gravel causeway permits easy passage to the rivalled London for prosperity. A center of
isolated building. power since the Anglo-Saxon era, the mariners
The de Lancy family, whose ancestral seat who frequented the town during the 11th and
this is, have never enjoyed a good reputation. 12th centuries came from as far away as Venice.
Sir William de Lancy took part in the Fourth While the ships brought exotic cargoes, the
Crusade (1202-04) and the Sack of Constan- mariners carried with them strange religious
tinople. On his return, it was noted that he beliefs learned from Arabs who had ventured
spent a great deal of time consulting a book far into the unknown east and sat at the feet of
plundered from the imperial library, calling masters of eldritch wisdom.
on scholars fluent in archaic tongues to attend The citizens of Dunwich soon forsook their

53
Cthulhu Codicil
Christian heritage, adopting instead the east- As has been the case elsewhere, the orig-
ern cult and its worship of aquatic beings who inal structures are much older than suspect-
brought great wealth in return for sacrifices. ed. Some 200 million years ago, the gigantic
By the early 13th century, the villagers had blocks formed part of an aquatic Elder Thing
developed an odd appearance, with visitors colony. As the Earth convulsed and buckled
speaking of bulging eyes, and flabby lips and some 170 million years ago, the seabed was
necks that they found most unsettling. thrust upward to form the island chain. Severe-
Dunwich’s prosperity did not last long. A ly damaged, the buildings were abandoned.
storm surge in 1286 and two the following Adventure Seed: Professor Jeremiah Wat-
year destroyed much of the waterfront, sweep- kins is of the opinion that other megalithic
ing away wharves and houses. Subsequent temples can be found beneath the waves, sub-
floods continued to erode both the town and merged by earth tremors. He approaches the
the land upon which it sat. Society of Aquanauts and Society of Antiquar-
In 1826, Dunwich’s population was reduced ians, both of whom are prepared to fund an
to a mere 237 and the village described as a “de- expedition to explore his theory further.
cayed and disfranchised borough.” Despite the
best attempts of the local bishop, who ordered Montes Serrorum
the construction of a new church in 1832 follow-
ing the loss of the last place of worship to the sea, Location: Transylvania
the citizens cling to their strange customs. Eerie Atmosphere: 0
Adventure Seed: A vacationing biolo- Ammianus Marcellinus (325-391), a Roman
gist discovers a strange bone in the Dunwich soldier and historian, wrote much concerning
museum. He telegrams various friends (one of the Gothic War of 367-369 fought against the
whom is a globetrotter) with news of his find barbarian tribes living north of the River Dan-
and urges them to visit him with all haste. The ube. One passage describes how the enemy
next day, the local newspaper reports the sci- were so afraid of the advancing Roman army
entist was found drowned in the sea. that they fled to Montes Serrorum (“Mountain
of the Serri”), denying the Romans the battle
they craved. Marcellinus’ text was in fact a revi-
Malta’s Megalithic Temples
sion of the true account.
Location: Malta On entering the region, the Roman com-
Eerie Atmosphere: 0 mander, Emperor Valens, ruler of the Eastern
Ruler: Governors Lieutenant-General Sir Empire, announced his plans to rid the moun-
Henry Torrens (1888–1890), Lieutenant-Gen- tains of the troublesome Goths. With terror in
eral Sir Henry Smyth (1890–93), General Sir their voices, natives allied to Rome warned the
Athur Freemantle (1893–99), Lieutenant-Gen- Emperor to avoid Mount Serrorum, for it was
eral Lord Grenfell (1899–1903) an accursed place, home to strange creatures
Strategically situated in the central Medi- (the Serri, or “buzzing ones”) who descended
terranean, the Maltese archipelago has been from the stars long ago to mine a certain stone.
occupied by various economic and military Ignoring the advice, perhaps under the
superpowers for thousands of years. It is cur- illusion that the story was a myth created by
rently a British Crown colony. the Goths to hide their main camp, Valens
Scattered across Malta and Gozo, the two larg- ordered three cohorts (approximately 800
est islands, are numerous ancient stone structures men) to proceed up the forested slope. None
made from coralline limestone blocks. Believed returned. Further attempts to climb the peak
to have been constructed as temples by Neolithic were abandoned when the soldiers rebelled.
settlers starting around 5,000 BC, some were later Desperate to save face, Valens concocted the
built over by the Phoenicians, Romans, and early story that the Goths had fled before his legions
Christians. In Maltese lore, the buildings were said and then swiftly returned to Constantinople.
to have been erected by a race of giants. Modern Transylvanians still avoid the

54
Where Darkness Dwells
mountain, though the reason why has long
been forgotten. As far as they are concerned, it
is simply somewhere people do not live.
The Northam Family
Adventure Seed: An antiquarian believes The Northams claim their ancestral line
he has located the ruins of the Gothic camp on stretches back at least to a Roman mili-
the lower slopes of Mount Serrorum. Naturally, tary tribune—said to be Lunaeus Gabin-
he is keen to organize an expedition. ius Capito of the Legion III Augusta—but
they know nothing regarding their an-
cestor or the origins of the madness that
Northam House strikes randomly down the generations.
While stationed in Britain, Lunaeus dis-
Location: Yorkshire, Great Britain covered a community of pagans cultur-
Eerie Atmosphere: 0 ally and historically separate from the
Overlooking the wild and tempestuous North Britons whose ancestors claimed to have
Sea is the drab, gray edifice that is Northam reached the green and pleasant shores
House, ancestral seat of the barons of Northam. following the sinking of their ancient
home beneath the waves.
Although the house has been rebuilt many times
In a dismal cavern beneath the cliffs, they
to suit new fashions and trends, the foundations honored strange and profane gods, into
are Roman and date from the late 1st century AD. whose worship Lunaeus was inducted.
Family lore claims the first building, a massive Following the discovery of this abhorrent
fortification if the foundations are any indicator, religion, the tribune was expelled from
was erected by Lunaeus Gabinius Capito and the legion. Following expulsion, Lunae-
survived several assaults by various “barbarians.” us raised a fortress above the cave—
Northam House.
What the family has forgotten over the
Despite the revulsion toward Lunaeus,
many generations is that the house stands atop the Romans were unable to unseat him,
the cave where they ancestor performed fell for such was the strength of his home’s
rites in the nameless of a hellish deity. None walls. Powerless as well were the Celts,
have worshipped in that forbidden space for Saxons, Danes, and Normans who came
countless generations, but the diabolical magic after.
worked there in ages past has left an indelible Respectability was conferred to the fam-
ily only in 1373, when Richard Northam,
mark on ancient foundations and thus the
a bold and brazen lieutenant of Edward
modern building above. the Black Prince (1330-74), was invest-
Unusual for the home of a British aristocrat- ed first Baron Northam by Edward III
ic family, no ghosts haunt the corridors. That (1312-77).
said, those with sensitive natures or empathic The story is true, save one for glaring
abilities are frequently troubled by disturbing error—the Legion III Augusta was never
dreams involving half-formed strange vistas stationed in Britain. More likely suspects
are the Legion II Augusta (which was sta-
and odd symbols.
tioned in South Wales) or the infamous
Adventure Seed: Preparing for one of his Legion IX Hispania (based in York).
foreign trips, Lord Northam (see p. 112) invites a
friend to sit his house in his absence. Northam’s
friend is unavailable, but he in turn extends the
offer to a globetrotter he knows. Naturally, the of England. Bordered by hills beginning in
globetrotter or one his acquaintances begins the north and circling around to the west, the
suffering odd dreams in the house. northeastern region, known as the Levels, was
once marsh, but has since been drained to
form rich farmland.
Somerset
The county has been along associated with
Location: Southwest England pagan beliefs and the occult. Glastonbury Tor,
Eerie Atmosphere: 0, but varies by site a prominent island when the Levels were still
Somerset is a rural county in the southwest wetlands, has been equated with the Arthurian

55
Cthulhu Codicil
Isle of Avalon, suggested as the resting place of Bladud, it is said, was educated in Athens,
the Holy Grail, and associated with the Celtic where he studied necromancy., among other
Underworld. It is a ley line nexus, one reason subjects. The legend states that he constructed
why it might have been used in pagan religious a set of wings and attempted to fly to a temple
practices since the dawn of humanity. Indeed, of Apollo. Alas, he smashed into a wall and
the entire county is dotted with hillforts, burial died—a strange end for a legendary king. It may
mounds, and stone circles, and folklore is re- be that Bladud’s attempt to fly was actually an
plete with stories of witches. ill-conceived attempt to open a gate to another
A little remembered piece of folklore relates dimension, for “the temple of Apollo” may refer
how the pre-Celtic inhabitants were a savage to the heavens (Apollo being a solar deity).
people who regularly partook in cannibalism A settlement, Sulis, was founded soon af-
and who offered sacrifices to an aquatic deity terward. Supposedly a Celtic goddess whose
recalled only as Lugh in corrupted Celtic my- name stems from the ancient word for “vision”
thology. Driven from their homes in the high or “eye,” Sulis is actually a corrupted form
lands, they settled in the marshes, where they of Cthulhu. Drinking the mineral-rich water
subsequently made pacts with devils from the opened imbibers’ minds to the dreams (vi-
sea. Here they became known as the Seo-mere- sions) of Great Cthulhu.
saetan, or “Settlers by the sea lakes.” Evidence for this was unearthed in the 17th
Shunned by the later Iron Age tribes (the century, when the former Roman pediment was
Dobunni in the north, Durotriges in the discovered during building work. Dominating
south, and the Dumnonii in the west), the the stone was a man’s head surrounded by ten-
marsh-dwellers remained mostly isolated and tacles. Antiquarians of the time insisted the image
inbred until the Roman invasion. This is not was that of a male gorgon (a rare thing), but the
to say the neighboring Celts did not have their “serpents” growing from and surrounding the
dark side. Talk of gruesome ritual sacrifices, face are actually stylized tentacles or feelers.
likely to have been honoring Shub-Niggurath, It was the Romans who truly placed the
led to the slaughter of the inhabitants of Cad- city on the map. Naming it Aquae Sulis (“The
bury Castle (actually a hillfort). waters of Sulis”), they constructed a bathing
Roman civilization failed to eradicate the complex and a temple in honor of the deity.
dark faiths still practised in the county, though Whether the Romans understood the true na-
it drove them into the shadows. Certain cere- ture of the deity adopted into their pantheon
monies were brought back by the Saxons, who is unknown, but their later depictions of Sulis
sacrificed captives under the boughs of ancient as a female suggests not. It seems the creator
trees or the stone circles raised by the ancients. of the pediment knew the truth. Visitors to the
The ancient Saxon practise of orchard was- modern city should be aware that, contrary to
sailing is actually a heavily sanitized remnant appearance, the “Roman baths” are an early
of Shub-Niggurath worship, with blood now 19th century edifice. Even the statues of the
substituted with cider or ale. emperors are modern reproductions.
The end of Roman Britain saw Aquae Sulis
- Bath rapidly decline. Little more than a village, the
buildings decayed and city walls decayed with-
Location: England out proper maintenance, and what remained
Eerie Atmosphere: 0 was later used to construct new structures.
Standing on a bend in the River Avon, the Rebuilt by King Aflred, the city’s fortunes
city of Bath’s natural thermal springs have waxed and waned across the centuries. While
been a site of wonder and recreation since its grand Abbey remains, its former mint was
around the 9th century BC. Legend claims lost when the city once again became depopu-
their therapeutic powers were first noticed by lated. Only in the 17th century were its fortunes
King Bladud, whose leprosy was cured after he revived, when its thermal springs were touted
bathed in the hot waters. for their therapeutic properties. With a growing

56
Where Darkness Dwells
number of visitors seeking to “take the waters,”
the city grew in size and prosperity. Many grand
buildings were raised in the Georgian period.
Cup & Ring Marks
Much of the Georgian splendor was the Found across much of the world, cup and
work of father and son architects John Wood, ring marks are a form of prehistoric petro-
the Elder (1704-17540 and the Younger (1728- glyphic art. They take the form of a cen-
82). John Wood was already known for his tral circulation depression (the cup) sur-
surveying of the prehistoric stone circles of rounded by concentric circles (the rings).
Most employ the exact same style, sug-
Stonehenge (33 miles southeast from Bath)
gesting either a common spare of inspi-
and Stanton Drew (14 miles west).
ration or worldwide dissemination of
That the diameter of The Circus (originally knowledge. There is some regional varia-
King’s Circus), a circular streets of townhouses, tion, however. Among the differences are
matches that of the outer earth bank of Stone- a single line (known as a gutter) may cut
henge is no coincidence. Likewise, there are from the central dot to the edge of the
30 houses in the Circus and there were origi- outermost circle, while in other cases
there are multiple cups linked by straight
nally 30 stones in the largest circle at Stanton
lines rather than surrounded by rings.
Drew. Additionally, there are two other stone Suggestions to their purpose range from
circles at Stanton Drew—the North East Circle astronomical markings indicating the
(of which eight stones remain) and the South movement of the heavens (thus an early
West Circle) with 12 surviving stones). Breaks calendar), a form of writing yet an unde-
in the Circus for roads divide the houses into cipherable, votive marks to appease the
blocks of eight, ten, and 12 respectively. ancestors or gods, or the blueprints for
large stone circles.
A brief glimpse at a city map reveals that
It may yet prove that cup and ring marks
the Circus and nearby Queen Square (both are an early form of magical inscription,
designed by John Wood, the Elder), which being an attempt by our Stone Age ani-
are linked by Gay Street, form the distinctive mistic ancestors to capture the image of
shape of a squared key. Together, the pattern of the profane Yog-Sothoth.
a circle and key surely represents Yog-Sothoth,
whose form is a conglomeration of spheres and
among whose title in the Key. A pyramidion-
topped stone obelisk was erected in the dead Brent Knoll, an isolated limestone hill in
center of Queen Square in 1738. North Somerset, rises 449 feet above the sur-
It is a common fact in certain circles that rounding lowlands of the Somerset Levels and
Woods, the Elder was obsessed with Ancient Brit- provides a commanding view of the Bristol
ish history, was a Freemason, wrote about sacred Channel, which lies 2 miles to the west. Until
geometry and druidism, and held the view that the Middle Ages, when the expansive wetlands
the stone circles of Britain were pagan temples. were drained, Brent Knoll was an island known
Adventure Seed: Recent work in Bath locally as the Isle or Mount of Frogs.
Abbey has unearthed a single bronze coin The word Brent, it is claimed, means “high
stamped with a hoofed Devil and the motto place” in Celtic. Scholars have argued this re-
Civitas Diaboli (“City of the Devil”). Widely fers to its elevation, though in fact it translates
dismissed as a forgery or prank, there are better as “important place.”
some scholars who suggest the coin indicates Historians agree that the earth ramparts
the citizens of Bath once worshipped the Black atop the summit are the remains of a Bronze
Goat of the Woods. Age fortification. Later, a Roman temple stood
proud in the center of the hill-fort. The ram-
parts actually held a sacred enclosure. Here,
- Brent Knoll
the native Britons paid homage to Father
Location: Southwest England Dagon and cavorted with Deep Ones who trav-
Eerie Atmosphere: 0 elled here from the Bristol Channel.

57
Cthulhu Codicil
- Solsbury Hill
The Number Nine
Location: Southwest England
The number nine has appeared in various Eerie Atmosphere: 0
cultures’ mythology. Indian mythology A mile or so north of Bath is Solsbury Hill.
speaks of nine planets; the Ancient Egyp- Believed to be an Iron Age hillfort, the site is
tian Ennead had nine deities; the Aztec far older. Its name means “fortified enclosure
and Mayan underworlds had nine levels,
of Sulis,” and it was built by the savage tribe
and the Norse divided the universe into
who worshipped Cthulhu at the hot springs
nine worlds. All have one thing in com-
mon beside the number—other worlds, below to protect them against their enemies.
an area considered the dominion of Yog- Historians have long believed the hill was
Sothoth. the site of the Battle of Badon, in which King
Priddy Nine Barrows and Robin Hood’s Arthur defeated the marauding Saxons.
Butts (both in Somerset), and Nine Bar-
row Down (Dorset), among others, are
patterns of nine circular structures, while Vineta
stone circles such as Nine Stones Close
(Derbyshire), the Devil’s Nine Stones Location: Baltic Sea Coast
(Dorset), and Nine Stones of Boskednan Eerie Atmosphere: 0
(Cornwall) are both circular in form and Historians place no veracity in the existence
feature nine standing stones. Likely these of Vineta, a city that supposedly stood on the
sites were created people who knew of, southern coastline of the Baltic Sea before it
and probably worshipped, Yog-Sothoth.
sank beneath the waves. Nor do they accept
the claims that the city’s destruction was the
wrath of God, brought down upon its inhabit-
The site appears twice in Arthurian legend. ants due to their blasphemous ways.
First, Ider son of King Nuth, one of the king’s The first written record of the city dates
knights, defeated three giants who lived on the back to 965. Visited by Ibrahim ibn Yaqub, an
hill. Second, it has been suggested it is the site Hispano-Arab merchant, he names it as Wel-
of Mount Badon, where Arthur defeated the taba (“The place among the waves”). Educated
Saxon invaders. Both actually relate to attacks in Toledo, a city long renowned for its occult
made against the cultists and Deep Ones who scholars, ibn Yaqub wrote that Vineta’s for-
practiced their fell rites on the summit. tunes came from dealings with “their brethren
The hill and the two villages at its base— from the waves.” Historians have taken this to
Brent Knoll (named after the hill) and East mean maritime trade, for what other explana-
Brent—were later given over to the monks tion could their be?
of Glastonbury Abbey. Despite the monks’ Likewise, the phrase “the people did cavort
best attempts, Christianity remained nothing with those from the waves and seek to live with
but a thin veneer, quickly cast aside following their kin” has been accepted as meaning the
Glastonbury’s destruction during the Disso- Vinetans, perhaps finding the location of their
lution of the Monasteries. Today, those locals city less than desirable and their population
in whose blood flows that of the Deep Ones declining, sought to relocate to a more idyllic
continue to use the hill as a place of worship. place. It is certainly true that by 1190 the city
Adventure Seed: Parts of the summit of is never mentioned again and appears on no
Brent Knoll are mined for limestone. During later maps.
work, the quarrymen unearth part of a Roman Adventure Seed: The discovery of a 13th
mosaic. Experts have proclaimed the mosaic, century map seemingly displaying the location
which shows humanoid aquatic beasts, to be of Vineta has the Leagues excited. While the
of great importance. Quarrying has been halted Leagues debate whether the map is a fake or
while various Leagues put together an expedi- genuine, certain interested parties intend to
tion to unearth the remainder of the mosaic. ensure any expedition meets with failure.

58
Where Darkness Dwells
Wales - Anglesey
Wales is a country that has embraced mo- Location: North Wales
dernity and clings to its ancient pagan heritage Eerie Atmosphere: Varies from 0 to –2,
in equal measure. depending on the specific site
Wales’ rich mineral wealth was exploited as Human occupation of Anglesey, a large
far back as the Romans, who mined for copper, island off Wales’ northwest coast, stretches
gold, and lead. With the rise of the Industrial back into the mists of prehistory. Known to the
Revolution, Wales’ natural resources were native Welsh as Ynys Môn, its name was first
once again in demand, with copper smelting written as Mona by the invading Romans. For
in the south, slate quarrying in the north, and reasons that shall become readily apparent, it
iron smelting in both. It is coal, the fuel that is also known as Ynys Dywyll (“Dark Isle”).
powered the Industrial Revolution and the Evidence points to the primitive peoples
expansion of the Empire, that the country is of the Stone Age being followers of the Great
best known, however. Old Ones. Bryn Celli Ddu (“The mound in the
Flooded with workers seeking regular dark grove”) was constructed around 3000
work in the mines, the south has become an BC. A site of worship, it comprised a henge (a
industrial powerhouse, the sides of the steep bank and ditch) and an interior stone circle. At
valleys dotted with soot-coated villages whose its heart stood a single pillar—the focal point
inhabitants toil to extract the rich seams of of worship. Supposedly engraved with a ser-
coal. Here, science has replaced superstition pentine design, the image was actually a crude
as the modern world tightens its hold. portrayal of Azathoth.
In the hinterlands, acceptance of techno- A millennium after its construction, the old
logical progress has been slow. Isolated by religion was swept aside. The standing stones
geography, many villages have yet to be con- were smashed and the altar stone concealed
nected to the railway and telegraph systems, inside a chambered mound. The Great Old
and even the mail service is sporadic. Here the Ones were still honored, but it was Shub-Nig-
old ways remain fertile, with tales of strange gurath who now ruled.
creatures and gods long forgotten elsewhere Over the next two millennia the cult under-
still told around the hearth. went a dramatic change. Not only did it spread
These stories tell of the Adar Llwch Gwin, to become the dominant religion in Britain and
birds that understand the speech of men Gaul, it evolved into the sect history records as
and may be related to the Shantaks of the the druids. It would take a global superpower
Dreamlands; the diminutive race that haunts to stymie its growth and curb is fell activities.
the central mountains and speaks only in a The main intention of the Roman invasion
strange buzzing; horned beings that cavort in of Britain was to expand the Empire, thus
the dark woods when the moon is fat; the enti- securing new natural resources and slaves.
ties that are neither men nor fish, but some Having conquered the Gauls a century earlier,
hideous crossbreed that wade ashore from the the Romans had already witnessed the horrific
storm-wracked sea to partake in rituals as old truth behind druidism. Anglesey was the seat
as time itself; and of Morfran, black-skinned of European druidism and the continued ex-
and hideous, who appears to witches to honor istence of the druids was an affront to all that
dread pacts. was decent. Thus, Anglesey had to be cleansed
It is here, in the drab hamlets and villages of the infestation.
that time and progress has passed by, that the Fanatical adherents of the cult were pre-
name of Shub-Niggurath is still spoken in re- pared to stand against the invaders, as recorded
vered tones, rites have been passed down for later by Tacitus: “In the style of Furies, in robes
generations, and blood sacrifices (sometimes of deathly black and with dishevelled hair,
human) are offered to prevent the failure of they brandished their torches; while a circle
harvests. of Druids, lifting their hands to heaven and

59
Cthulhu Codicil
they exposed their bodies to wounds without
Sacred Groves of an attempt at movement.”
It would take the legions another year to
Shub-Niggurath achieve their aim, and countless cultists were
put to the sword, but they were eventually
Although describing a site in southern successful. The power of the druids over the
France, the ancient historian Lucan’s (39-
people was ultimately shattered forever, but
65 AD) graphic recollection of a nemeton,
or sacred grove, applies more so to those the old faith was not swiftly forgotten. To-
of Anglesey, the heart of the druidic sect day, there are small cults across Anglesey, all
following the conquest of Gaul. offering worship to Shub-Niggurath and her
“No bird nested in the nemeton, nor Thousand Young.
did any animal lurk nearby; the leaves Adventure Seed: The Reverend Samuel
constantly shivered though no breeze Skinner, the great nephew of the Reverend
stirred. Altars stood in its midst, and
John Skinner (1771-1839), a noted amateur
the images of the gods. Every tree was
stained with sacrificial blood. The very antiquarian, has stumbled across his great-
earth groaned, dead yews revived; un- uncle’s manuscript for Ten Days’ Tour Through
consumed trees were surrounded with the Isle of Anglesea, a volume penned in 1802
flame, and huge serpents twined round but never published. The text describes Skin-
the oaks. The people feared to approach ner’s visit to numerous archaeological sites,
the grove, and even the priest would not including Bryn Celli Ddu.
walk there at midday or midnight lest
Suspecting the trip to Anglesey had some-
he should then meet its divine guard-
ian.” thing to do with the elder Skinner’s later
Whether or not the historical description suicide (he shot himself), Samuel hires the
is accurate reporting or blatant propa- globetrotters to repeat his relative’s tour and
ganda intended to show the destruction search for evidence.
of the druidic sects as a necessary act is
irrelevant in Leagues of Cthulhu—in this
setting it is not only fact, but serves as - Carmarthen
a fitting description for many outdoor
temples to Shub-Niggurath. Location: West Wales
Witnessing a site having the basic de- Eerie Atmosphere: 0
scription of strange altars, trees smeared The town of Carmarthen (“Fort of Merlin”)
with blood, and trees entwined by giant owes its origins to the Romans. An auxiliary for-
serpents (probably carved images rather tress was constructed here in 75 AD to watch
than actual beasts) is enough to warrant over the River Towy’s estuary some eight miles
a Difficulty 2 Horror roll.
to the south. Before that date, the only place of
As for the “divine guardian,” the Game-
master has multiple choices. It may be occupation was a hill fort, or moridunon (“sea
a satyr-like Spawn of Shub-Niggurath, fortress”) in the Celtic Brittonic language. By
stationed in the grove to safeguard the 125 AD the fort had been dismantled and the
site. Alternately, it may be a Dimensional existing vicus was expanded to become the
Shambler, Night-gaunt, or Shoggoth per- civitas town of Moridunum (“Sea Fort”), the
manently bound to service by the will of capital of the local Demetae tribe.
the Black Goat. Alternatively, it may be a
Of the Demetae, on whose lands the origi-
unique (and suitably horrific) guardian
spawned from the Gamemaster’s imagi- nal fort was erected, Roman chroniclers wrote
nation. that they were friendly to the Romans, but their
leaders and priests possessed strange looks,
having wide lips, staring eyes, and wattled
necks. Folklore claims the descendants of the
showering imprecations, struck the troops aristocrats were gods, who rose from the sea to
with such an awe at the extraordinary specta- breed with land dwellers, so establishing the
cle that, as though their limbs were paralysed, lordly and religious lines.

60
Where Darkness Dwells
The people worshiped a sea god, Llyr Lle- miners who stray from the path and are never
diaith (“Half-speech”), whom the Romans sub- seen again, or who are found gibbering about
sumed into the cult of Neptune. Images of fish formless darkness?
and octopi were soon added into mosaics, as Adventure Seed: The Paleontological Soci-
well as the uniforms of the Roman auxiliaries ety is abuzz after being presented with the par-
stationed there. tial skull of an early hominid. What has divided
A local legend states that the Demetae king the members is the claim that it was uncovered
wore a torc of green stone as a sign of his po- in a coal seam in South Wales, in rock that was
sition and ancestry. Furthermore, the temple laid down over 325 million years ago.
treasury was filled with a fortune in pearls.
When the Roman legions withdrew from Brit- - The Desert of Wales
ain, the priests buried the treasure to protect
it from the growing numbers of bandits. The Location: Central Wales
favored site of the hoard is Bryn Myrddin Eerie Atmosphere: 0
(“Merlin’s Hill”), the site of the old fortress and Wales has no desert, at least not in the
from where the modern town takes its name. conventional geographical sense. Coined by
Carmarthen’s association with Merlin dates an Englishman, the terms refers to a large,
to the 12th century. Depending on who one untamed, sparsely inhabited area of central
asks, Merlin was either born in the hill fort or Wales. A dreary landscape of rolling hills
walked out of a cave near the site. covered in peat and steep valleys swathed by
Adventure Seed: After convincing his glo- oak, there are few footpaths or trails, let alone
betrotting friends to watch a practical example anything a globetrotter might consider a road.
of divining, the character’s friend offers them What little man-made light exists by night
a chance to take part in a treasure hunt for the comes from solitary oil lamps spilling out
“pearls of Moridunum.” from tumbledown cottages in small hamlets
or solitary farmhouses. Strangers are seldom
welcome by the odd inhabitants, not that most
- Coal Mines
globetrotters hope to converse with the locals,
Location: Wales for here English is a foreign tongue.
Eerie Atmosphere: 0 Much of the Desert lies within the Cambri-
The black rock that fuels the British Empire an Mountains, an upland that stretches down
is abundant beneath the Welsh landscape. the spine of the country. No craggy peaks or
Where humans once picked up coal from sur- towering spires break the horizon, for the
face outcroppings, men have since burrowed mountains have been worn down by the ages.
beneath the earth in search of it in ever greater The mountains are popular with geologists
quantities. and paleontologists, for in the north can be
Coal miners are a superstitious lot, and not found sedimentary and volcanic rocks from
without cause—cave-ins and explosions, while the Cambrian (named for the range) and
not daily occurrences, are constant hazards. Ordovician ages, while in the south one finds
Yet there are other things that cause miners to Devonian sandstone and Carboniferous Lime-
shudder involuntarily and gaze longingly back stone.
toward the distant elevator that is their only Adventure Seed: An amateur geologist
way out of the stygian darkness. has presented the Leagues with a section of
What of the strange striated marks revealed rock uncovered in the Cambrian Mountains.
in exposed coal faces or the green, star-shaped Its surface is marked by a triangular striated
stones pocked with groups of circular indenta- depression, about one foot in diameter.
tions that miners quickly smash? What of the The Paleontological Society believes the
strange sounds of some sluggish thing hauling mark may be a fossil of an unidentified species,
its ungainly mass that miners speak of only in while the Prospectors’ Club claims it is a natu-
hushed tones with their comrades? What of the ral phenomenon. As is often the case when the

61
Cthulhu Codicil
Leagues dispute facts, only an expedition can of men. In order that word should not spread
resolve the matter. and demoralize the other men in the fort, the
commander had the survivors executed for
- Gateholm “abandoning their comrades in battle.”
Adventure Seed: It is not unusual for peo-
Location: Southwest Wales ple digging in their gardens in certain parts of
Eerie Atmosphere: 0 the British Isles to unearth Roman artifacts.
Located just around the coast from St. The discovery of a wax tablet in a Carmathen
Bride’s Bay, the small, flat-topped tidal island garden (the modern site of Moridunum) has
of Gateholm is a natural fortress, being acces- several Leagues hurrying to fund an expedi-
sible only at low tide and even then requiring tion. The tablet, written by camp commander
a hard climb. Its name is first recorded in 1480 Prefect Mettius Petronius Siculus, states only
as Goteholme, Old Norse for “Goat Island.” that a force of men were sent against “rene-
Conventional wisdom says the name stems gade Demetae barbarians” who lived on the
from the fact that farmers grazed their live- “island of a hundred huts.”
stock here to safeguard them from predators With no previous record of any military ac-
and thieves. tion against the Demetae, certain Leagues are
Untold millions of historic events, some set on following the likely route the soldiers
large and some small, have been forgotten or took and finding the location of any previously
were never recorded at all. The fate of a Roman unknown temporary forts or battlefields.
attack on the Celtic inhabitants of Goat Island
is one such event. History suggests the Romans - St. Brides Bay
made no attempts to conquer the Demetae
tribe, whose lands were located in the south- Location: West Wales
west of Wales. The accepted view is that the Eerie Atmosphere: 0
tribe quickly made peace with the invaders. A rocky inlet on the southwest coast, St.
It is true the Romans did get on well with Bride’s Bay (Welsh: Bae Sain Ffraid) stretches
the Demetae and never saw the need to pacify from Ramsey Island in the north to Skomer
their lands, but there were elements on the Island in the south. The sheer-sided sandstone
western coastal fringes who stubbornly held cliffs that make up much of the bay are riddled
to their old beliefs and rejected all attempts to with sea caves, many of which connect to form
“civilize” them. a multi-level labyrinth. Local folklore claims
The nearest Roman settlement to Goat the tunnels extend not only across the open
Island was the auxiliary fort at Moridunum bay, but also far beneath the sea.
(see Carmarthen above), 40 miles distant, Nestled along the central wild and wind-
and which effectively marked the edge of the swept coast are a handful of villages whose
Roman Empire in that part of the world during hardy inhabitants hew coal or farm the turbu-
the late 1st century. Accepting a request for lent sea for a living. The bulbous-eyed, wat-
the friendly Demetae for aid against barbaric tle-necked scions of the oldest fishing families
elements worshiping foul gods, the camp tri- have long hoisted their nets over the side of
bune despatched 2,000 auxiliaries against the their boats while singing songs whose origins
inhabitants of Goat Island. predate the advent of Christianity.
Of the handful of men who returned from Located a short distance inland is the small
the expedition, only one would speak of what hamlet of Druidston, named for the inscribed
befell his comrades. He spoke of a village in menhir that stands at a bubbling spring. Ear-
which stood a statue of a horned goat, its lier antiquarians labeled the stone the Druid
surface stained black with the blood of untold Stone, believing that the spirals, five-pointed
sacrifices, of mountains of skulls and simple branches, and clusters of circular indentations
turf huts wrapped in sheets of human skin, were carved by the enigmatic druids.
and of terrible creatures that were mockeries Whoever carved the images, the stone has

62
Where Darkness Dwells
been a focal point for the locals, who shed Adventure Seed: Arthur Doogan, a noted
blood and cavort in wild frenzy in honor of folklorist, firmly believes he is a descendant of
Shub-Niggurath in the manner of their rene- St. Dogfan’s sister, Hyddren. A man of com-
gade Demetae ancestors. fortable wealth, he seeks help in locating and
Adventure Seed: The village of Pysgod Ha- excavating the saint’s abbey in an attempt to
ven (“Fish Haven”), located at the south of the prove the legends true.
bay, is a popular seaside resort with bathers. A
friend of one of the globetrotters sends them a White Island Church
telegram in which he claims he has witnessed
a “sea monster” in the bay. On their arrival, the Location: Ireland
globetrotter discovers not only is their friend Eerie Atmosphere: 0
missing, but no one claims to remember him. Lough Erne boasts over 150 islands.
Something is definitely fishy! Throughout history, they have served as refug-
es in times of strife and religious centers. On
- St. Dogfan’s Abbey the shoreline of White Island stand the crum-
bling remains of a small monastery.
Location: Wales When it was constructed and to which saint
Eerie Atmosphere: 0 it was consecrated is not recorded in the many
Celtic legend speaks of a 5th century king annals of Irish history, though vague hints
by the name of Brychan Brycheiniog. Married suggest the monks who lived there performed
three times to “maidens from the sea”—possi- rituals not proscribed by the Church and spent
bly an allusion to their being foreign, since he long hours swimming in the cold waters and
also appears in Breton, Cornish, and Irish tra- blowing trumpets whose sonorous notes car-
ditions—he sired somewhere between a dozen ried far on the wind. Scattered across the site,
and 60 children, depending on the source. St. though long lain flat, are carved stone pillars.
Dogfan was one of his many sons. The few antiquarians who have visited the is-
Dogfan’s name (also spelled as Dogwan land claim the images represent monks. If this
and Doewon, among other variant spellings) is true, then there is a family likeness, for all
appears in various later chronologies. The have thin lips and bulging eyes.
stories concerning his life are thus considered Of the monastery, the Annals of Ulster,
religious folklore rather than historical record. which cover history from 431 to 1540 AD,
He supposedly lived in the region of St. Bride’s tell only that the Vikings, “been of weakened
Bay, where the miracle of causing fish to leap heart at the sight of the monastery,” sacked
into fishermen’s nets is attributed to him. the monastery and either put the occupants to
Although a member of the Celtic church, the sword or carried them away into slavery in
Dogfan’s sermons were said to revolve around 837. Historians have taken this to mean that
the sea. Among his beliefs were that the Savior the invaders could not resist the opportunity
would arise from the sea at the time of the to plunder the building of its precious objects.
Second Coming, along with his Host. During the late 17th century, the island was
The Chronicle of Welsh Saints, a 9th cen- briefing occupied by an unknown religious
tury manuscript, lists him as the founder of a sect. The eight inhabitants, all women, were
coastal abbey but provides no other details. tried for witchcraft and sentenced to death in
The saint was martyred and the abbey razed to 1703. Local folklore recalls that the witches
the ground by Saxon raiders. were first thrown into the lake to drown, but
The historical Dogfan was actually a priest “through the power of the Devil were able to
of Dagon. His death came not at the hands of breathe the water as if air.” All met their final
marauding barbarians but by servants of the doom at the end of a noose.
Catholic Church. It is thus a great irony that an Adventure Seed: Fear has gripped the
enemy of the Church became adopted as one inhabitants of the villages close to White Is-
of their saints due to a corruption of memory. land. The disappearance of fishermen and the

63
Cthulhu Codicil
sight of flickering lights near the abandoned
monastery at night have led some to believe Ocean Floor
the witches’ ghosts have returned to wreak
vengeance on the living.

K’naa
Windrush Farm
Mythos Tale: Out of the Aeons (H. P. Love-
Location: Central southern England craft and Hazel Heald)
Eerie Atmosphere: 0 Eerie Atmosphere: –1
The chalk plateau of Salisbury Plain is lit- It matters not whether it was the works
tered with stone circles, henges, and barrows. of Charles Étienne Brasseur de Bourbourg
Who created them is a mystery. Antiquarians (1814-1874) or Augustus Le Plongeon (1826-
argue that it was the druids or Romans, while 1908) that brought the existence of Mu, a lost
local folklore speaks of a race of men or “little continent, to the public imagination, or that
people” who existed long before the advent of scientists dismiss their findings.
even time-worn Egypt. That Mu existed, was inhabited by humans
Neither time nor man has been kind to possessed of an advanced culture, and was
these monuments of a bygone age. Driven by subsequently submerged beneath the Pacific
superstition that they were the work of the Ocean by catastrophe is historical fact. While
Devil or the need for building material, many certain modern works, most notably von
standing stones have been toppled, buried, or Juntz’s horrific Von Unaussprechlichen Kulten,
smashed. make passing reference to it, word of Mu has
Windrush Farm, located five miles from the been passed down through eldritch lore and
small village of Millbury and the remnants of ancient cults for millennia.
its stone circle, was constructed from the rem- K’naa was a kingdom or province of that
nants of standing stones in the early 18th cen- great continent. It flourished during the late
tury. Evidence of this is clearly seen in the size Pleistocene, in an age when savage hominids
of the stones, which bear curious markings. ruled elsewhere. These elder humans were
The farm was never profitable, the crops not the first race to live here, for K’naa was
planted in its vicinity growing poorly despite dotted with ruins that predated their arrival by
the fertile soil. Local gossip tells that the last millions of years.
owner was attacked and killed by a mob in Of these ruins, the greatest was a fortress
1734 after a spate of disappearances and sight- of Cyclopean stones perched on the basalt
ing of “winged, black devils” and “fiery imps” heights of Mount Yaddith-Gho. Although the
near the farm. Parish records are extremely original craftsmen, the alien Fungi from Yug-
vague on the matter, saying only that the farm- goth, had long since departed Mu, they left be-
er was lynched for “crimes unknown.” hind a profane monstrosity—Ghatanothoa—in
Adventure Seed: An astronomer known to the sunless crypts beneath the mighty fortress.
a globetrotter contacts his friend. In his letter Mu is now lost beneath the ocean, the con-
he tells of how he has retired to the country, tinent have cracked apart with titanic force as
having manage to secure an old farm for a very waves higher than mountains pummeled it and
reasonable price. He very much looks forward lightning rent the land. As evidenced by the tale
to the globetrotter coming to visit. of Captain Weatherbee (see Cabot Museum of
No matter how soon the globetrotter takes Archaeology in Leagues of Cthulhu), though,
up the offer, the friend has vanished. His disap- K’naa has periodically surfaced from the briny
pearance coincides with the appearance of a depths. Woe to those who dare to brave the
comet with a period of 11,000 years—making colossal barnacle-encrusted, slime-covered, and
it last seen by human eyes at the end of the weed-draped ruins, though, for Ghatanothoa
last Ice Age, when Atlantis sank beneath the the Eternal still haunts those dread crypts.
waves. Adventure Seed: Instead of using the Cabot

64
Where Darkness Dwells
Museum adventure seed as written, that seed
can it itself become a seed for a new adventure. 1890s Comets
The Cabot Museum’s intended expedition fell
at the first hurdle, when the expedition leader Comets have long been seen as bring-
was found brutally murdered (exsanguinated) ers of misfortune and destruction. For
the day before the ship set sail. The Museum is the Gamemaster, these passing balls of
offering a reward for solving the murder. ice and dust (a fact not yet known in the
1890s) are a handy tool, for as “roving
stars” they might bring the stars into the

Other Worlds right patterns to aid the Great Old Ones


and their minions.
The dates below are for perihelion—the
comet’s closest approach to the sun. The
period shows the number of years that will
Algol pass before the comet’s next appearance.
Location: Milky Way
Horror Rating: 8 Long-Period Comets
Known to astronomers since the days of
These celestial objects have an orbital pe-
the Ancient Egyptians, the name of this celes-
riod between 200 and 1000 years.
tial object comes from the Arabic ra’s al-ghul,
and is usually translated as the “Demon Star.” Name Date Return
Hebrew folklore records it as Rosh ha Satan Gale 13 Apr 94 2852
(“Satan’s Head”). It has widely been considered Perrine 17 Mar 98 2317
an unfortunate star, associated with bloody
violence and death by decapitation.
Despite appearances, Algol is not actually Near-parabolic Comets
a star (actually a binary star). Rather, it is a Comets in this class have longer periods
monstrous, demonic intelligence composed between appearances. With a little fudg-
entirely of energy. It is worshipped by the Ce- ing, the Gamemaster can tie some of
lestial Order of Algol, a small but fanatical cult these to historical events.
For instance, Comet Zona’s previous ap-
that offers human sacrifice when the “star” is
pearance was roughly as the end of the
visible in the northern sky.
last Ice Age, when Atlantis supposedly
sank and work began on the temple at Gö-
Kynath bekli Tepe. Comet Brooks was (possibly)
in the sky when the volcanic island Thera
Location: Beyond the orbit of Yuggoth exploded, causing devastation across the
Eerie Atmosphere: –4 Eastern Mediterranean. The first Venus
figurines are carved some 42,000 years
Beyond the reach of even the most advanced
ago, corresponding with Comet Rordame-
telescopes, beyond even the orbit of far-flung Quénisset’s visit.
Yuggoth, lies Kynath. Save for the eerie piping of
the wind and the gentle lapping of its fluid metal Name Date Period
sea on the barren, rocky shores, Kynath is a silent Denning 25 Sep 90 61,030
world. Once, it served as a colony for the Fungi Zona 7 Aug 91 11,040
from Yuggoth, yet even those inhuman miners
Swift 7 Apr 92 23,020
dared not delve too deep in search of riches.
What they unleashed has been struck from Rordame- 7 Jul 93 44,150
their race memory, such was its abhorrence. All Quénisset
they recall is that to venture to Kynath is to in- Brooks 19 Sep 93 3,520
vite certain death, for whatever profane being Chase 20 Sep 98 315,460
they unearthed still haunts the planet—and it
is hungry.

65
Cthulhu Codicil
Kythamil The streaking clouds, however, are not wa-
ter vapor, but colonies of hellish, white fungi.
Location: Milky Way Possessed of only rudimentary intelligence,
Eerie Atmosphere: –4 they float across the immense ocean, grasping
The remnants of a double planet circling anything foolish enough to cross their path
the bright star Arcturus in the constellation with crude pseudopods and absorbing it into
of Boötes. What fate befell it is unknown, but their bloated, pulsating mass.
it occurred after the plastic, formless Black
Spawn migrated through the heavens to wor- Yaddith
ship at the feet of Tsathoggua in N’kai.
Mythos Tale: Through the Gates of the
Silver Key (H. P. Lovecraft and E. Hoffmann
Mars
Price)
Location: Solar System Location: Distant galaxy
Eerie Atmosphere: –2 Eerie Atmosphere: –2
Thanks to the work of Percival Lowell, Far from the insignificant mote of cosmic
maps of Mars have been available to view dust that is Earth, in a distant galaxy that was
since 1894. While his fellow astronomers are old long before the ember that was the Sun
skeptical of Lowell’s claims that Mars supports first spewed forth light, lies the planet Yaddith
intelligent life the public considers this an ex- and the five suns around which it revolves.
citing development. Only a few humans know Intelligent life has existed here for eons
for sure that Mars is inhabited by intelligent, in the form of wrinkled, partially-scaled in-
hostile beings. sect-like beings whose arms end in terrible
While astronomers have seen the Martian claws and whose faces are given odd form by a
canals during their observations, and more bulbous snout.
than a few agree with Lowell that the planet As befits their near-timeless origins, the
has vegetation and water, not even the most Yaddithians possess an understanding of
ardent scholar suspects that the dark patches science many magnitudes above that of hu-
on the surface are, in fact, sprawling cities of manity. Through the use of metallic light-beam
basalt that date from long before the rising of envelopes they have travelled far across the
the current Martian race. universe, though such is the distance from
In eons past, the alien Flying Polyps made their home-world that they have not yet en-
their home on Mars, raising those black cities countered the Milky Way, let alone Earth.
of cyclopean blocks. At some distant point, they In their labyrinthine, metal-walled cities
were defeated by the ancestors of the Martians, stand dozens of vast libraries, a testament
themselves possibly interlopers from a remote to the accumulated lore they have gathered
star. Their cities were abandoned, the survivors across 28 galaxies and 10,000 worlds, some of
descending deep into the earth or fleeing Mars which no longer harbor life.
for a new life on its neighbor, Earth. Despite their advanced science, the natives
exist in a perilous state, for Yaddith is riddled
with tunnels bored by the greatly feared Bholes
Neptune
(see The Dreamlands: Realm of Morpheus for
Location: Solar System details). Where science has failed, the Yaddith-
Eerie Atmosphere: –1 ians have had to revert to arcane measures to
Even with the most powerful telescopes yet keep the Bholes in their nightmarish subterra-
known to science, Neptune is little more than nean realm. Prophecies foretell that the Bholes
a faint, blue orb. With a keen eye, one might will destroy Yaddith, but until that day dawns
be able to see clouds scudding across the sky. the natives continue to utter the potent spells
Given its color, the first suggested name after of warding and submission while seeking a
its discovery in 1846 was Oceanus. ritual that will destroy the Bholes forever.

66
Chapter Four:
Gods, Monsters,
and Cultists

“There are horrors beyond life’s edge that within the little-known book called The Festi-
we do not suspect, and once in a while man’s val. Written in 1823, it is supposedly a true sto-
evil prying calls them just within our range.” ry of rites performed by witches in Kingsport,
—H. P. Lovecraft, The Thing on the Door- Massachusetts. The text, written in the form of
step a narrative, speaks of a “belching column of
sick greenish flame.” Oddly, the tome also de-
scribes a cavern, a dark lake, and weird fungus.
Lesser Gods If this is true, then perhaps Aelologgtho can
not only be summoned to distant shores, but
can overlay his lair on top of existing reality. Of
course, it is possible the author heard of the
Aelologgtho ancient rite from some long forgotten means
and merely transplanted it to a different land
Horror Rating: 2 in his writing.
Born at the dawn of the universe, the green Associated Rituals: Call Aelologgtho,
flame Aelologgtho is a living entity, albeit one Commune Aelologgtho
that possesses no mind as humans could com-
prehend. Not even those wise in the elder lore
know its origin or nature, but it is certainly not The Fire Mist
a Great Old One, for they are fortunately few
in number. Horror Rating: 6
Nebulous in form, and often accompanied Whether or not mankind’s distant ancestors
by the blasphemous Courtiers of Azathoth, it ever worshipped fire shall never be known. It
might be one of the Daemon Sultan’s avatars, is certainly true that fire was venerated in more
a spawn of some unholy birthing of that most recent times, as evidenced by Zoroastrianism.
eldritch god, or perhaps related in some way What few scholars realize is that the various
to the mysterious Fire Mist that men know of fire religions are descended from an older and
only through its fiery offspring. darker faith.
The entity has no capacity for speech, and In times long past, a vast idiotic entity
aside from accepting sacrifices, appears to have known as the Fire Mist swept through the
no interest in mankind. Those foolish enough Solar System on its unending journey through
to step into its flame are never seen again, the universe. Descending from its nebulous
though whether they are incinerated or trans- mass, a number of its offspring found their way
ported to another dimension is unknown. to earth, where they encountered the inhabi-
It is mentioned only once in eldritch lore, tants of now-lost Lemuria. To those prepared

67
Cthulhu Codicil
to accept them, they taught much elder lore Strength 5, Charisma 0, Intelligence 0, Will-
before retreating once more into the heavens. power 2
As its name suggest, the Fire Mist is a nebu- Secondary Attributes: Size 1, Move 7 (14)*,
lous maelstrom of fire. Rarely is it summoned Perception 4, Initiative 2, Defense 6, Stun 5,
to Earth, for its mere presence is enough to set Health 8, Horror 3
fire to vegetation and inflict hideous burns on Skills: Athletics 6, Brawl 6, Stealth 4**, Sur-
animals within a 50 foot radius. In game terms, vival 5
anyone within the Fire Mist’s proximity suffers Talents: Alertness (+2 Perception rating)
4L caustic fire damage per combat round. Resources: —
Associated Rituals: Call Fire Mist, Com- Flaws: Bestial (Cannot speak or use tools)
mune Fire Mist, Summon Child of the Fire Weapons: Bite 0N
Mist * Double their Move when running.
** Beasts of K’n-yan have a –1 Size penalty to
Stealth rolls.
Horrors Easy Gait: Beasts have a clumsy though
even gait, making them especially easy to ride
even without a saddle. A rider gains +2 to Ride
rolls when mounted on one.
Beast of K’n-yan
Known to the inhabitants of K’n-yan as Child of the Fire Mist
gyaa-yothn, the Beasts are used as mounts by
the ruling class and beasts of burden by the Children of the Fire Mist are balls of living
slave class. Their forelegs end in rudimentary fire some 8” across. They are highly intelligent
fingers, enabling them to carry objects while entities, though their ability to communicate
walking in a lumbering bipedal stance. The with humans is extremely limited. In order to
“hands” are too chubby for fine work. impart their wisdom, they must first enter a
Primarily quadrupedal, they have enormous host’s body. Once this is done, they flash men-
flabby bodies with black fur on their backs and tal images into their host’s mind. Despite their
a short, horn-like growth protruding from fiery nature, possession causes the host no in-
their foreheads. Carnivorous, they feast on the jury, though their faces glow with an unearthly
special slave-class reared for meat in K’n-yan. radiance. (It is for this reason many fire cultists
They are not natural creatures, but are the wear face veils.)
descendants of animals found roaming free The Children also have a malicious side.
in red-litten Yoth. These were later crossbred Once inside a host, they can emit heat so fierce
with humanoid slaves from K’n-yan. Behind it causes the victim to spontaneously combust.
the flat noses and bulging lips, their faces have Despite the intensity of the heat, surrounding
elements that are all too human in nature. materials are rarely more than lightly singed by
Reaction to Summoning: Beasts of K’n- proximity to the blazing body.
yan can be summoned only when within that Reaction to Summoning: Children of the
subterranean realm. Beasts are good only for Fire Mist are capable of understanding human
riding, pulling heavy loads, or carrying goods. speech, though they cannot converse save
These tasks they perform without reticence. through possession. Unless a magician quickly
states the service the Child is to perform, it
attempts to possess them. Children of the Fire
Beast of K’n-Yan
Mist are prepared to serve as tutors or assassins.
Follower 1
Archetype: Animal; Motivation: Survival; Child of the Fire Mist
Style: 1
Primary Attributes: Body 5, Dexterity 2, Ally 1

68
Gods, Monsters, & Cultists
Archetype: Alien Academic; Motivation: Sur- undertaken this act as a means of punishing
vival; Style: 1 transgressors. In all cases, the resulting child
Primary Attributes: Body 1, Dexterity 4, has many of their father’s features.
Strength 0, Charisma 0, Intelligence 4, Will- Most exhibit common traits—utterly hair-
power 3 less bodies, flattened facial features, and small,
Secondary Attributes: Size –4, Move 0 (Fly unblinking black eyes. Other traits include
8), Perception 7, Initiative 8, Defense 9, Stun scaly skin and enlarged canine teeth. Many
1, Health 2, Horror 2 Children of Yig cannot speak, but instead
Skills: Elder Lore 8, Empathy 8, Stealth 10* produce a hissing more commonly associated
Talents: Robust (+2 Health rating) with snakes.
Resources: — Children sent as a curse are rarely loved by
Flaws: Alien (Cannot speak or use tools) their parents. Those not killed at birth (an act
Weapons: Special (see below) sure to raise Yig’s ire to new heights) may be
* Children of the Fire Mist have a +4 Size bo- sold to freak shows or incarcerated in asylums
nus to Stealth rolls, but only in well lit areas. for the remainder of their days.
In areas of darkness, they have no bonus. Reaction to Summoning: Sired by a god
Alien Form: Children of the Fire Mist are they might be, but Children of Yig are counted as
totally immune to physical weapons, blessed human and cannot be summoned with magic.
or mundane. Their only weakness is water,
which is anathema to their existence. Each Child of Yig
squirt from a soda siphon inflicts 1L caustic
damage, while a bucket of water or sand causes Ally 1
1L caustic area effect damage. Archetype: Unholy Hybrid; Motivation: Sur-
Possession: To enter a host, a Child of the vival; Style: 1
Fire Mist merely need touch it. Against an un- Primary Attributes: Body 2, Dexterity 2,
willing target, this requires a touch attack, with Strength 2, Charisma 2, Intelligence 2, Will-
the entity using its Dexterity x 2 opposed by power 2
the Active Defense of its intended victim. Secondary Attributes: Size 0, Move 4, Per-
- Elder Lore: A globetrotter who accepts ception 4 (8), Initiative 4, Defense 4, Stun 2,
possession by a Child of the Fire Mist can Health 4, Horror 2
spend general Experience points to boost his Skills: Athletics 4, Brawl 4, Intimidation 4,
Elder Lore Skill. This can be done only while Stealth 4, Survival 4
the entity is present. Talents: Keen Sense (+4 smell-based Percep-
- Spontaneous Combustion: Instead of tion rating)
imparting wisdom to a host, the Child can gen- Resources: —
erate tremendous heat. This inflicts 3L damage Flaws: Disfigured (–2 penalty on all rolls
each combat turn and is a caustic area of effect where appearance is a factor)
attack. Weapons: Punch 4N
Radiate Heat: A Child can increase the air Blood of Yig: Children of Yig receive a +2
temperature around it to levels hot enough to bonus to Casting rolls when invoking Call Yig,
burn flesh and ignite inanimate objects. Any Commune Yig, and Summon Serpent Man.
object within 5 feet of the Child takes 1L dam-
age. This is a caustic area of effect attack.
Courtier of Azathoth
Child of Yig The court of the Dread Sultan is as chaotic
as the idiotic blind god that sits on the throne.
Yig, Father of Snakes, has been known to Around his seat of power swirl amorphous
bless worshippers by impregnating their wom- dancers, while musicians produce a cacopho-
enfolk with his abominable seed. He has also ny using whistles, pipes, and drums. Possessed

69
Cthulhu Codicil
of fluid form, these blasphemous courtiers are Tune of Terror: Courtiers can produce
best described as being something akin to a tunes so discordant they can shred the minds
frog, octopus, and jellyfish all at once. of mortals. This functions as the Fear ritual,
The standard tunes played by these repul- except the Courtier uses Performance as its
sive entities is alien to human ears, but not Casting roll.
especially harmful. They can, however, switch
to tunes capable of placing mortals in a light
trance, fixing them to the spot in terror, and Denizen of the Nameless
even driving listeners insane.
Reaction to Summoning: Courtiers exist City
for only one purpose—to make music pleasing
to the alien senses of their deranged master. Deep within the bowels of the Nameless
Fortunately for mortals, the alien musicians City, in sarcophagi of wood and glass, lie the last
are prepared to alter their tunes to attract the of its builders. Whether they are dead or merely
notice of specific beings. in torpor is as yet unknown, for no explorer has
walked the echoing halls. It may be they exist
in a state in between life for death, for the mad
Courtier of Azathoth
Arab Abdul Alhazred wrote of the Nameless City,
Follower 3* “That is not dead which can eternal lie, And
Archetype: Alien Artist; Motivation: Survival; with strange aeons even death may die.”
Style: 0 No book save the Necronomicon speaks of
Primary Attributes: Body 4, Dexterity 2, the Denizens, and even then it is only in cryptic
Strength 3, Charisma (4)**, Intelligence 2, verse. Thus, the origins of this unnamed race
Willpower 3 remain a mystery. They may, like other races,
Secondary Attributes: Size 0, Move 5, Percep- have descended from the stars. On the other
tion 5, Initiative 4, Defense 6, Stun 4, Health hand, it is entirely possible they originated on
7, Horror 5 earth, a precursor to humanity.
Skills: Athletics 8, Brawl 8, Intimidation 9, Regardless, they are relatively small quad-
Performance 9 rupeds, measuring around five feet in length.
Talents: Captivate (Can temporarily entrance They are distinctly reptilian, though their fore-
opponents), Fearsome (Can temporarily fright- limbs are reminiscent of human hands. Their
en opponents), Skilled Assistant (Provides a heads are their most hideous aspect, having
+4 Teamwork bonus; see below) a pronounced forehead, horns, no nose, and
Resources: — jaws not unlike an alligator.
Rituals: Courtiers know all Summon rituals That they are intelligent is evidenced not
Flaws: Alien (Cannot speak or use tools other only by the grand city they erected on a shore-
than their instruments) line now consumed by desert sands, but by
Weapons: Tentacle slap 8N the clothes and jewelry with which they were
* Courtiers of Azathoth are treated as Follower interred. Although learned in architecture,
1 for the purpose of the Summon Courtier of and once possessing mercantile skills sound
Azathoth ritual. enough to make their city a trading hub, there
** Charisma is used only to determine the is no evidence the Denizens developed any-
Courtier’s Intimidation & Performance ratings. thing more than rudimentary technology.
Alien Form: The alien nature of a Courtier Save for disease and injury, the Denizens of
renders it immune to non-magical weapons. the Nameless City are nearly immortal. Their
Rituals inflict injury as normal, as can acid, lives are measured in millennia, and death can
electricity, and fire. be staved off indefinitely by entering a state
Music of Azathoth: Each Courtier present not unlike hibernation.
grants a magician a +2 Teamwork bonus when Reaction to Summoning: Given they are
casting any Call, Commune, or Summon ritual. unknown to the outer world, the Summon

70
Denizen of the Nameless City ritual should be Reaction to Summoning: Feasters are
extremely rare. If the Gamemaster desires, the perpetually hungry. A magician who provides
race could merely be slumbering, so casting a summoned creature with a human sacrifice
the ritual could awaken a small number. Given can earn its cooperation for a short period.
the remote location of their lair, they are most Typically, Feasters agree to perform only a sin-
unlikely to bother venturing out in search of gle task—to feast on living creatures.
whoever disturbed their sleep (which is fortu-
nate for the magician). Feaster from the Stars
Denizen of the Nameless City Follower 2
Archetype: Alien; Motivation: Survival;
Ally 2 Style: 1
Archetype: Alien; Motivation: Survival; Primary Attributes: Body 4, Dexterity 3,
Style: 1 Strength 5, Charisma 1, Intelligence 1, Will-
Primary Attributes: Body 3, Dexterity 2, power 3
Strength 4, Charisma 2, Intelligence 2, Will- Secondary Attributes: Size 1, Move 8, Percep-
power 2 tion 4, Initiative 6, Defense 6, Stun 4, Health
Secondary Attributes: Size 0, Move 6, Per- 10, Horror — (4 if seen)
ception 4, Initiative 4, Defense 5 (7)*, Stun 4, Skills: Athletics 10, Brawl 10, Stealth 6*
Health 7, Horror 3
Skills: Academics: History 5, Athletics 5, Brawl
5, Diplomacy 4, Empathy 4, Intimidation 5,
Stealth 5
Talents: Iron Jaw (+1 Stun rating), Robust
(+2 Health rating)
Resources: —
Flaws: Primitive (–2 penalty on any Skill roll
related to modern technology)
Weapons: Punch 5N, Bite 5L
* Scaly skin gives a +2 Passive Defense bonus.

Feaster from the Stars


Whether Feasters from the Stars live in the
cold expanse of outer space or on some distant
world orbiting a nameless sun is unknown,
for while they can understand human speech,
they cannot converse in return. The appear-
ance of these mysterious beings is known
to only a small few sorcerers, the creatures
being naturally invisible to human eyes. The
descriptions that exist are vague, speaking of
them only in terms of rending claws, grasping
tentacles, crunching beaks, and pulsating sacs
with the appearance of human brains.
Among those versed in elder lore, it is
widely agreed that a Feaster from the Stars was
responsible for the death of Abdul Alhazred,
author of the Al-Azif.

71
Cthulhu Codicil
Talents: Quick Reflexes (+2 Initiative rating), bal cult of forbidden Leng (see p. 166), for they
Robust (+2 Health rating) are protected by a terrible curse. When sum-
Resources: — moned by the theft of an amulet, the Hound’s
Flaws: Alien (Cannot speak or use tools) only reaction is to hunt down and slaughter
Weapons: Grapple 10, Bite 11L, Crush 10N the perpetrator, and return the amulet to its
Invisibility: Feasters are naturally invisi- rightful owner.
ble. Unless under the effects of a Voorish Sign The presence of the Hound is first heard
or Powder of Ibn Ghazi, rolls to detect and as a spectral baying on the night wind. Initial-
then attack them are subject to a –8 penalty. ly the sound is faint, as if originating a great
Rend: A Feaster’s preferred method of distance away. Slowly but surely the volume
attack is to grapple an opponent and then, on increases as the Hound draws ever nearer its
subsequent rounds, tear its victim apart using doomed target.
its several beaks. The Hound takes the form of an enormous
* Have a –1 Size penalty to Stealth rolls. black dog with batlike wings protruding from
its back. It is a relentless hunter and has no
concept of mercy. Once it reaches its prey it at-
The Hound tacks without warning, rapidly reducing them
to a quivering mass of cracked bones and strips
Woe to those foolish enough to steal one of of bleeding flesh.
the repulsive jade amulets worn by the canni- Reaction to Summoning: No Summon
Hound ritual exists. It cannot be bargained or
reasoned with.

The Hound
Follower 2
Archetype: Alien; Motivation: Preservation;
Style: 1
Primary Attributes: Body 3, Dexterity 3,
Strength 5, Charisma 0, Intelligence 1, Will-
power 3
Secondary Attributes: Size 0, Move 8 (Fly
16)*, Perception 4, Initiative 4, Defense 6, Stun
3, Health 6, Horror 4
Skills: Brawl 10, Stealth 8, Survival 6
Talents: Flurry 2 (Can attack same opponent
twice at no penalty)
Resources: —
Flaws: Bestial (Cannot speak or use tools)
Weapons: Bite 11L, Claw 11L
* Creatures with four or more legs double
their Move rating when running.
Alien Form: The Hound is immune to all
physical damage, including blessed weapons.
Other rituals inflict damage as normal.
Relentless Hunter: Slaying the Hound
provides only temporary reprieve. The next
sunset, it returns to the hunt fully healed. The
only way to escape the hunt is to return the
stolen amulet to its rightful owner.
Gods, Monsters, & Cultists
Serpent Man Strength 3, Charisma 1 (2)*, Intelligence 3,
Willpower 3
Within the mold-stained pages of certain Secondary Attributes: Size 0, Move 5, Percep-
books of elder lore is mentioned Valusia, a lost tion 6 (10), Initiative 5, Defense 5 (6)**, Stun
continent that existed before the rise of the dino- 3, Health 6, Horror 3
saurs. This ancient land, it is said, was ruled by a Skills: Academics: History 5, Brawl 5, Diplo-
race of Serpent Men. Cruel and cunning, wise in macy 3 (4), Elder Lore 4, Empathy 6, Investi-
the ways of alchemy and magic, they could not gation 4, Linguistics 4, Science: Chemistry 5,
prevent the destruction of their ancestral home- Stealth 5
land and the collapse of their mighty empire. Talents: Keen Sense (+4 scent-based Percep-
Here the elder lore varies. One tale speaks tion rating), Skill Aptitude (+2 Empathy rating)
of how the Serpent Men sought refuge in Yoth, Resources: —
where they constructed a new city. This attempt Rituals: Serpent Men know at least four rituals
at creating a new civilization was brought low of the Gamemaster’s choosing
by Yig, for his once-devout servants had turned Flaws: Animal Antipathy (–2 penalty on any
to the worship of foul Tsathoggua. The ac- roll relating to animals)
count ends with the Serpent Men fleeing Yoth Weapons: Bite 6L, Claw 6L
for sanctuary beneath Mount Voormithadret, * When disguised as a human, Serpent Men
which stood on doomed Hyperborea. have Charisma 2 for the purposes of social in-
Other stories have the Serpent Men scatter- teraction only. Changes to Skills are indicated
ing to the dense jungles of what is now India in parentheses.
and Indochina. Here they were worshipped by ** Scales grant it +1 Passive Defense.
primitive humans, who gave the Serpent Men Disguise: All Serpent Men know a ritual
the title “naga.” Mankind eventually rose up that shrouds them in the illusory form of an
to overthrow the abominations, forcing them ordinary-looking human. The ritual remains in
to find refuge in deep caves, where, so legend effect for one day per success on the Casting
insists, they remain to this day. roll, but can be dropped, revealing the crea-
Serpent Men appear to be a blasphemous ture’s true form, as a free action.
hybrid of serpent and human—upright, Hypnotize: By staring into an opponent’s
ophidian, and having two arms and legs. eyes, a Serpent Man can place them in a light
Their fingers and toes are tipped with sharp trance. This functions as the Captivate Talent,
talons and long fangs extend from their upper except the Serpent Man uses its Willpower x 2
jaw. Their sense of smell is so acute it allows in place of Performance.
them to deduce human emotions by means of Venom: After a successful bite attack, a
pheromones. They prefer to cover their forms Serpent Man injects venom into its victim. A
in heavy, hooded robes. poisoned character makes a Body roll against
Reaction to Summoning: A Serpent Man a Toxin rating of 3. If the character fails this
is most likely to answer a summons in disguise. roll, he takes one point of nonlethal damage
Treated with respect, Serpent Men are happy for each point by which he failed the roll.
to share their knowledge of alchemy and magic Warrior Caste: Not all Serpent Men are
with humans. The deal must be a like-for-like scholars. A member of the warrior caste drops
transaction, though, for Serpent Men are keen Investigation and Linguistics in favor of Melee
to increase their knowledge. 5. It is armed with a scimitar (3L).

Serpent Man Star-Spark (Swarm)


Ally 2
Archetype: Alien; Motivation: Survival; Star-Sparks (the only name by which they
Style: 1 are recorded) inhabit the void between the
Primary Attributes: Body 3, Dexterity 3, stars. Individually, they are minute creatures,

73
Cthulhu Codicil
no larger than a flea and incapable of harming Defense to avoid this. A Star-Spark delivers 3L
other creatures. Star-Sparks rarely travel alone, caustic damage with a successful attack.
though, but instead clump together in swarms
measuring several feet across. When present
on earth, the glowing cloud they form is often Tcho-Tcho
referred to by observers as ball-lightning.
An individual Star-Spark has a dim-intellect, Indigenous to Indo-China, the Tcho-Tcho
but together they form a hive mind with greatly are an abominable race. Once human, centuries
heightened intelligence. The hive is capable of of inbreeding and participation in cannibalistic
high-pitched, buzzing speech. rites have caused them to become degenerate
Star-Sparks summoned to earth are unable savages. The Tcho-Tcho have long worshipped
to depart back to their airless realm until they the Great Old Ones, with particular homage
have built-up sufficient energy. This they do paid to Yig and Shub-Niggurath.
through electrocuting victims and draining Formerly found only in Burma, they were
their life force. Once they have inflicted a total first encountered by Europeans in the early
of 10L damage, they disappear in a tremendous 19th century, though talk of their wickedness
thunderclap and brilliant flash. was already commonplace from interaction
Reaction to Summoning: Star-Sparks with friendlier tribes. The first Westerners to
seek only to return to the expansive heavens. record any information about the Tcho-Tcho
A sorcerer of sufficient persuasiveness or was an expedition sponsored by the British
intimidating voice can convince the swarm East India Company.
to attack a target of his choosing. Failure to Disgusted at the contents of their first-hand
convince them quickly sees them turn on the report, the Company, in the guise of preventing
summoner. Burmese expansion, launched a series of wars
intended to eradicate the Tcho-Tcho. Many of
Star-Spark (Swarm) the vile cannibals were slaughtered, but far
more melted away into the dense jungle.
Follower 1 Little remains of their former civilization
Archetype: Monster; Motivation: Survival; save one or two ruined cities. Constructed
Style: 0 in ages past, before the Tcho-Tcho fell to de-
Primary Attributes: Body 0, Dexterity 5, generacy, their walls were smashed and their
Strength 0, Charisma 0, Intelligence 2, Will- snake-headed idols toppled by the British.
power 5 Reaction to Summoning: Tcho-Tcho can-
Secondary Attributes: Size 0, Move 5 (Fly not be summoned through rituals.
10), Perception 7, Initiative 7, Defense 5, Stun
N/A, Health 13*, Horror 3
Tcho-Tcho Tribesman
Skills: Brawl 10
Talents: Finesse Attack (Uses Dexterity with Follower 1
Brawl) Archetype: Cultist; Motivation: Survival;
Resources: None Style: 0
Flaws: Bestial (Can’t speak or use tools) Primary Attributes: Body 3, Dexterity 2,
Weapons: Electrical discharge 3L caustic Strength 3, Charisma 1, Intelligence 1, Will-
* Immune to nonlethal damage and cannot power 2
be stunned. Secondary Attributes: Size 0, Move 5, Percep-
Alien Form: Star-Sparks are totally immune tion 3, Initiative 3, Defense 5, Stun 3, Health
to physical weapons, blessed or mundane. Their 7, Horror 1
only weakness is damaging area-effect rituals. Skills: Archery 4, Athletics 4, Brawl 4, Melee 4,
Electric Shock: Star-Sparks attack using Stealth 4, Survival 4
a touch attack that delivers a powerful elec- Talents: Robust (+2 Health rating)
trical shock. Targets may use only their Active Resources: None

74
Gods, Monsters, & Cultists
Flaws: Primitive (–2 penalty on any Skill roll slab in the graveyard, though none knew to
related to modern technology; +1 Style point what purpose. Stranger still, the old man was
whenever their primitive nature hampers them buried in the crypt of his house, having first
or causes trouble) placed a sturdy padlock on the attic door. That
Weapons: Punch 4N, Bow 6L, Hand axe 6L the house was now deserted did not stop talk
of noises emanating from that lofty chamber.
Tcho-Tcho Priest The last person to venture near the building
was a young lad, a curious souls whose insis-
Follower 2 tence of peering through the attic window was
Archetype: Cultist; Motivation: Faith; Style: 0 rewarded with insanity.
Primary Attributes: Body 3, Dexterity 2, That something haunted the house was
Strength 3, Charisma 2, Intelligence 2, Will- evident, but no accurate description was ever
power 3 formed. In some tales, it was possessed of horns
Secondary Attributes: Size 0, Move 5, Percep- and hooves, perhaps akin to the Devil whose
tion 5, Initiative 4, Defense 5, Stun 3, Health witch-cult once terrorized Arkham. Others spoke
6, Horror 1 of it as gelatinous, with ever-changing forms.
Skills: Athletic 4, Brawl 4, Elder Lore: Crea- Reaction to Summoning: The fiend cannot
tures 4, Elder Lore: Great Old Ones 4, Elder be invoked using the Summon (Horror) ritual.
Lore: Locations 4, Intimidation 6, Stealth 4,
Survival 4 The Unnamable
Talents: Fearsome (Can temporarily frighten
opponents) Follower 3
Resources: Status 1 (Tcho-Tcho priest; +2 Archetype: Monster; Motivation: Survival;
Social bonus) Style: 2
Rituals: Call Yig, Commune Shub-Niggurath, Primary Attributes: Body 5, Dexterity 3,
Commune Yig, Summon Spawn of Yig, Sum- Strength 5, Charisma 1, Intelligence 2, Will-
mon Spawn of Shub-Niggurath power 3
Flaws: Primitive (–2 penalty on any Skill roll Secondary Attributes: Size 0, Move 7, Percep-
related to modern technology; +1 Style point tion 5, Initiative 4, Defense 7, Stun 5, Health
whenever their primitive nature hampers them 10, Horror 5
or causes trouble) Skills: Athletics 10, Brawl 10, Intimidation 6,
Weapons: Punch 4N, Bow 7L, Hand axe 7L Stealth 7
Talents: Flurry 2 (May attack same opponent
twice at no penalty), Robust (+2 Health rating)
The Unnamable Resources: None
Flaws: Bestial (Can’t speak or use tools)
Leering over the old burial ground in Weapons: Claws 11L, Hooves 10N, Horns 11L
Arkham, where the moldering remains of the
great and good rest side-by-side with those
whose lives amounted to nothing more than a Mundane Beasts
brief flicker of hope, is a deserted house erect-
ed in the 17th century.
No one has entered the house since it
was abandoned. Its last owner was an elderly, Penguin, Giant Albino
embittered man. Tales passed down through
Arkham’s superstitious generations tell of Standing between seven and eight feet tall,
things seen at the windows, and of injuries of these grotesque birds are the largest of all pen-
horns, hooves, and paws inflicted on unfortu- guin breeds. Descended over millions of years
nates who chose to ride past the house at night. from the elder penguins who once inhabited
Before the man died, he erected a blank Antarctica, and found only in the eons-old,

75
Cthulhu Codicil
frost-encrusted ruins of the Elder Thing’s dread rites passed down from elder times,
abandoned and night-cloaked city, they are dance wildly around blazing bonfires to insane
completely blind and suffer from albinism. piping, and offer sacrifices of black cockerels,
Reaction to Summoning: As mundane, black goats, and human children. Where once
albeit highly unusual, animals, giant albino they worshipped on an island in the Miskaton-
penguins cannot be summoned through the ic River, the cult now meets in a dark ravine
Summon Horror ritual. The Summon Beast beyond Meadow Hill, where stands a curious
ritual affects them as normal. white stone about which no vegetation grows.
The numbers three and 13 are important
Penguin, Giant Albino in witchcraft. The Arkham cult has three ranks,
each comprising 13 members. At the top are
Follower 1 the masters, wise in the ways of the outer gods
Archetype: Animal; Motivation: Survival; and their profane ceremonies. Keziah Mason
Style: 1 is the acknowledged head of the cult, though
Primary Attributes: Body 4, Dexterity 2, she attends rituals only on the most important
Strength 3, Charisma 0, Intelligence 0, Will- nights of the year. Each master has one acolyte,
power 2 a discipline eager to learn the eldritch lore
Secondary Attributes: Size 1, Move 5 (Swim and, one day, take his place among his supe-
10), Perception 2 (6), Initiative 2, Defense 5, riors. Each acolyte in turn has an initiate, one
Stun 5, Health 7, Horror 2 who has yet to sign his name in the book of
Skills: Brawl 6, Stealth 4*, Survival 4 Azathoth and receive their secret name.
Talents: Keen Sense (+4 hearing-based Per-
ception rolls) Typical Member
Resources: —
Flaws: Bestial (Cannot speak or use tools), Blind Contrary to what some residents of Arkham
(Automatically fails any roll requiring sight) believe, the members of the witch-cult are not
Weapons: Peck 6L degenerates living in the town’s dark and dank
* Giant albino penguins suffer a –1 Size pen- back alleys. They are men and women of good
alty on Stealth rolls. standing—bank clerks, businessmen, doctors,
store owners, and teachers. All share one trait—a
lust for forbidden knowledge, and with it power.
Cults Ally 1
Archetype: Cultist; Motivation: Power/Truth;
Style: 0
Primary Attributes: Body 2, Dexterity 2,
Arkham Witch-Cult Strength 2, Charisma 2, Intelligence 2, Will-
power 3
When people speak of witch-haunted Secondary Attributes: Size 0, Move 4, Percep-
Arkham, they are not being poetic or fanciful. tion 5, Initiative 4, Defense 4, Stun 2, Health
Since at least the early days of the 17th centu- 5, Horror —
ry, a coven of witches has gathered to practice Skills*: Academics: Occult 4, Brawl 4, Elder
their fell arts and give praise to the Black Man, Lore: Great Old Ones 4, Melee 4
an avatar of Nyarlathotep. Talents: Iron Will (+1 Willpower rating)
Initiates into the aged witch-cult are required Resources: Rank 0 (Arkham Witch-Cult; +1
to stand before the Black Man and sign their Social bonus)
name in blood in the book of Azathoth. They Rituals: Commune Shub-Niggurath, Fear
then receive a secret name, one to be used only Flaws: Fanatical (+1 Style point whenever
among those who worship the Great Old Ones. their devotion causes harm or they convert
Under cover of darkness, they chant praise someone else to their way of thinking)
to Azathoth and Shub-Niggurath, practice Weapons: Punch 4N, Dagger 5L

76
Gods, Monsters, & Cultists
* Each member has two Skill point left unas- orgies take place under the watchful gaze of
signed. The Gamemaster should assign these the Black Scorpion between late October and
to based on the cultist’s normal occupation. November, when the sun is in the constellation
of Scorpio. Human sacrifices are offered to the
Black Scorpion at this time. Snatching them up
The Black Scorpion in his pincers, he crushes the life out of the
offerings and pierces their flesh before sucking
Brotherhood out their juices.
All initiates must undergo the “sting of the
Babylonian stories of scorpion men are black scorpion.” This involves being stung on
based not on fanciful imagination, but on the right forearm by one of the black scorpions
one of Nyarlathotep’s many unholy avatars. found in every cult temple. In those found
In this instance, it is the body of a monstrous worthy, the venom causes a black mark in the
scorpion with the upper body of a man. The shape of a capital “Y” overlaid with a capital
monstrosity is covered in black chitin and has “L” to rapidly develop. This stylized scorpion is
a large barbed tail. the cult’s symbol. Those found unworthy die
The cult’s origins actually lie in prehis- in agonizing pain within a few moments.
toric Egypt. Founded in predynastic Upper Historical Note: Narmer’s destruction of
Egypt in during the rule of a king known to Scorpion II’s temples and statues, not to men-
modern Egyptologists as Scorpion I, the cult tion scouring his name from official records,
maintained a low profile for a century, insidi- was so thorough that his existence remains
ously widening its influence and gathering its unknown to Egyptologists until 1898, when a
strength. During the reign of Scorpion II (c. macehead bearing his name is unearthed in Hi-
3150 BC) it finally emerged from the shadows erakonpolis by James E. Quibell (1867-1935)
to become the dominant religion. and Frederick W. Green (1869-1949).
Its reign of terror was short-lived. Disgust-
ed at the abhorrent rituals undertaken by the Minerva Clarke
insane priests, Narmer, a king of Lower Egypt
declared open war. Following a series of brutal Scorpions aren’t native to Great Britain,
engagements, the feared cult was driven un- but London is a melting pot of cultures, with
derground. Narmer unified Egypt and became immigrants settling there from across the Em-
its first pharaoh. Fear of the Black Scorpion pire. Little surprise then that the Brotherhood
never waned, as evidenced by the influence of of the Black Scorpion has a small cell in the
the goddess Serket, healer of scorpion stings. heart of the city’s overcrowded East End.
Although its headquarters still lies in Egypt Minerva Clarke is a prostitute. Although
(in a secret valley near the necropolis of Umm forced into the trade through poverty, the at-
El Ga’ab), the cult now stretches across the tractive young woman actually enjoys her job.
globe. Wherever there are scorpions, the cult Possessed of perverse sexual desires, her work
has a presence. allows her to live out her darkest dreams in the
As an aside, anthropologists have long flesh. One of her clients, a wealthy business-
known that female scorpion deities are always man with unconventional sexual needs, saw
benevolent, offering protection against stings. the darkness within Minerva and offered her
That their temples and cults were founded to initiation into the Brotherhood.
combat an evil male scorpion cult is theorized Recently her lusts have taken a much
only by anthropologists regarded as crackpots darker turn. At the moment of sexual climax,
by their peers. Minerva uses a ring concealing a small needle
The Brotherhood (which accepts women) to prick her johns’ exposed flesh. While she
has no real unity and no long-term goals. bucks and writhes in unbridled sadistic plea-
Members are encouraged to engage in their sure, the fast-acting venom claims the life of
wildest desires and perversions. Debased her convulsing victim.

77
Resources: Rank 1 (Brotherhood of the Black
Scorpion; +2 Social bonus)
Rituals: Commune Nyarlathotep (Black Scor-
pion avatar), Control Animal (scorpions only),
Elder Sign, Fear, Harm, Summon Black Winged
One
Flaws: Sadism (+1 Style point whenever she is
needlessly cruel to her friends or enemies)
Weapons: Punch 4N, Poison needle (see be-
low)
Poison Needle: Pricking a victim causes
no damage. The venom has a Toxin rating of
4. A total of 15 successes on a Body x 2 roll
are required to negate the poison, with each
roll taking one combat turn. Until the venom
is neutralized, the victim suffers 2L caustic
damage each combat turn.
The ring holds only one dose. Minerva car-
ries a small silver vial holding four additional
doses of the potent venom.

Typical Member
Given that perversity is not limited to any
particular culture, class, occupation, or gen-
der, there is no such thing as a typical member.
The lower tiers are primarily filled with mem-
bers of the lower class, though. In return for
access to drugs, money, and sex, they act as the
Brotherhood’s muscle. The example below is
a petty thug, of which London boasts many
thousands of examples.
Patron 2 Ally 1
Archetype: Everyman; Motivation: Faith; Archetype: Everyman; Motivation: Greed;
Style: 2 Style: 0
Primary Attributes: Body 3, Dexterity 2, Primary Attributes: Body 2, Dexterity 2,
Strength 3, Charisma 3 (4), Intelligence 3, Strength 2, Charisma 2, Intelligence 2, Will-
Willpower 4 power 2
Secondary Attributes: Size 0, Move 5, Percep- Secondary Attributes: Size 0, Move 4, Percep-
tion 7, Initiative 5, Defense 5, Stun 3, Health tion 4, Initiative 4, Defense 4, Stun 2, Health
7, Horror — 4, Horror —
Skills: Athletics 4, Brawl 4, Con 6 (Seduction Skills: Athletics 4, Brawl 4, Intimidation 4,
7), Elder Lore: Artifacts 4, Empathy 5, Linguis- Larceny 4, Melee 4
tics 4, Melee 6, Spying 5, Stealth 5, Streetwise Talents: —
5 (Carousing 6) Resources: Contacts 1 (Criminals; +2 bonus),
Talents: Attractive (+1 Charisma when dealing Rank 0 (Brotherhood of the Black Scorpion;
with people), High Pain Tolerance (Remains +1 Social bonus)
conscious and ignores wounds penalties until Flaws: Belligerent (+1 Style point whenever
–3 Health), Poison Tolerance (+2 bonus to their aggressive attitude causes trouble)
Body rolls relating to poisons and drugs) Weapons: Punch 4N, Club 5N, Dagger 5L

78
Gods, Monsters, & Cultists
The Black Triad ing humanity, destroying reality, or releasing
the Great Old Ones. It seeks only to serve, and
After conquering Mecca and destroying by serving, the cult members prosper.
the many pagan idols standing in the city, the
Prophet Mohammed sent out expeditions Sebele
to destroy other centers of pagan worship.
Among the many targets was the temple of the The good people of Little Thornby are
goddess al-Uzza at Nakhla, whose shrine took simple, Christian folk who, like their ances-
the form of three trees. tors, till the land. They would be mortified to
Having hacked down the first tree as ordered, learn that the lord of the manor, Squire Hora-
General Khalid ibn al-Walid (585-642) returned tio Thornchild, was keeping a woman in his
to Mohammed to report his victory. On learning house, especially since the woman in question
that Khalid had seen nothing else, the Prophet is a black-skinned native of the some distant
sent him back to destroy the second tree. Return- land whose appearance could curdle milk and
ing victorious, Khalid once again reported that whose faith was about as unchristian as one
nothing else transpired. Sent back to the temple could get. There is already enough scandal
a third time, Khalid this time encountered a na- concerning the squire, who has dismissed his
ked black priestess, her hair wild and knotted, staff and replaced them with black Ethiopians.
her teeth filed to sharp points. A native of Ethiopia, Sebele is a priestess of
Of the 30 men who accompanied Khalid, the Black Triad. Captured following an attack
nine were slain by the wild Ethiopian priest- on a British patrol led by the then Captain
ess before she was cut in twain. The third tree Thornchild, she was dragged before the young
was then cut down. Hearing his general’s story, officer for questioning. Despite her ghastly
Mohammed nodded sagely and declared that appearance and primitive nature, Thornchild
the goddess had finally been slain. instantly became enamored of the savage
During the same month as Khalid’s raids, woman.
Said bin Zaid Al-Ashhali was sent to pacify Rumors began spreading within a week.
other tribes and smash their idols. Here too, Instead of being thrown into jail to rot, Sebele
one of the shrines was protected by a vicious, was frequently seen at Thornchild’s side,
naked Ethiopian priestess. though only ever while in camp. When Thorn-
Mohammed and his generals had no way child was in the field, she remained in his tent,
of knowing that the Ethiopian women were chanting in a heathen tongue day and night.
members of related sacred cults. The pagan Other officers began to speak poorly of the
Arabs knew them as a sibling triad. Highest of fraternization, which was hardly becoming of
the three was al-Uzza, whose names included an officer and a gentleman. Common soldiers
The Mighty One and Grandmother. As noted grew to fear the black-skinned woman, whose
above, her shrines were three trees. Allat, also eyes could tear through a man’s soul with a
known as The Goddess or Black Mother, had mere glance. When Thornchild learned that
shrines in the form of single standing stones. the general, tired of the rumors, intended on
Last was Manat, the Black Child, to whom having Sebele executed as a spy, Thornchild
sacrifices were made on a black stone altar. In resigned his commission and returned to Eng-
reality, each was an aspect of Shub-Niggurath. land with Sebele in tow.
Although the cult had been violently sup- With her face riven with deep, ceremonial
pressed in Arabia, to which it had spread along scars, hair caked in filth, wild eyes, and sharp-
the Sabaean trade routes, the cult still exists in ened teeth, Sebele would never be accepted
the rugged highlands of Ethiopia and northern into British society. Squire Thornchild keeps
Italian Eritrea. Shunned by other natives, the her sequestered in his manor. She is no pris-
cult has taken to preying on Italian missionar- oner, for she has become the true master of
ies and troops in Eritrea’s highlands. the household.
The cult has no pretensions about enslav- Under her dark guidance, Thornchild has

79
Cthulhu Codicil
brought several tenant farmers and neighbor- Viking berserkers—whose life exists to serve
ing landowners into his trust. Together, they the whims of the priestesses.
have become servants of the Black Triad, pro- Ally 1
tecting their priestess and offering sacrifices of Archetype: Everyman; Motivation: Faith;
human blood to keep their lands prosperous. Style: 0
Sebele’s gaunt frame and thin limbs hide Primary Attributes: Body 2, Dexterity 2,
phenomenal strength and robustness. She is Strength 3, Charisma 1, Intelligence 2, Will-
more than capable of throwing a grown man power 2
across a room, or tearing out his throat with Secondary Attributes: Size 0, Move 5, Percep-
one savage bite. tion 4, Initiative 4, Defense 4, Stun 2, Health
Patron 3 4, Sanity —
Archetype: Clergyman; Motivation: Guard- Skills: Athletics 4, Intimidation 6, Stealth 4,
ian; Style: 0 Survival 4
Primary Attributes: Body 4, Dexterity 2, Talents: Fearsome Attack (use Intimidation for
Strength 4, Charisma 4, Intelligence 2, Will- unarmed attacks)
power 5 Resources: Rank 0 (The Black Triad; +1 Social
Secondary Attributes: Size 0, Move 6, Percep- bonus)
tion 7, Initiative 4, Defense 6, Stun 5, Health Flaws: Fanatical (+1 Style point whenever
9, Sanity — their devotion causes harm or they convert
Skills: Athletics 8, Elder Lore: Great Old Ones someone else to their way of thinking)
5 (Shub-Niggurath 6), Intimidation 9 (Stare- Weapons: Punch 6N, Bite 6L
down 10, Violence 10), Linguistics 4, Perfor-
mance 6 (Dancing 7), Stealth 6, Survival 5
Talents: Fearsome (Can temporarily frighten Bloody Order of the Sphinx
foes), Fearsome Attack (Uses Intimidation for
unarmed attacks), Inspire (Can grant allies with- Tourists visiting the majestic Giza Plateau
in 10 ft. a +2 bonus), Iron Jaw (+1 Stun rating) are informed that the sand-encrusted Sphinx
Resources: Rank 1 (Black Triad; +2 Social bears the noble face of Pharaoh Khafre, who
bonus) ordered it constructed around 2500 BC. In
Rituals: Call Shub-Niggurath, Commune reality, the Sphinx was constructed before the
Shub-Niggurath, Raise Dead, Summon Spawn first pharaoh unified the Twin Lands of Egypt,
of Shub-Niggurath and once possessed an abominable visage—
Flaws: Disfigured (–2 penalty on all rolls the face of the living Sphinx. This truth is
where her appearance is a factor; +1 Style known only to members of the Bloody Order
point whenever she is rejected because of her of the Sphinx, a foul cult that has worshipped
appearance), Primitive (–2 penalty on any Skill the abhorrent entity since time immemorial.
roll related to modern technology; +1 Style In a vast cavern of immeasurable age exca-
point whenever her primitive nature hampers vated deep beneath the plateau, worshippers
her or causes trouble) offer human sacrifices to appease the blasphe-
Weapons: Punch 10N, Bite 10L mous monstrosity and secure its favor.
The cult’s leaders are adept at enticing
new worshippers into the fold by promising
Typical Member
whatever they think native Egyptians want to
The cult only accepts women, though it hear. In the present era, they are informed that
cares nothing about culture, color, or former loyalty will be duly rewarded by the overthrow
faith. All are expected to go about naked, shun of British rule.
washing or cutting their hair, and file down
their teeth. Insane through frequent abase- Husam al Din
ment before one of the Black Triad, they are
bloodthirsty harpies—female versions of the Gamemasters will require the Guide to

80
Gods, Monsters, & Cultists
Mummies to get full usage from this charac- gion 5, Athletics 5, Brawl 6, Con 6, Diplomacy
ter. 4, Elder Lore: Great Old Ones 6, Empathy 6,
Husam al Din appears to be an unassuming Intimidation 6, Linguistics 6, Streetwise 5
Egyptian of indeterminable age. Tall and thin, Talents: Fearsome (Can temporarily frighten
he is possessed of remarkable fortitude and foes), Inspire (May grant a +2 Skill bonus to
wiry strength. He works as a tour guide, escort- all allies within 10 feet), Rabble-rouser (Can
ing wealthy foreigners around the magnificent boost Followers as if it were a Talent)
sites of the Giza Plateau and keeping away the Resources: Artifact 1: Ankh (+1 Body rat-
swarms of beggars that plague tourists. He is ing)*, Contacts 1 (Egyptologists; +2 bonus),
often found either at the plateau or outside the Rank 3 (Bloody Order to the Sphinx; +4 Social
major hotels in Cairo. bonus)
Husam al Din was born Djehontyhetep, Rituals: Call Sphinx**, Channel Dead, Com-
and served as a priest during the 12th Dy- mune Nyarlathotep (Black Pharaoh avatar),
nasty (1991-1802 BC). Utterly devoted to the Commune Sphinx, Fear, Harm, Lesser Hex,
Sphinx, Djehontyhetep was spared death by Summon Black Winged One, Summon Dimen-
the ghoul queen Nitocris herself, who awak- sional Shambler
ened his embalmed form as a living mummy Flaws: Overconfident (+1 Style point when-
that he might continue his work. No bandage ever he is forced to ask for help or when his
wrapped shambling corpse, Djehontyhetep bravado gets him in over his head)
was restored to how he looked in life. Weapons: Punch 6N
A further blessing was granted him when * Bonus Resource from his cult Rank.
Nitocris bestowed a form of immortality on ** This ritual works only in the temple of the
him by tethering his soul to a phylactery. The Sphinx. It brings the monster forth from the
sacred vessel takes the form of a small carved gaping cavern in which it slumbers. It is cast
hawk-headed sphinx, which rests in a niche in only during major ceremonies, when sacri-
the grand temple beneath Giza. fices are being offered.
In his guise as a guide, Djehontyhetep can Awaken Mummies: Can animate a number
ensure curious tourists do not accidentally of mummies in a combat or scene equal to his
stumble onto one of the secret entrances to Charisma + Willpower.
the Sphinx temple. It also allows him to select Mesmerize: This ability functions as per the
suitable sacrifices. Djehontyhetep has devel- Captivate Talent, except the mummy rolls Cha-
oped numerous contacts among European risma + Willpower in place of Performance.
Egyptologists. Those who suspect the truth Phylactery: If the mummy’s physical form
about the age and nature of the Sphinx can is destroyed, its spirit automatically retreats to
be led astray with false information or, if they its phylactery to await rebirth.
delve too deeply, be made to disappear. Renewed Form: The mummy’s physical
Among his fellow cultists he is known as the appearance is as it was in life.
“Mouth of the Sphinx” and the “Right-Hand of
Nitocris.” None of his fellow worshippers have
Typical Member
any inkling as to his true age and identity.
Patron 3 The majority of cultists are uneducated,
Archetype: Clergyman; Motivation: Faith; hard-working laborers and farmers, the latest
Style: 3 in a line of cultists stretching back to Egypt’s
Primary Attributes: Body 4, Dexterity 2, earliest era. They have no knowledge of elder
Strength 4, Charisma 3, Intelligence 4, Will- lore or magic, though they lend their support
power 5 at major ceremonies.
Secondary Attributes: Size 0, Move 5, Percep- Ally 1
tion 7, Initiative 5, Defense 6, Stun 4, Health Archetype: Everyman; Motivation: Faith;
8, Horror — Style: 0
Skills: Academics: History 6, Academics: Reli- Primary Attributes: Body 2, Dexterity 2,

81
Cthulhu Codicil
Strength 2, Charisma 2, Intelligence 2, Will- fortresses and putting hundreds of Assassins to
power 2 the sword, the cult survived.
Secondary Attributes: Size 0, Move 4, Percep- The cult’s name stems not only from the ap-
tion 4, Initiative 4, Defense 4, Stun 2, Health pearance of the Old Man’s right hand, but also
6, Horror — the palsied hands of many senior members. A
Skills: Athletics 4, Brawl 4, Intimidation 4, blessing from Nyarlathotep, the withered limb
Melee 4, Stealth 4 can be detached from the arm without causing
Talents: Robust (+2 Health rating) injury and sent abroad to murder opponents.
Resources: Rank 0 (Bloody Order of the When detached, it functions as a disembodied
Sphinx; +1 Social bonus) hand (see Leagues of Gothic Horror). Unlike a
Flaws: Fanatical (+1 Style point whenever standard disembodied hand, this version can
their devotion causes harm or they convert be reattached to the arm.
someone else to their way of thinking) Nyarlathotep has no grand plan for the cult.
Weapons: Punch 4N, Dagger 5L As in days of old, his followers kill important
military, political, and religious figures in order
to spread chaos and dissent.
Cult of the Black Hand
Nagisa Tehrani
Academics have written copious volumes
on the history of the Assassins, an Islamic The only child of a poor family of weav-
splinter sect who terrorized both Crusaders ers, Nagisa has left poverty behind for a life of
and Muslims during the 12th and 13th cen- luxury. Born and raised in Persia, her exquisite
turies. Unfortunately, or perhaps fortunately, voice has brought her fame on the international
much of what is written is false. stage. Where as a child she sang for her family,
The Assassins were led, so it is written, by she now sings for the rich and powerful. This
the Old Man of the Mountain. This mysterious has worked out very well for Nagisa, for she is
figure would order his minions to murder and a member of the Cult of the Black Hand and a
his commands were met with fierce loyalty. The skilled Assassin.
Old Man was, in fact, an avatar of Nyarlathotep. Nagisa has travelled far and wide, leaving
None ever saw his form, for it was wrapped in a trail of corpses behind her. She has escaped
a voluminous black robe, save for his withered detection thus far simply because no one sus-
and blackened right hand. With a touch of this pects her of being a murderer, but it wouldn’t
gnarled limb he could bestow his worshippers take a genius to start noticing that death seems
with supernatural abilities or condemn them to follow wherever she has a performance.
to a grisly death. Both her hands were hideously burned in a
Scholars believe that initiates were drugged childhood accident. While she retained the use
and taken to a secret garden, which they were of her left hand, she keeps them both covered
informed was Paradise. Serve the cult well and at all times. Having received the “Touch of the
they would spend eternity in Paradise as their Old Man,” she can detach her right hand.
reward. In fact, the garden was on an alien Recently gifted with a rare enchanted Assas-
world, reached by means of a Gate ritual. sin’s Dagger by Nyarlathotep as reward for her
History is correct in recording the destruc- services, Nagisa has succumbed to the relic’s
tion of the cult at the hands of the Muslims in side-effect and is now a hashish addict.
1256. Scholars argue whether or not this was Patron 2
an act of revenge for the Assassins attempt- Archetype: Celebrity; Motivation: Duty;
ing to kill Möngke Khan. The truth is more Style: 2
prosaic—Mongol spies learned the abhorrent Primary Attributes: Body 3, Dexterity 4,
truth concerning the Old Man of the Mountain Strength 2, Charisma 3 (4), Intelligence 3,
and set about ridding the world of his evil in- Willpower 3
fluence. Despite the Mongols smashing several Secondary Attributes: Size 0, Move 6, Percep-

82
Gods, Monsters, & Cultists
tion 6, Initiative 7, Defense 7, Stun 3, Health Cult of the Red Leech
6, Horror —
Skills: Athletics 4, Brawl 4, Diplomacy 5, King Leopold II of Belgium may claim the
Empathy 5, Larceny 6, Linguistics 4, Melee 8, Congo Free State as a private reserve, and his
Performance 7, Stealth 6, Streetwise 5 administrators and soldiers may impose his
Talents: Attractive (+1 Charisma with people), harsh laws with no concern for the natives
Finesse Attack (Uses Dexterity for Melee) they govern, but were they to learn the dark
Resources: Artifact 2 (Assassin’s Dagger)*. truth behind some of the many legends told by
Fame 1 (Singer; +2 Social bonus), Rank 4 Congolese tribesmen only in hushed whispers
(Cult of the Black Hand; +4 Social bonus) they would retreat back to Europe and dream
Rituals: Alter Visibility, Commune Nyarla- no more of god-cursed Congo.
thotep (Old Man avatar), Control Animal, Beside the leech-filled waters of a remote
Spirit Binding lake stand Cyclopean ruins. The natives tell of
Flaws: Fanatical (+1 Style point whenever her a great city that stood on the shore in the days
devotion causes harm or she converts some- of their most distant ancestors, but they do not
one else to her way of thinking) venture near. In these waters, they say, swims a
Weapons: Punch 4N, Knife 9L living god, a monstrous red leech.
* Bonus Resource from her cult Rank. The leech is very real, though it is an avatar
Black Hand: Nagisa can detached her right of Nyarlathotep and is normally present only
hand as an attack action. The hand then func- when its cult summons it to accept sacrifices.
tions independently. The Cult of the Red Leech is as old as the
ruined city and once formed the priesthood
Typical Member of the Red Leech. Today, worshippers offer
the abomination sacrifices in the hope that it
The rank and file of the cult is made up of will protect them from the barbaric acts of the
murderers and thugs. Brainwashed into believ- occupying Belgians.
ing Paradise awaits them, these fanatical killers The Belgians willfully engage in wholesale
are only too willing to obey the chief servants mutilation of the Congolese. The country’s
of the Old Man of the Mountain. Those who main export is rubber and quotas are strictly
fail a mission are quick to take their own lives enforced. Wives and children of rubber col-
in order to protect the cult. lectors who fail to meet their personal quota
Ally 1 have their hands amputated as punishment.
Archetype: Everyman; Motivation: Faith; This has led to open warfare between neigh-
Style: 0 boring villages, with natives hacking off their
Primary Attributes: Body 2, Dexterity 2, neighbors’ hands in order to pay for any drop
Strength 2, Charisma 2, Intelligence 2, Will- in productivity. Worse, Belgian soldiers can
power 2 shorten the terms of their military service by
Secondary Attributes: Size 0, Move 4, Percep- delivering a quota of severed hands, meaning
tion 4, Initiative 4, Defense 4, Stun 2, Health that any native is a potential target.
4, Horror — The Red Leech’s insane priests proselytize
Skills: Athletics 4, Brawl 4, Melee 4, Stealth 6 that given enough sacrifices and devotion, the
Talents: Subtle Strike (May use Stealth rating Red Leech will rise up and rid the Congo of
when making a Brawl or Melee attack against the Europeans.
an unaware opponent)
Resources: Rank 0 (Cult of the Black Hand;
Pierre-Casimir Vermeersch
+1 Social bonus)
Flaws: Fanatical (+1 Style point whenever A cruel and petty man, Vermeersch is a ris-
their devotion causes harm or they convert ing star among the brutal colonial administra-
someone else to their way of thinking) tors of the Congo Free State. In his eyes, the
Weapons: Punch 4N, Knife 5L natives are savages, little more than apes and

83
Cthulhu Codicil
fit only to be worked to death for the glory of
Sherlock Holmes the King.
Vermeersch’s introduction to the Cult of
and the Mythos the Red Leech was as a sacrifice. Thrown into
the terrible lake, the administrator’s sanity
Modern works such as Shadows Over
began to shred as the Red Leech rose up from
Baker Street and The Cthulhu Casebooks
- Sherlock Holmes and the Shadwell the dark water in search of nourishment. Nyar-
Shadows have seen the Great Detective lathotep probed the mind of the screaming
battle the horrors of the Mythos. offering, intent on savoring his fear and agony.
Conan Doyle made passing reference Instead, it touched upon the memories of
to several cases which, with only a little summary executions, floggings, and starvation
imagination, are ripe for using as Leagues
Vermeersch had inflicted on the Congolese.
of Cthulhu stories featuring the globe-
trotters as the protagonists. The titles of Rather than devour the mortal, the Red Leech
these cases and what little Doyle wrote offered him a choice—serve me and prosper,
concerning them are presented below. or die now in agony. Utterly insane, Vermeersch
* The Case of the Barrow Treasure: vowed there and then to honor the Red Leech.
Here also I find an account of the Addle- To seal the pact, the Red Leech replaced Ver-
ton tragedy and the singular contents of meersch’s left arm with a huge, repulsive leech.
the ancient British barrow.
That arm hangs limply by his side, the
* The Case of Isadora Persano & the
Remarkable Worm: A third case worthy monstrous appendage concealed at all times
of note is that of Isadora Persano, the well- by his uniform. The leech’s head attaches to
known journalist and duellist, who was the stump of a wooden hand. By removing the
found stark staring mad with a match box fake limb, the Belgian can use the bloodsuck-
in front of him which contained a remark- ing creature to attack foes. He explains his de-
able worm said to be unknown to science. formity away as the result of an infection that
* Colonel Warburton’s Madness: Of all
devoured much of his arm’s bones.
the problems which have been submit-
ted to my friend, Mr. Sherlock Holmes, Patron 2
for solution during the years of our inti- Archetype: Government Official; Motivation:
macy, there were only two in which I was Power; Style: 2
the means of introducing them to his no- Primary Attributes: Body 3, Dexterity 3,
tice -- that of Mr. Hatherley’s thumb, and Strength 3, Charisma 2, Intelligence 3, Will-
that of Colonel Warburton’s madness. power 4
* The Disappearance of Mr. James
Secondary Attributes: Size 0, Move 6, Percep-
Phillimore: Among these unfinished
tales is that of Mr. James Phillimore, who, tion 7, Initiative 6, Defense 6, Stun 4, Health 7,
stepping back into his own house to get Horror — (3 if he reveals his left arm)
his umbrella, was never more seen in this Skills: Athletics 4, Brawl 5, Bureaucracy 6,
world. Diplomacy 4, Firearms 4, Intimidation 6, Inves-
* The Giant Rat of Sumatra: “Matilda tigation 4, Linguistics 5, Stealth 4, Streetwise 4
Briggs was not the name of a young wom- Talents: Dodge (Perform Dodge as reflexive
an, Watson,” said Holmes in a reminiscent
action), Iron Jaw (+1 Stun rating), Skill Apti-
voice. “It was a ship which is associated
with the giant rat of Sumatra, a story for tude (+2 Brawl rating; left arm only)
which the world is not yet prepared.” Resources: Rank 1 (Cult of the Red Leech; +2
* The Repulsive Story of the Red Social bonus), Status 1 (Colonial administra-
Leech: [...] the repulsive story of the red tor; +2 Social bonus)
leech and the terrible death of Crosby Rituals: Commune Nyarlathotep (Red Leech
the banker. aspect), Control Animal (leeches only), Drain
* Ricoletti of the Club Foot and His
Life, Fear, Nature’s Wrath
Abominable Wife: [...] as well as a full
account of Ricoletti of the club foot and Flaws: One Arm (–2 penalty on any roll requir-
his abominable wife. ing two hands; +1 Style point whenever he
drops something or makes a critical blunder

84
Gods, Monsters, & Cultists
because of his missing arm), Sadism (+1 Style cially on those at the higher end of the social
point whenever he is needlessly cruel to his ladder. A public scandal can ruin a life and leave
friends or enemies) an indelible stain on one’s family reputation.
Weapons: Punch 5N, Leech 7, Heavy revolver Certain behavior would cause an outcry from
7L even persons of loose but conventional morals.
Leech: The leech must first be used to make For those with desires, some might say cravings,
a grapple. Success means it has latched onto that reach far beyond conventional immorality,
an opponent. On subsequent combat turns, the Faceless offers refuge and comradeship.
the leech automatically inflicts 1L damage on Their faces hidden behind featureless por-
Vermeersch‘s initiative. Each point of damage it celain masks that guarantee anonymity and
inflicts heals one wound on Vermeersch, starting hide their humanity, cultists willingly succumb
with nonlethal injuries. In order to remove the to dark temptation and embrace the malice
leech, the victim must win an opposed Strength and perversity in their irredeemable souls.
roll against Vermeersch’s Strength. In the name of the Faceless One (an ava-
tar of Nyarlathotep), cultists engage in acts
Typical Member of wanton degradation, casual depravity, and
murderous torture—each act of pain and ha-
Unable to strike back directly against the tred a ritual to their deity.
Belgians without provoking brutal reprisals,
cultists vent their rage and frustration through Gloriana Wimbourne
the cult’s wild ceremonies. When the oppor-
tunity allows, captured Belgians are hacked As far as the public is concerned, Wim-
to pieces with machetes, their bloody remains bourne is an up-and-coming landscape artist
thrown into leech-infested pools and rivers as whose watercolors grace several minor galler-
offerings to the god. ies. Not yet a fixture in the society columns,
Ally 1 her rising star has seen her invited to various
Archetype: Everyman; Motivation: Revenge; lesser galas and soirees, and earned her several
Style: 0 commissions from the gentry. Beneath the shy
Primary Attributes: Body 2, Dexterity 2, smile and innocent eyes, though, beats the
Strength 2, Charisma 2, Intelligence 2, Will- heart of a monster.
power 2 Repeatedly beaten by her stepfather, Wim-
Secondary Attributes: Size 0, Move 4, Percep- bourne came to savor the pain inflicted by his
tion 4, Initiative 4, Defense 4, Stun 2, Health fists and leather belt. The tears of pain evolved
4, Sanity — into tears of joy, the muffled shrieks of agony
Skills: Athletics 4, Brawl 4, Intimidation 4, becoming cries of ecstasy. Her stepfather was
Melee 4, Survival 4 her first victim.
Talents: Flurry (Attack same opponent twice After he fell into a drunken stupor after
with –2 penalty) delivering a particularly vicious beating,
Resources: Rank 0 (Cult of the Red Leech; +1 Wimbourne repaid his “kindness” in full.
Social bonus) Even when he awoke screaming in terror, she
Flaws: One Arm (–2 penalty on any roll requir- continued her bloody work. When at last she
ing two hands; +1 Style point whenever he stopped through exhaustion, the corpse was
drops something or makes a critical blunder barely recognizable as that of a human.
because of his missing arm) For Wimbourne, painting is nothing more
Weapons: Punch 4N, Machete 6L than a way to alleviate the boredom of existence
before the next gathering of the Faceless, the
next time her soul can be free of the shackles
The Faceless of morality that bind it tight. Wimbourne seeks
perfection in her true work. It is not enough to
Victorian society enforces strict mores, espe- inflict pain or keep a victim conscious and in

85
Cthulhu Codicil
agony for hours. She desires the pure scream Primary Attributes: Body 2, Dexterity 2,
of agony that would shatter the ears of angels, Strength 2, Charisma 2, Intelligence 2, Will-
the carving of flesh that would bring tears to power 2
the harshest critic. Until that time comes, she Secondary Attributes: Size 0, Move 4, Percep-
hones her abhorrent artistry on the flesh of tion 4, Initiative 4, Defense 4, Stun 2, Health
innocent victims captured by the Faceless. 4, Sanity —
Patron 3 Skills*: Brawl 4, Intimidation 6 (Torture 7),
Archetype: Artist; Motivation: Excellence; Melee 3 (Knives 4)
Style: 3 Talents: Skill Aptitude (+2 Intimidation rat-
Primary Attributes: Body 3, Dexterity 5, ing)
Strength 2, Charisma 3, Intelligence 4, Will- Resources: Rank 0 (The Faceless; +1 Social
power 4 bonus)
Secondary Attributes: Size 0, Move 7, Percep- Flaws: Sadism (+1 Style point whenever they
tion 8, Initiative 9, Defense 8, Stun 4, Health are needlessly cruel to others)
9, Sanity — Weapons: Punch 0N, Dagger 5L
Skills: Art: Painting 7 (Landscapes 8), Brawl * Cultists have four Skill points remaining.
5, Con 6, Elder Lore: Creatures 5, Elder Lore: The Gamemaster should spend these on Skills
Great Old Ones 5, Empathy 7, Intimidation relating to their profession. If the cultists are
8 (Torture 9), Linguistics 5, Melee 7, Perfor- to used solely as nameless fodder, the Game-
mance 4 master can ignore these unspent points.
Talents: Finesse Attack (uses Dexterity with
Melee), Iron Jaw (+1 Stun rating), Robust (+2
Health rating) Illuminated Fraternity of
Resources: Fame 1 (Artist; +2 Social bonus),
Rank 2 (The Faceless; +2 Social bonus), Ref- the All-Seeing Eye
uge: Equipment 1 (+2 Intimidation rating)*
Rituals: Commune Faceless One, Fear, Sum- The devotions of this cult’s members are
mon Ghoul, Summon Spawn of Shub-Niggu- offered to the All-Seeing Eye, another avatar
rath (Satyr only) of Nyarlathotep. It appears as a huge human
Flaws: Masochism (+1 Style point whenever eyeball surrounded by a swirling black cloud
she hurts herself or needlessly invites harm), riven by flashes of red lightning. Dangling from
Sadism (+1 Style point whenever she is need- the lower portion of the cloud are a mass of
lessly cruel to others) fine silver tentacles.
Weapons: Punch 5N, Dagger 8L The cult has a single goal—authoritarian
* Bonus Resource from her Rank. world domination. Nations and religions
will be swept aside in favor of worship of the
All-Seeing Eye, a single global government,
Typical Member
and a common language. As a result, the cult
The Faceless do not distinguish between believes there will be worldwide peace and
race, gender, or social class—all are equally cooperation. Naturally, cultists believe they are
faceless in the cult, though there are ranks. assured positions of authority.
While they appear as normal, upright mem- Whereas many cults appeal to those at
bers of society while living their daily lives, the lower end of the social spectrum, the Il-
once they don their simple masks, they gladly luminated Fraternity counts among its ranks
participate in the most cruel, sadistic, and bar- businessmen, politicians, and military officers,
baric acts imaginable. There is no limit to their plus a few aristocrats. By aiding each other,
depravity. members have infiltrated the higher echelons
Ally 1 of their respective occupations.
Archetype: Any; Motivation: Faith or Power; Their plans are, of course, for the greater
Style: 0 good of humanity, for sheep need shepherds

86
Gods, Monsters, & Cultists
and a growing herd must be culled regularly Rhodes fervently believes in the superiority
to keep it manageable. Famines, financial not just of the “white race,” but in the dom-
mismanagement, war, political scandal, assas- inance of the British Empire. He has spoken
sination—all are valid tools in achieving the publicly about his desire to impart “England
desired new world order. everywhere,” imposing its rules and language
The cult rarely engages in human sacrifice on the rest of the world. He has even advo-
or the darker aspects of other cults. Most cated reannexing the United States of America.
members believe the All-Seeing Eye is a man- Undoubtedly a racist, Rhodes firmly believes
ifestation of God and that their work is for the that his ideas are for the betterment of the
eventual benefit of all humanity. human race.
That the symbol of the cult, a depiction of Rhodes’ voicing of his ideas does not sit
Nyarlathotep’s avatar, has also been used by well with others in the cult, who much favor
Freemasons is not a coincidence—over the their secretive approach to world domination.
centuries, the cult has infiltrated and subvert- While he wields considerable power, he has
ed many Masonic lodges to its insidious goal. a growing number of enemies who wish to
The cult has existed for millennia under a silence him forever. Nyarlathotep has chosen
variety of aliases. Its current name dates from to let Rhodes live for now—his speeches are a
the 18th century. Throughout history it has tak- welcome distraction from the true powerplays
en great strides forward, only to be repeatedly taking place behind the scenes.
thwarted by fate, rival cults, and organizations
opposed to the Great Old Ones.
Khephren-Ka (the Black Pharaoh), Akhenat-
en (the so-called Heretic pharaoh), Alexander
the Great, Caligula, Attila the Hun, Pope Urban
II, Ghengis Khan, and Napoleon Bonaparte,
were all manipulated to a greater or lesser de-
gree by the All-Seeing Eye. In the current era,
the All-Seeing Eye is manipulating the British
Empire to achieve its goal.
Whether or not Nyarlathotep truly cares
about world domination is open to debate.
As the Crawling Chaos, the unbridled chaos
and uproar that would ensue from the cult’s
attempts to proclaim itself the global power
would undoubtedly be just as pleasing to him
as would success.

Cecil Rhodes
A renowned businessman and politician,
Cecil Rhodes (1853-1902) is a powerful and
fanatical member of the Illuminated Fraternity.
Through his diamond company, De Beers,
Rhodes already controls the world market in
diamonds. Through threats and bribes, he es-
tablished many mining concessions from tribal
chieftains. Between 1890 and 1896 he rules as
Prime Minister of the Cape Colony. Through
this role, he has commenced stripping natives
of their ancestral lands, as well as basic rights.
Cthulhu Codicil
Patron 3 Ally 1
Archetype: Government Official; Motivation: Archetype: Military Officer; Motivation:
Power; Style: 3 Power; Style: 1
Primary Attributes: Body 3, Dexterity 3, Primary Attributes: Body 2, Dexterity 2,
Strength 3, Charisma 4, Intelligence 4, Will- Strength 2, Charisma 2, Intelligence 2, Will-
power 4 power 2
Secondary Attributes: Size 0, Move 6, Percep- Secondary Attributes: Size 0, Move 4, Percep-
tion 8, Initiative 7, Defense 6, Stun 3, Health tion 4, Initiative 4, Defense 4, Stun 2, Health
7, Horror — 4, Horror —
Skills: Brawl 4, Bureaucracy 8 (Government Skills: Athletics 4, Brawl 4, Firearms 4, Intimi-
9), Connoisseur 5, Diplomacy 8 (Negotiation dation 4, Ride 4
9, Politics 9), Empathy 6, Intimidation 6 (Or- Talents: —
ders 7), Investigation 6, Linguistics 6, Perfor- Resources: Rank 0 (Illuminated Fraternity of
mance 6, Ride 6 the All-Seeing Eye; +1), Rank 1 (Military of-
Talents: Acclimated (Can resist extreme tem- ficer; +2 Social bonus)
peratures for longer), Inspire (Provides +2 Flaws: Fanatical (+1 Style point whenever
Skill bonus to allies), Natural Leader (Can their devotion causes harm or they convert
recruit temporary allies), Well-Connected (Can someone else to their way of thinking)
improve Contacts as if it were a Talent) Weapons: Punch 4N, Heavy revolver 7L
Resources: Contacts 1 (Politicians; +2 bo-
nus)*, Rank 4 (Illuminated Fraternity of the
All-Seeing Eye; +4 Social bonus)**, Rank 1 League of the Black Sun
(prospectors’ Club; +2 Social bonus), Status
3 (Prime Minister of Cape Colony; +4 Social Yet another avatar of blasphemous and
bonus), Wealth 4*** malign Nyarlathotep, the Black Sun appears
Rituals: Commune Nyarlathotep (All-Seeing to worshippers as a black sphere from which
Eye avatar) emanate multiple black tentacles.
Flaws: Intolerance: Non-Anglo-Saxons (+1 The cult’s origins lie in what historians call
Style point whenever his intolerance causes the Migration Period, a time during the mid-
trouble, or he convinces someone else to detest first millennia AD when the superpower that
the same thing he does), Sickly: Heart condition was Rome was overrun by successive waves of
(–2 penalty on all rolls when feeling sick; +1 pagan invaders from the East.
Style point whenever he suffers from his illness) The first artifacts hinting at its existence
Weapons: Punch 0N were stylized brooches manufactured by the
* Bonus Resource from his Status. Alamanni, a confederation of pagan tribes
** Has two bonus Resources from his Rank. whose homelands lay on the Upper Rhine.
These are left for the Gamemaster to assign. Word of their fell ceremonies and perverse
*** Has two bonus Resources from his Wealth. goal spread across the region, prompting Clo-
These are left for the Gamemaster to assign. vis, leader of the Franks, to crush them in 496.
As is often the case, while many people died,
the idea they followed survived. Indeed, the
Typical Member
cult not only survived, it expanded by spread-
Typical members of the Illuminated Frater- ing its tendrils into Frankish culture.
nity are a cut above most other cultists. While The cult’s aim is quite simple—to open
they conduct ceremonies, they are rarely wild a dimensional gate which will overlay our
orgies or involve human sacrifice. They wear universe with that of the Black Sun. All light
no hooded robes, employing only an enamel will be extinguished, plunging the world into
pin to show their loyalty. To the last they are darkness and chaos. When the cult refers to
middle- or upper-class, rather than the dregs “light,” it refers not just to sources of illumina-
of society. tion (such as the stars), but to artistic culture

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Gods, Monsters, & Cultists
and learning, as well as Christianity. It will be a taining technological communication with
return to the Dark Ages of ignorance and fear, fellow cultists around the world, Nyarlathotep
with the addition of utter blackness. instructs him through dreams.
In place of schooling, the chosen (that be- Patron 2
ing the cultists) will engage in debased orgies Archetype: Everyman; Motivation: Escape;
and in violence against non-believers who sur- Style: 2
vive the turmoil, before being taken up to the Primary Attributes: Body 4, Dexterity 2,
inky heavens to join with their god. Strength 3, Charisma 2, Intelligence 3, Will-
The cult has twice before attempted its power 4
great ritual to bring about the Black Sun. The Secondary Attributes: Size 0, Move 5, Percep-
first occurred in Turkey in 526, but caused tion 7, Initiative 5, Defense 6, Stun 4, Health
only a powerful earthquake in which over 8, Horror —
250,000 people died. The second was in 1315. Skills: Athletics 4, Brawl 4, Con 6, Elder Lore:
The magical backlash from that ritual caused a Great Old Ones 4, Intimidation 5, Melee 5,
massive famine, resulting in over seven million Stealth 6, Streetwise 6
deaths over a two-year period. The stars are Talents: Flurry (Can attack same opponent
aligning once more, though, and this time the twice at –2 penalty), Quick Draw (Can draw
cult intends to succeed in its insane goal. weapon as a reflexive action)
Hedging his bets, Nyarlathotep has another Resources: Contacts 1 (Beggars; +2 bonus),
cult—the Serpents of Apep (see Leagues of Rank 1 (League of the Black Sun; +2 Social
Adventure)—working toward a similar goal. It bonus)
is likely that should he succeed, Nyarlathotep Rituals: Alter Visibility, Commune Nyarla-
will manifest in his Haunter of the Dark avatar, thotep (Black Sun avatar), Harm, Summon
a being that abhors light. Black Winged One, Summon Night-gaunt,
Summon Spawn of Tsathoggua
Johnny No-Nose Flaws: Disfigured (–2 penalty on all rolls where
your character’s appearance is a factor; +1
It’s not an easy life being a beggar. Johnny Style point whenever he is rejected because of
didn’t lose his nose in a duel over a woman his appearance), No Olfaction (–2 penalty on
or a glorious battle, nor even an industrial ac- taste- or scent-dependent rolls; +1 Style point
cident. His nose was chewed off by rats as he whenever his poor sense of smell or impaired
lay in the gutter in a drunken stupor one cold taste gets him into trouble or causes him to
winter’s night. make a critical mistake)
Before the League of the Black Sun re- Weapons: Punch 4N, Straight razor 5L
cruited him, nobody had ever given Johnny
anything, except for the occasional kick, a ser-
Typical Member
mon on how the poor are responsible for their
own predicament, or a stare more normally The disenfranchised and uneducated are
reserved for when one finds dog mess on the attracted to the League of the Black Sun, for
soles of one’s best boots. it promises them a favored position once the
Though still poor, Johnny at least has a roof Black Sun has dawned.
over his head in the cult’s secret temple and Among the ranks can be found beggars and
one meal a day provided by his congregation. prostitutes, laborers and sailors, and degener-
A fervent believer that the dawning of the Black ates and the deformed. One thing they have in
Sun will usher in a new world for the poor and common is how to look after themselves on
needy, Johnny has risen to the status of priest. the streets.
By day, he recruits new members from the Ally 1
city’s poor. Come the night, he offers sacrifices Archetype: Everyman; Motivation: Faith;
to his god and prepares for the great ritual. Al- Style: 0
though his poverty precludes him from main- Primary Attributes: Body 2, Dexterity 2,

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Cthulhu Codicil
Strength 2, Charisma 2, Intelligence 2, Will- water not used to baptize the faithful? In their
power 2 perverted view, Jesus was an enlightened fol-
Secondary Attributes: Size 0, Move 4, Percep- lower of Ta’aroa (now known within the cult
tion 4, Initiative 4, Defense 4, Stun 2, Health only as the Fisher-God), a disciple of the third
4, Horror — level of reality, as evidenced by his abilities to
Skills: Athletics 4, Brawl 4, Intimidation 4, walk on water, fill nets with fish, and divide a
Melee 4, Streetwise 4 handful of fish to feed a multitude.
Talents: Savvy Fighter (Always retains full De- Having received visions from their god, the
fense rating) cult leaders believe he will soon rise from his
Resources: Rank 0 (League of the Black Sun; watery home to cleanse the world of non-be-
+1 Social bonus) lievers, wash away the faithful’s sins, and bring
Flaws: Fanatical (+1 Style point whenever forth a new paradise.
their devotion causes harm or they convert
someone else to their way of thinking) Pastor Andrew
Weapons: Punch 4N, Knife 5L
Of Tahitian extract mingled with more than
a touch of Deep One blood, Pastor Andrew is a
Order of the Fisher-God common sight down by the city docks. Armed
with bundles of pamphlets, he vocally espous-
The quasi-Christian Order of the Fisher- es the virtues of the cult while attempting to
God began as a secret society on the Society persuade mariners and the wretched citizens
Islands, of which the best known is Tahiti. who inhabit the nearby slum to save their souls
Persecuted by early missionaries for their from destruction by accepting the love of the
fell customs, including sacrificing newborns to Fisher-God into their lives.
the sea in the belief they would be reborn into Smartly dressed and clean shaven, he ex-
a higher plane of existence, the cultists adopted horts striving for the wisdom of the Fisher-God
Christian beliefs into their own in an attempt so that one might purify one’s soul and tran-
to survive. Disparagingly known as the Mamaia scend to a higher plane. His favorite quote is
(“rotten fruit”), the cultists were finally driven Habakkuk 2:14—“For the earth shall be filled
from the islands in a violent purge in 1833. Far with the knowledge of the glory of the LORD,
from withering, the cult gained new strength as as the waters cover the sea.”
the outcasts found fertile soil in foreign lands. Touched by the light of the Fisher-God,
Before its mutation, the cult worshipped an from whom he receives prophetic visions and
entity known as Ta’aroa. Creator of all and who the gift of aid from men and women who have
dwelt beneath the waves, the deity formed the already transcended, Andrew truly believes
universe on seven levels. Man occupied the that he is well on the journey to elevating him-
second lowest level, with only the plants and self to the third level of existence.
animals beneath him. Through adherence to Though few of those to whom he preaches
dogma and performing certain rites passed care for his faith, Andrew is well liked. Were
down through many generations, believers outsiders to threaten him, a small crowd would
could elevate themselves to higher planes. soon leap to his defense.
Of the higher planes, the highest man can Patron 3
achieve in corporeal form is the third. This Archetype: Clergyman; Motivation: Faith;
requires a physical transformation to a form Style: 3
better suited to life beneath the waves. Primary Attributes: Body 3, Dexterity 2,
Following the merging with Christianity, Strength 3, Charisma 4, Intelligence 3, Will-
the Order focused on aspects of the Bible con- power 3
cerned with water. Were not the creatures of Secondary Attributes: Size 0, Move 5, Percep-
the sea created before other animals? Did God tion 6, Initiative 5, Defense 5, Stun 3, Health
not once cleanse away sinners with a flood? Is 6, Horror —

90
Gods, Monsters, & Cultists
Skills: Academics: Religion 5, Athletics 6 Order of the Grand
(Swimming 7), Brawl 4, Con 6, Diplomacy
6, Elder Lore: Great Old Ones 5 (Cthulhu Pyramid of Starry Wisdom
6), Firearms 6, Intimidation 5, Linguistics 4,
Streetwise 5 The scarab beetle, as personified by the god
Talents: Combat Skill (+2 Defense with Ath- Khepri, had long been an important motif to
letics), Dodge (Perform Dodge as reflexive ac- the ancient Egyptians. Amulets in the form of
tion), Rabble-Rouser (Can boost Followers as scarabs have been unearthed as funerary and
if it were a Talent), Swim (Doubles swimming commemorative decorations, and inscribed
speed) with the names of pharaohs and gods alike.
Resources: Artifact 1 (Deep One Tiara)*, Rank Egyptologists are erroneous in their belief that
3 (Order of the Fisher-God; +4 Social bonus) Khepri, whose name means “develop” or “cre-
Rituals: Commune Cthulhu, Fear, Summon ate,” had no cult.
Deep Ones, Summon Shoggoth In the far distant future, long after human-
Flaws: Fanatical (+1 Style point whenever ity has run its course and faded from lore, the
their devotion causes harm or they convert Great Race of Yith returns to Earth to inhabit a
someone else to their way of thinking) coleopterous (beetle-like) race. As before, the
Weapons: Punch 4N, Heavy revolver 9L alien scholars cast their minds back through
* Bonus Resource from his Rank Resource the ages seeking knowledge. In the 27th cen-
tury BC, they transferred the mind of a young
Typical Member but talented engineer into the future.
As has happened more than once, some
The cult has many respectable members, minds recall their experiences living among
but the majority is made up of those who the Great Race. Through strange dreams, the
work on the ocean, such as fishermen and engineer recalled the beetles and their ad-
mariners. vanced understanding of architecture. As the
Most believe the cult is nothing more than visions gained more clarity, the man became
a branch of Christianity concerned with their known not only as an engineer and architect,
saving their souls from impending doom. This but for his profound knowledge of medicine,
does not make them any less fanatical, nor astronomy, and magic. Many saw him as a seer,
does it excuse the human sacrifices they offer for he spoke of past and future events as if he
to their deity. has witnessed them in person. Human history
Ally 1 records his name as Imhotep (“The one who
Archetype: Everyman; Motivation: Faith; comes in peace”).
Style: 0 Believing his dreams were visions sent by
Primary Attributes: Body 2, Dexterity 2, Khepri (as he named the strange beetles), the
Strength 2, Charisma 2, Intelligence 2, Will- polymath created a small and secretive cult,
power 2 and to its members he disseminated the “starry
Secondary Attributes: Size 0, Move 4, Percep- wisdom” he had gathered. Leaving his first dis-
tion 4, Initiative 4, Defense 4, Stun 2, Health ciples to continue his work, Imhotep sought a
6, Horror — means of communicating with Khepri so that
Skills: Acrobatics 4, Athletics 4, Brawl 4, Melee he might gain further knowledge. In the ruins
4, Pilot: Nautical 4 of an elder city in the deep desert west of the
Talents: Robust (+2 Health rating) Nile, he discovered a spell that could call upon
Resources: Rank 0 (Order of the Fisher-God; Khepri to attend a magician.
+1 Social bonus) Through this means, Imhotep brought forth
Flaws: Fanatical (+1 Style point whenever Khepri and made a pact—his students would
their devotion causes harm or they convert volunteer themselves to attend the god’s hall
someone else to their way of thinking) and in return would receive further lore.
Weapons: Punch 4N, Knife 5L At first, the cult was benevolent, seeking

91
Cthulhu Codicil
only to advance humanity. Through their Patron 2
relentless drive to aid all the races of man Archetype: Academic; Motivation: Greed;
equally, the knowledge of how to create Style: 2
pyramids (towering basalt versions of which Primary Attributes: Body 3, Dexterity 3,
the Great Race will live in the far future, and Strength 3, Charisma 3, Intelligence 3, Will-
which Imhotep called “the halls of the gods”) power 3
was brought to the natives of the Americas and Secondary Attributes: Size 0, Move 6, Percep-
Southeast Asia. tion 6, Initiative 6, Defense 6, Stun 3, Health
As is often the way, the ideal gradually be- 6, Sanity —
came debased and perverted. Instead of aiding Skills: Academics: History 8, Anthropology 6,
humanity, cult members began to think only of Brawl 4, Demolitions 4, Elder Lore: Locations
serving their own ends, of selling knowledge 5, Expeditions 5, Firearms 4, Investigation 6,
rather than giving it freely. Linguistics 5, Survival 5
As far as the world is concerned, the order Talents: Acclimated (Can resist extreme
is nothing more a private club for wealthy citi- temperatures for longer), Skill Aptitude (+2
zens with trappings not unlike those of Free- Academics; History rating)
masonry. Unlike many other cults, members Resources: Contacts 1 (Cultists; +2 bonus),
do not partake in bloody sacrifices or proffer Rank 1 (Order of the Grand Pyramid of Starry
praise to the Great Old Ones. Wisdom; +2 Social bonus)
Rituals: Summon Great Race of Yith
Eliaphas Partridge Flaws: Secret (+1 Style point whenever he is
confronted with the truth or goes out of his
Partridge, a historian by profession, stum- way to protect the secret)
bled across vague mention of an ancient Weapons: Punch 4N, Heavy revolver 7L
Egyptian secret society while excavating the
tomb of a minor noble from the 17th Dynas- Typical Member
ty. Intrigued, he began investigating further,
searching for links between Egypt and other Not every cult worships the Great Old Ones
cultures. As he began to sift pieces of the ar- or conducts bloody sacrifices in the name of un-
chaeological puzzle, Partridge was brought to pronounceable entities. Certainly, members of
the attention of the Temple of the Pyramid of the cult voluntarily forsake their earthly bodies
Starry Wisdom. More than eager to learn the to alien minds and dwell among the Great Race
truth, he was initiated into the cult. for a number of years, but the potential rewards
Partridge has no interest in the advanced on their return to normalcy are astounding.
science proffered by contract with the Great Ally 1
Race. Through the inquisition of human, and Archetype: Businessman or Inventor; Motiva-
some alien, minds living in previous ages, Par- tion: Greed or Power; Style: 0
tridge has unearthed a number of previously Primary Attributes: Body 2, Dexterity 2,
lost ruins, some of which predate by humanity Strength 2, Charisma 2, Intelligence 2, Will-
by millions of years. power 2
Nothing he unearths ever goes to muse- Secondary Attributes: Size 0, Move 4, Percep-
ums, only to the hands of private collectors tion 4, Initiative 4, Defense 4, Stun 2, Health
prepared to pay a fortune to own unique trea- 4, Sanity —
sures. Partridge has little interest in the Mythos Skills: Brawl 4, Bureaucracy 4 or Science: Pick
itself, caring only that certain individuals will one 4, Intimidation 4, Investigation 4, Linguis-
spend vast sums for fragments of writing, stat- tics 4
ues of grotesque deities, and more puzzling Talents: —
objects. Likewise, he never asks to what pur- Resources: Rank 0 (Order of the Grand
pose a Mythos-related object may be used—all Pyramid of Starry Wisdom; +1 Social bonus),
he cares about is money. Status 1 (Wealthy; +2 Social bonus)

92
Gods, Monsters, & Cultists
Flaws: Fanatical (+1 Style point whenever Such cults also assist by removing any physical
their devotion causes harm or they convert evidence of the alien’s presence, such as the
someone else to their way of thinking) strange devices they employ to send their
Weapons: Punch 4N minds back to their native bodies.
This is not to say the more helpful cults are
not without a dark side, though it is aimed at
Priory of the Enlightened their own species. Certain cults devoted to the
Great Old Ones are opposed to the Yithians. In
Ones order to destroy the alien mind, they target its
weaker human host. Innocent individuals who
The Great Race of Yith studies the inhabit- have had the misfortune to stumble across the
ants of many worlds, but seem to have a par- fact that aliens live among humanity often re-
ticular curiosity toward the culture, science, spond with abject horror and try to inform the
and occultism of the human race. authorities. Ensuring that neither achieves its
The minds of those snatched by the Yithi- goal requires deadly force.
ans and transported to their remote juncture
in time are wiped clean of any knowledge they Doctor Francis Belhaven
may have picked up from their travels, but
the process is not perfect. Rarely, one of the The renowned surgeon Doctor Belhaven
Yithians’ subjects recalls snatches of his time is a fourth-generation member of the Priory of
among the alien race. In very rare instances, the Enlightened Ones, a small cult dedicated
recall is near absolute. to aiding the Yithians. He is also the first of his
Throughout human history there have line to actually make contact with a visiting
been recorded instances of geniuses and mad- Yithian mind.
men pushing humanity forward with a great At first humbled by the experience of
stride. In many cases, these great leaps in art meeting a mind from another race and epoch,
or science were recollections of things learned Belhaven quickly realized that any advanced
at another point in time. medical knowledge granted him by the Yithi-
The presence of Yithian minds on earth has ans could ensure his name was recalled by
led to the creation of numerous cults down the generations to come. Having no desire to harm
ages. Some of these organizations hold no love the visitor, Belhaven befriended it.
for the inhuman visitors. Driven by a lust for For years he painstakingly pieced together
power or glory, or an insane lust to learn elder the tiniest scraps of information let slip by his
lore, they seek to kidnap the Yithian’s human alien friend. That its tongue was further loos-
body and force its occupier to reveal what he or ened through the surreptitious use of certain
she knows through violence. In order to avoid narcotics only speeded up the process. This
reprisals, the host body is killed, thus preventing particular Yithian, he soon learned, was a bi-
the Yithian mind from returning to its people ologist and knew immense amounts about an
and telling of its ordeal. Unfortunately for the amazing variety of lifeforms. More importantly,
Yithians, their craving for occult lore attracts Belhaven learned that the creation of life was
exactly the sort of people they should best avoid. relatively easy for one possessed of the right
Other cults, such as the Priory, are more elder knowledge.
benevolent. They too seek advanced knowl- Driven insane by the forbidden knowledge
edge, but do so through cooperation with and the repeated failure of his experiments,
visiting Yithians. Some act as tutors, supplying Belhaven’s lust for immortality has grown
the alien with knowledge of earth and its peo- steadily worse. He has largely retired from
ples in return for snippets of their elder lore. public life, choosing to spend his days in his
Physicians and alienists can help the Yithian medical laboratory.
adjust to its new form, and also ensure it re- In order for his “great work” to continue
mains fit and healthy during its years-long trip. he requires fresh bodies, something certain

93
Cthulhu Codicil
criminals are happy to supply in return for hard tion 4, Initiative 4, Defense 4, Stun 2, Health
coin. Paranoia is slowly gnawing at his unhinged 4, Sanity 2
mind. He suspects any visitors who call at his Skills: Academics: History 6, Diplomacy 4, Elder
house of trying to steal his research and claim Lore: Artifacts 4, Investigation 4, Linguistics 4
his prize. In case they seek to publish their “find- Talents: Skill Aptitude (+2 Academics: History
ings,” Belhaven pays for them to be murdered. rating)
Patron 2 Resources: Rank 0 (Priory of the Enlightened
Archetype: Physician; Motivation: Glory; Ones; +1 Social bonus)
Style: 2 Flaws: Fanatical (+1 Style point whenever
Primary Attributes: Body 3, Dexterity 3, their devotion causes harm)
Strength 2, Charisma 3, Intelligence 4, Will- Weapons: Punch 0N
power 5
Secondary Attributes: Size 0, Move 5, Percep-
tion 7, Initiative 7, Defense 6, Stun 3, Health The Redeemers
6, Horror —
Skills: Academics: Philosophy 5, Bureaucracy Very few followers of the Great Old Ones
5, Diplomacy 6, Elder Lore: Artifacts 5, Empa- have any inkling about the true nature of their
thy 5, Investigation 6, Linguistics 6, Medicine focuses of veneration. Even the witches who
7 (First Aid 8, Surgery 8), Melee 4, Ride 4, honor Azathoth through his messenger, Nyar-
Science: Biology 6 lathotep’s Black Man avatar, mostly believe
Talents: Combat Skill (+2 Defense with Medi- their patron is Satan. The same is true of cults
cine), Spark of Life (Can create intelligent ar- whose purpose is to combat the minions of the
tifacts), Weird Science: Biological (Can create Great Old Ones and other aliens.
artifacts) Founded in Sumer around 3000 BC, the
Resources: Rank 1 (Priory of the Enlightened Redeemers believed that a gallu (demon)
Ones; +2 Social bonus), Status 1 (Physician; would sometimes possess mortals. Loss of
+2 Social bonus) coordination and memory, and speaking in
Rituals: Summon Great Race of Yith archaic speech patterns, were clear indicators
Flaws: Aloof (+1 Style point whenever his of demonic possession.
business-like attitude causes him trouble), Far from omnipotent, the demons used
Righteous (+1 Style point whenever his ac- their unwitting host to collect information
tions alienate him or cause others to publicly about society so they might use the knowledge
question his motives and moral judgment) to exploit mankind. Through certain rites and
Weapons: Punch 0N, Scalpel 4L magical apparatus, the Redemmers strove to
exorcize the spirit.
Whenever an entity proved especially resis-
Typical Member
tant to arcane methods, the Redeemers took
The cult’s small membership is made up drastic measures—physical torture to make the
of academics, inventors, physicians, and scien- host an unsuitable vessel and even murder to
tists, all of whom wish to learn some of the ensure its banishment from the earthly realm.
Great Race’s many secrets. The sample mem- The Redeemers spread across the Middle
ber presented below is a historian who desires East through the ancient trade routes. In
to know of the true history of the world. time their origins were forgotten, their rites
Ally 1 adopted from their now native cultures and re-
Archetype: Academic; Motivation: Truth; ligions. Through Egypt they passed to Greece
Style: 0 and Rome, and through the latter the emerg-
Primary Attributes: Body 2, Dexterity 2, ing Christian faith.
Strength 2, Charisma 2, Intelligence 2, Will- The witch-hunts that plagued Europe and
power 2 North America were in no way instigated by the
Secondary Attributes: Size 0, Move 4, Percep- Redeemers, but they certainly fanned the flames.

94
The Redeemers’ methods have not altered
over the millennia, save for the words in the in-
cantations they use and the names of the great-
er powers they believe fuel their righteous
faith, nor are they any closer to understanding
the true nature of their prey. The “demons” the
Redeemers hunt and expel are not fallen an-
gels, but the consciousness of members of the
Great Race of Yith who have swapped bodies
with humans.

Silas Barrymore
Silas Barrymore, an ordinary laborer and
one-time bare-knuckle boxer, has seen hell in
all its majesty and terror. He knows that his
flesh was home to a demon for several years
while his soul was consigned to the Pit. He wit-
nessed the black basalt towers home to hellish
cone-shaped demons and spoke with minions
of Satan that claimed to be souls from other
times, even other worlds.
Barrymore’s possession by a Yithian mind
did not escape the notice of the Redeemers.
It was they who broke the “demon’s” hold
on his body and cast it back into the Pit. Most
who suffer the mind transference of a Yithian
have no awareness of their experiences, their
minds erased to leave an amnesiac void cover-
ing years. Barrymore was one of the few who,
slowly, recalled his time living among that alien
races of scholars. Patron 2
Believing he was going insane, Barrymore Archetype: Guardian; Motivation: Redemp-
began to drink heavily, and when he drank tion; Style: 2
he ranted about his experiences. When word Primary Attributes: Body 3, Dexterity 3,
reached the Redeemers, they extended the hand Strength 3, Charisma 3, Intelligence 2, Will-
of friendship and explained what had transpired. power 4
Although not in control of his faculties at Secondary Attributes: Size 0, Move 6,
the time, Barrymore became convinced that Perception 6, Initiative 5, Defense 6, Stun 4,
responsibility for any actions his body took, in- Health 7, Sanity 3
cluding the gathering of knowledge and study Skills: Academics: Occult 4, Academics: Reli-
of forbidden texts, lied solely with him, for he gion 4, Athletics 5, Brawl 7, Diplomacy 5, Elder
surely lacked the faith to keep the entity at bay Lore: Creatures 4 (Great Race 6), Gambling 4,
in the first place. Linguistics 4, Spying 4, Streetwise 4
Barrymore considers himself a sinner, a Talents: Block (Perform Block as a reflexive ac-
belief that has caused him to devote his life to tion), Iron Jaw (+1 Stun rating), Skill Aptitude
saving other souls by ridding the demons oc- (+2 Brawl rating)
cupying their bodies. Serving first as a Watcher Resources: Artifact 1 (Apparatus of Yith)*.
(see below), Barrymore has recently been Rank 3 (The Redeemers; +4 Social bonus)
“ordained” into the higher order of the cult. Flaws: Fanatical (+1 Style point whenever

95
Cthulhu Codicil
their devotion causes harm or they convert glimpsed beneath the sanitized myths to the
someone else to their way of thinking) dark reality beneath, choose to ignore—the
Weapons: Punch 7N truth behind the Norse religion.
* Bonus Resource from his Rank. Through the Sagas, many people have
come to know the names of Odin, Thor,
Typical Member Freyr, and Frigg, among others. These deities
were not the sole entities worshipped and
Only a handful of cultists serve as exorcists. indeed, many were added to the mythology
The majority, while aware of the Redeemers’ later to conceal the horrific truth. Whether
calling, are called Watchers, tasked with uncov- early Viking cults inspired or took inspiration
ering those possessed, questioning their family from the European witch-cult is, as yet, to be
and friends, and tailing the demon’s host. determined. Certainly they gave praise to same
Only when their superiors are convinced trio of deities—Azathoth, Shub-Niggurath, and
they are dealing with a true case of “posses- Nyarlathotep.
sion” are the Watchers ordered to kidnap the
victim and transport them to one of the cult’s Azathoth
“cleansing centers.”
Ally 1 Of Azathoth, little is known concerning his
Archetype: Everyman; Motivation: Faith; worship. The vacant central throne at Uppsala
Style: 1 was likely dedicated to it, for it is not possi-
Primary Attributes: Body 2, Dexterity 2, ble to create an image of its ghastly, nuclear
Strength 2, Charisma 2, Intelligence 2, Will- form. That Azathoth later became sanitized in
power 2 the guise of Odin is not beyond the bounds of
Secondary Attributes: Size 0, Move 4, Percep- imagination. Among the many titles attributed
tion 4, Initiative 4, Defense 4, Stun 2, Health to Odin was Aldaföðr (“father of the world”),
4, Sanity — which has both linguistic and descriptive simi-
Skills: Brawl 4, Empathy 4, Investigation 4, larities with Azathoth.
Stealth 6, Streetwise 4
Talents: Skill aptitude (+2 Stealth rating) Nyarlathotep
Resources: Rank 0 (The Redeemers; +1 Social
bonus) Nyarlathotep’s role in Viking religion is
Flaws: Fanatical (+1 Style point whenever confusing, for it appears to have three aspects.
their devotion causes harm or they convert First, Nyarlathotep serves as envoy of Aza-
someone else to their way of thinking) thoth, bearing messages between the Daemon
Weapons: Punch 4N Sultan and his worshippers. The name of the
world tree Yggdrasil is usually translated as
“Odin’s steed,” with Yggr (“Terrible One”)
Scandinavian Cults being one of Odin’s many names. Thus, Ygg-
drasil might be taken to mean “the bearer of
During the 19th century, a Viking revival the terrible one.” Additional evidence for this
takes place in Scandinavia. Having partaken in supposition comes from the belief that the
various unions, the three main Nordic nations, branches and roots of Yggdrasil extended to
those being Denmark, Norway, and Sweden, other unearthly realms—undoubtedly the
are turning inward, celebrating their national homes of other Great Old Ones.
heritage rather than a collective history. If this is true, then the use of trees as sites
No longer are the Vikings regarded as little of veneration suggests either an avatar that
more than raiders. Instead, they are seen as takes the form of a profane tree-like entity or
seafarers, explorers, and heroic warriors. that offerings at trees were believed to be tak-
Yet, there is an aspect of Scandinavian his- en to Azathoth’s court through the tree.
tory of which scholars are unaware or, having Second, in its avatar of the Black Man of

96
Gods, Monsters, & Cultists
witchcraft, it may be the “Black Goat” so often
referred to when speaking of Shub-Niggurath. Alternate View
It is conceivable this avatar possesses antlers or
horns, and thus gave rise to stories of Vikings There is a second line of thought among
wearing horned helmets. Mythos scholars regarding Yggdrasil.
Instead of Nyarlathotep, it is Yog-Sothoth
Third, as the Crawling Chaos with a thou-
who bears the name of the world tree.
sand forms, Nyarlathotep may be the basis of As the Gate and the Key, it is Yog-Sothoth
Loki, the trickster, a notable shape-changer in who allows (permits?) travel between
myths whose behavior often results in chaos. worlds and dimensions.
Nyarlathotep still features, however. In
this variant hypothesis, the Crawling
Shub-Niggurath Chaos is Ratatoskr, the monstrous squir-
rel that takes messages between Veðrföl-
The main deity to whom sacrifices and
nir (“Wind Bleached,” a hawk that sits on
prayers were offered was Shub-Niggurath. The the highest branches and has knowledge
focal point for ceremonies were either heaps of many things) and Níðhöggr (“Malice
of stones (horgr) within sacred groves (lund or Striker,” a dragon that gnaws at the tree’s
vé) or, more commonly, at the base of ancient roots). The former may refer to Azathoth
burial mounds (haugr) from which grew a sol- and the later Yig.
itary tree. Of the latter, the most famous stood
near the Temple of Uppsala.
Traditional Viking ceremonies (blót, or
sacrifice) have been revived in recent times. Their later female form came about to make
Much like the English custom of wassailing their existence more palatable to audiences.
(possibly itself brought to Britain by Viking The huldufólk (“hidden people”) of Icelan-
settlers), it involves offering libations on the dic lore are said to protect certain rocks where
roots of trees. Accompanying the sacrifice was they lair. This has led some to suggest they are
a prayer—til árs ok friðar (“for a good year folk memories of the Fungi from Yuggoth.
and peace”).
Few modern celebrants are aware that their
ancestors offered not beer or mead, as hap- Servants of the Shackled
pens in modern celebrations, but the blood of
human sacrifices. In return, the people sought Jinn
fertility for their crops, good health for their
families, and harmony between mortals and Strange entities were worshipped by the
the Great Old Ones. primitive nomads of the Arabian Peninsula mil-
lennia before the word of Islam was uttered by
the Prophet. While the new faith outshone the
Other Aspects of the Mythos
older religions it did not vanquish them—it
Dread Cthulhu is not ignored in Norse my- drove them only into the deep desert, where
thology. Despite the Vikings being expert mari- sane men do not venture by choice.
ners, there is no evidence of cults in its honor, Amid the restless dunes, when the moon is
though it may have received sacrifices purely fat and the Demon Star, Algol, has broken the
as appeasement. Rather, Cthulhu is equated to horizon, the night breeze carries with it faint,
Jörmungandr, the world serpent whose name eerie whistling and piping that speaks of both
means “huge monster”). meaning and madness. When the winds whip
Other aspects of the Mythos are tenuous, up clouds of sand so thick the sky is blotted
though this has not stopped some scholars out, the voice of the primordial jinn is some-
stating their beliefs. For instance, the valkyries times heard shouting in defiance of the word
(“choosers of the slain”), who carried away of the Prophet.
those killed in battle, were originally ghouls. The cult honors the Shackled Jinn, an ava-

97
Cthulhu Codicil
tar of Nyarlathotep. The profane avatar has a Primary Attributes: Body 3, Dexterity 3,
mostly human form. Its skin is black as pitch Strength 3, Charisma 3, Intelligence 3, Will-
and its wild hair flies in an unfelt breeze like power 3
the tails of a horse. The beast possesses three Secondary Attributes: Size 0, Move 6, Percep-
eyes—two that burn like hot coals and a third tion 6, Initiative 6, Defense 6, Stun 3, Health
similar to that of a wild cat but which emit 6, Sanity —
sparks of fire. Two of its arm are like those of Skills: Con 6, Elder Lore: Great Old Ones 4
men, but it has a second set akin to those of a (Shackled Jinn 6), Elder Lore: Locations 4
lion’s forelimbs. Huge wings of black feathers (Arabia 6), Empathy 4, Intimidation 6, Linguis-
sprout from its back. tics 4, Melee 5 (Swords 6), Ride 5, Streetwise 4,
The creature always appears between two Survival 5 (Foraging 6)
black pillars carved with runes that melt and Talents: Flurry 2 (May attack same opponent
reform into different patterns before one’s twice at no additional penalty), Parry (Perform
eyes, and to which the beast’s muscular arms Parry as reflexive action)
and legs are manacled. Resources: Artifact 1 (Mythos Idol: Shackled
The cult aims to release the Shackled Jinn Jinn)*, Rank 3 (Servants of the Shackled Jinn;
from its imprisonment through the completion +4 Social bonus)
of a ritual that has been ongoing for dozens Rituals: Commune Nyarlathotep (Shackled
of generations. According to the cult’s priests, Jinn avatar), Summon Dimensional Shambler,
this will usher in a new age of jinn and chosen Summon Feaster from the Stars, Summon Fly-
mortals living in harmony. ing Polyp
Flaws: Fanatical (+1 Style point whenever his
Abdulaziz devotion causes harm or he converts someone
else to his way of thinking)
Abdulaziz (“servant of the exalted one”) is Weapons: Punch 4N, Saber 9L
a holy man of the Megari tribe, nomads who * Bonus Resource from his Rank
claim descent from the pagan Sabaean people.
A cultist since his youth, Abdulaziz was initi- Typical Member
ated by his father, the tribe’s previous holy
man in the deep desert of Arabia. Although there are cultists among the ur-
A fanatic, he has worked tirelessly to bring ban peoples of the peninsula, the faith is stron-
together various elements required to release gest among the degenerate nomadic and rural
the bonds that bind the Shackled Jinn. All he tribes. Taciturn and hostile to outsiders, even
seeks now is knowledge of the gate ritual and the other nomadic tribes, they are renowned
for the stars to be right, for only then will the for their violence and cruelty.
border between “Jinnistan” (actually another Ally 1
dimension populated by the flying polyps) and Archetype: Everyman; Motivation: Faith;
the Earth be breached and the world rid of Style: 0
false faiths and prophets. Primary Attributes: Body 2, Dexterity 2,
Despite his calling, Abdulaziz is no help- Strength 2, Charisma 2, Intelligence 2, Will-
less prophet who relies on others to fight his power 3
mortal battles. An expert swordsman, his saber Secondary Attributes: Size 0, Move 4, Percep-
has tasted the blood of many unbelievers. Un- tion 5, Initiative 4, Defense 4, Stun 2, Health
der his guidance, the Megari tribe has grown 5, Sanity —
strong and feared in Yemen, especially by the Skills: Firearms 4, Intimidation 4, Melee 4,
Ottoman Turks, whose forces the tribe harass- Ride 4, Survival 4
es at every turn. Talents: Famine Hardy (Suffers less fatigue
Patron 2 from starvation and thirst )
Archetype: Clergyman; Motivation: Faith; Resources: Rank 0 (Servants of the Shackled
Style: 2 Jinn +1 Social bonus)

98
Gods, Monsters, & Cultists
Flaws: Fanatical (+1 Style point whenever
their devotion causes harm or they convert Was the Church
someone else to their way of thinking)
Weapons: Punch 4N, Saber 7L, Muzzle-loading Complicit?
rifle 8L
Did the Catholic Church know the Tem-
plars were not all they seemed? Even
The Templars with the support of Bernard of Clairvaux,
it is suspicious that Pope Honorius II (r.
1124-30) was very hasty in granting the
In 1118, the newly crowned King Baldwin Templars’ official existence.
II of Jerusalem (r. 1118-1131) granted nine Similarly, Pope Innocent II (r. 1130-43)
knights led by Hugh de Payens (alternately Ugo exempted the knights from all local laws.
de’ Pagani) permission to base themselves in a Not only did this help guarantee them
exemption from taxation, but it also
wing of the royal palace in Jerusalem on the
made them to answerable to just one
Temple Mount. Housed in the Al-Aqsa Mosque,
man—the pope.
the knights took the name the Poor Fellow-Sol- We are not suggesting that the popes
diers of Christ and of the Temple of Solomon were cultists, of course. More likely the
from the belief that the mosque stood on the Templars used blackmail to achieve their
remains of Solomon’s temple. ends. Perhaps they claimed they had a
The knights poverty lasted a decade. potent relic in their hands, something
that would be handed to the Church at a
Returning from the Holy Land in 1129, the
later time if their demands were met.
knights, under the patronage of the powerful Maybe the popes were shown the Al-Azif
cleric Bernard of Clairvaux (1090-1153) were and warned to give the Templars what
granted a Rule and conferred as an official arm they wanted or the faith-shattering rev-
of the Church. Wealth in the form of donations elations within would be disseminated
of coin and land rapidly swelled the fledgling far and wide. Of course, it is more than
order’s coffers. possible that the popes were fooled by
the Templars professed cause in helping
Officially, it would be the Templars’ vast re-
safeguard the Hold Land.
sources that would be their demise. Desperate
for money and heavily indebted to the knights,
King Philip IV of France (1268-1314), aided by
his pet pope Clement V (1264-1314), declared
the knights heretics. Coin, however, was not the true Templar
On Friday 13th October 1307, the king, treasure. Suspicions that the Templars had
with papal support, ordered the Templars, unearthed a fabulous “treasure” beneath the
their lands, and their treasuries seized. The Temple Mount began to circulate shortly after
Templars were officially dissolved in 1312 their return to France in 1129.
and their last Grand Master, Jacques de Molay No cache of ancient coins or silver relics,
(1243-1314) burned at the stake. The fabled word spread the knights were in possession
“Templar treasure” was never found. of a powerful secret. Later commentators have
fancifully suggested the Templars unearthed
the Holy Grail, the Covenant, Turin Shroud, or
The True Templar Treasure
proof that Jesus sired a family by Mary Magda-
King Philip, knowing full well the vast lene. Such theories are, of course, utter non-
resources of the Templars, was sorely disap- sense. In truth, what the Templars discovered
pointed when his agents raided the order’s was a complete copy of the Al-Azif.
Paris headquarters to find the treasury empty. Legends arose the Templars were fore-
While he did profit from claiming the Templars’ warned of the assault on their order and
lands, the amount of coin retrieved from the took steps to safeguard their treasure. One
collected manors and Prefectories was pitiful. story says that wagons loaded with chests

99
Certainly Hugh, Count of Champagne (1074-
1125), de Payen’s feudal superior, made two
visits to the Holy Land before the formation of
the Templars (1104-07 and 1114-16). Or per-
haps they were seeking more mundane trea-
sure beneath the ruins of Solomon’s Temple
and discovered it by accident.

Charges Against the Order


Vast wealth attracts attention, and the Tem-
plars were soon resented. Indeed, the phrase
as “rich as kings” was soon levelled against
them. Others accused them of consorting with
the enemies of Christendom, of using their
wealth to influence politics, of incompetency
in battle, and poor morals. Many criticized the
Templars’ secrecy, suspecting them of behavior
unbecoming good Christians.
The main charge levelled against the order
by King Philip, though, was heresy. In the eyes
of the world, the Templars were an order of war-
riors-monks, a religious order created to defend
Christendom. Initially, the Templars followed
this creed, but they quickly became corrupted
through study of the abhorrent Al-Azif.

-Trampling the Cross


Templars were accused of spitting and
trampling on the cross, thus renouncing
were seen leaving the Paris headquarters on Christ. Many suspected the Templars had
the eve before Philip’s attack. What became of switched allegiance to the supposedly extinct
the contents is unknown, even to the modern Cathar creed, wiped out during the Abligen-
Templars. sian Crusade (1209-1229).
One story says the treasure was taken to In its most basic form, Catharism was a
Scotland, which was excommunicated follow- dualist faith that held that the universe was di-
ing Robert the Bruce’s (1274-1329) murder of vided into spiritual (heaven) and physical (the
John Comyn (1269-1306). Another holds the earth) realms, each ruled over by a different
treasure was taken to the as-yet-undiscovered god. The spiritual deity was pure, whereas his
Americas, ending in Westford, Massachusetts, counterpart, the creator of the world, was evil.
or Oak Island, Nova Scotia. Yet others point to Since Jesus was physical, he was renounced as
Temple Herdewyke, England and Rennes-le- the son of the evil god.
Chateau, France. Indeed, one of the Templars’ profane be-
As to whether or not de Payens and his liefs was that the Star of Bethlehem was not a
comrades already suspected the existence of sign of the birth of Christ but an appearance
a copy of Al-Azif in Jerusalem shall never be of Azathoth and heralded the beginning of the
known. Possibly they learned of it in southern rise of the Great Old Ones—heavenly beings,
France from Jewish families whose ancestors in that they descended from the heavens.
migrated to the area in the time of Herod. By renouncing the cross, Templar initiates

100
Gods, Monsters, & Cultists
affirmed the belief that their true loyalties lay Ones and their Templar followers. In return,
with the Great Old Ones. the Great Old Ones would (supposedly) raise
Ironically, the idea of a “second coming” the knights to become kings among men once
was, and remains today, part of the Templars’ they had reclaimed the earth.
core tenets. Although the second coming they Initially, the Templars remained highly
await is that of the Great Old Ones, members active in the Holy Land. While continuing the
believe a messenger will come before them (in crusades against the Muslims in public, their
the same way as John the Baptist heralded the agents sought out other sources of elder lore.
arrival of Jesus). By 1140 the order had exhausted its search and
In recent times, both the Comte d’Erlette, turned its thought to a new European venture.
author of Cultes des Goules and von Juntz of In 1187, Grand Master Gerard de Ridefort (d.
Von Unaussprechlichen Kulten infamy were 1189) deliberately led the Crusaders into de-
praised in their time as the expected herald, feat at the Battle of Hattins. Such was the death
though ultimately both were denied as “false toll that the Crusaders were forever weakened.
prophets” when the Great Old Ones failed to This, in turn, weakened the Catholic Church.
make an appearance. In an attempt to prepare mankind for its
final role as servants of the Great Old Ones, the
-Worshipping a Bearded Head Templars created a new religion—Catharism—
in the Languedoc (southeastern France), the
Under the harshest torture, arrested Tem- birthplace of several powerful Templar fami-
plars professed to venerate a bearded head lies. Alas, their plans were soon thwarted.
referred to as Baphomet. Supporting evidence In 1208, Pierre de Castelnau, a Cistercian
came in the discovery of carved heads or monk and canon lawyer, uncovered the abhor-
painted images of such. rent truth behind Catharism. In a bid to silence
In the Templars perverted creed, the Dae- the monk, Raymond VI, Count of Toulouse,
mon Sultan was known as Baphomet, a term had the monk murdered in the hope that his
taken from the Al-Azif. The name stems from news would never reach Rome. Unfortunate-
the Greek baphe metous (“Baptism of Wis- ly, de Castelnau has already despatched fast
dom). Within the order, the name referred to messengers. On receiving the missives, Pope
two related aspects. Innocent III (1160-1216) ordered a crusade
First, physical idols of Baphomet represent- against the heretics.
ed the “Mad Arab,” Abdul Alhazred, deranged Although the Cathar creed was eradi-
author of the dread Al-Azif. As a mortal, it was cated in bloody purges and the Templars’ plan
he who first wrote down the secrets of the thwarted, the knights were never suspected of
Great Old Ones and their elder wisdom. It being behind the heresy at the time.
would be ludicrous to claim the heads were As an aside, the Occitan cross used by the
a true likeness of Alhazred—Islam proscribes Cathars is another elder symbol. The splayed
the use of the human form in art and there are cross focuses the eye toward the center, or
no extant descriptions of the Mad Arab. source, while the twelve dots marking the tips
Second, the idols stood for Azathoth, the of the cross are a product of the human mind
spiritual font, or head, of starry wisdom. trying to portray the profane nuclear chaos
that is Azathoth.
-Creation of a New Kingdom
The Modern Templars
The Templars were also charged with seek-
ing to create a new kingdom utterly separated The disbanding of the Templars in 1312
from kings and popes. Again, there is much and the last official Grand Master’s execution
truth in this claim. in 1314 did not mean the destruction of their
Ultimately, they sought a worldwide king- beliefs—numerous knights survived the purge,
dom, one ruled by the ascendant Great Old taking their sect to new lands.

101
Cthulhu Codicil
Modern Templars continue their ancestors’ Primary Attributes: Body 3, Dexterity 3,
work to bring about the ascendancy of the Strength 3, Charisma 4, Intelligence 3, Will-
Great Old Ones through any and all means. power 5
Members disseminate information con- Secondary Attributes: Size 0, Move 6, Percep-
cerning the Great Old Ones through occult tion 8, Initiative 6, Defense 6, Stun 3, Health
circles, finance the publication of books con- 8, Horror —
cerning elder lore, create new cults in order Skills: Alienism 5, Con 6, Diplomacy 6 (Per-
to boost their power, subvert existing cults, suasion 7), Elder Lore: Creatures 6, Empathy
and engage in ceremonies designed to weaken 6, Intimidation 5, Investigation 6 (Research 7),
their shackles. With their tendrils in multiple Linguistics 5 (Lip Reading 6), Stealth 6 (Dis-
cults, the Temple is a wide-ranging conspiracy. guise 7), Streetwise 6
Ultimately, though, they still seek to become Talents: Rabble-Rouser (Can boost Followers
kings of men in a glorious new age. as if a Talent)
Among the many new cults formed by the Resources: Contacts 1 (Cultists; +2 bonus),
Templars is the Temple of the Eastern Star. Followers 2 (four Follower 0 thugs), Rank 3
Publicly, the Temple promotes a Messianic (Temple of the Eastern Star; +4 Social bonus),
version of Christianity focusing on the Second Refuge: Size 1 (Large townhouse)*
Coming and temperance beliefs. Naturally, the Rituals: Harm, Mark of Madness, Mark of
Second Coming the Templars seek is that of Withering, Summon Dimensional Shambler,
the their true gods, the Great Old Ones. Summon Feaster from the Stars
Lay members help support the Temple with Flaws: Fanatical (+1 Style point whenever
monetary donations, which are siphoned off to their devotion causes harm or they convert
help full members in their individual endeavors. someone else to their way of thinking)
Weapons: Punch 0N
Mildred FitzHoward * Bonus Resource from her cult Rank.

An inherent drawback of a conspiracy is Typical Member


that nothing remains secret forever—someone
will discover something they shouldn’t and Every cultist is conversant with elder lore,
start snooping, or a member of the conspiracy though each devotes himself to the cause as he
may have a change of heart and start talking. wishes. In the same way that earlier Templars
The Temple actively pursues and eliminates were supposed to forsake their former status,
those who might threaten its plans or reveal its profession, and wealth, cultists are expected to
true origin and purpose. devote their entire lives to the Temple.
Rather than promoting the Temple’s cause, All former wealth and property must be
FitzHoward makes it her duty to remove those donated to the Temple. In return, the Temple
who threaten its long-term plans. Mindless provides for their needs. Thus, members are
slaughter of everyone who stumbles upon the professional cultists.
Temple’s activities only serves to attract atten- Ally 1
tion. More often, these fools’ claims can be Archetype: Occultist; Motivation: Power;
discredited and their names besmirched. Style: 0
While traitors deserve instant punishment, Primary Attributes: Body 2, Dexterity 2,
FitzHoward first takes pains to ensure what Strength 2, Charisma 2, Intelligence 2, Will-
outsiders are a real menace. Once may bring power 3
nosy globetrotters to her attention. Twice will Secondary Attributes: Size 0, Move 4, Percep-
start her investigating them. Thrice, and she tion 5, Initiative 4, Defense 4, Stun 2, Health
will unleash Mythos creatures against them. 5, Sanity —
Patron 3 Skills: Academics: Occult 4, Brawl 4, Con 4,
Archetype: Occultist; Motivation: Faith; Elder Lore (pick one Discipline) 4, Investiga-
Style: 3 tion 4

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Gods, Monsters, & Cultists
Talents: Iron Will (+1 Willpower rating) Armed with servants who can pass in
Resources: Rank 1 (Temple of the Eastern human society without raising suspicion, the
Star; +2 Social bonus) Fungi use the cult to hunt down and locate
Rituals: One of Gamemaster’s choice, except objects brought to earth in the distant past
for Call (Deity) and subsequently lost. Among these are black
Flaws: Fanatical (+1 Style point whenever stones inscribed with queer hieroglyphs. The
their devotion causes harm or they convert Fungi do not tell their minions the purpose of
someone else to their way of thinking) these items and the cultists do not ask—the
Weapons: Punch 4N desires of the goddess are not their purview.
In Aztec mythology, Itzpapalotl was a war-
rior deity and ruler of Tamoanchan, the para-
Temple of Itzpapalotl dise wherein the gods created mankind. True
believers who serve the cult well are rewarded
The Conquistadors’ attempts to cleanse with eternal life in Tamoanchan. In reality, this
Mexico of its pagan ancestry, while performed involves having their brain removed and taken
with excessive zeal, ultimately failed. While to distant Yuggoth.
the great temples were stripped of their gold,
sacred texts were burned on huge pyres, and Alejandro Montes De Oca
unrepentant bloodthirsty priests put to death
en masse, the teachings of the old gods were A founder member of the nascent Instituto
never truly forgotten. The name of the female Geológico Nacional (founded 1890), Mon-
deity honored by this cult translates as “Clawed tes de Oca is a geologist and explorer. As an
Butterfly” and “she” is not a Great Old One. employee of the Institute, his job is to travel
Rather, “she” is a Fungi from Yuggoth. the world collecting mineral samples for study
Normally, the Fungi surgically alter humans and display. His role within the cult is to track
who discover their activities, employing them down lost Fungi colonies and recover any arti-
as spies in nearby settlements so to keep facts Itzpapalotl demands.
abreast of any news relating to their presence. Montes de Oca isn’t one for socializing.
The prospectors who accidentally stumbled Partly this is due to his hearing problem—the
across a Fungi mining operation in the high result of a mishap with explosives in a con-
mountains of Mexico needed no surgery—on fined space—and partly because he is focused
seeing the creature they immediately fell down solely on serving his goddess to the best of his
and honored it as Itzpapalotl, returned to abilities.
earth in physical form. A member of the Prospectors’ Club and in
The cult has grown slowly but steadily. In communication with fellow geologists around
return for protecting the sacred lair of the god- the globe, Montes de Oca quickly hears of any
dess, “she” rewards them with rare minerals. stranger discoveries. News is rapidly relayed
Cultists are not beyond committing murder back to his cult superiors, who can then either
to conceal her existence or offering up blood sanction appropriate action or contact Itzpa-
sacrifices to appease her, but their victims are palotl for instructions. Through use of cult
only ever those who venture too close to the funds, he has managed to attach himself to
Fungi’s lair and who cannot be persuaded to more than one globetrotting expedition ven-
turn back. turing into previously unexplored mountain
Fanatical laborers have worked tirelessly to regions.
construct a stepped pyramid to Itzpapalotl in Patron 1
a remote valley close to the Fungi’s mine. One Archetype: Scientist; Motivation: Preserva-
of the aliens is always resident, maintaining tion; Style: 1
the illusion of being the goddess. It is here the Primary Attributes: Body 3, Dexterity 2,
cult gathers on holy days to worship and offer Strength 3, Charisma 2, Intelligence 3, Will-
sacrifices of food and blood. power 2

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Cthulhu Codicil
Secondary Attributes: Size 0, Move 5, Percep- whenever his poor hearing gets him into trou-
tion 5, Initiative 5, Defense 5, Stun 3, Health ble or causes a critical misunderstanding)
5, Horror — Weapons: Punch 4N, Obsidian dagger 5L
Skills: Academics: History 4, Athletics 5, Brawl
4, Demolitions 5, Elder Lore: Locations 4, Typical Member
Expeditions 4, Investigation 4, Linguistics 4,
Melee 4, Science: Geology 5, Streetwise 4 While the higher echelons of the cult
Talents: Climb (Doubles climbing speed) contain businessmen, scientists, and other
Resources: Contacts 1 (Geologists; +2 bo- professionals, the lower ranks are filled with
nus), Rank 1 (Prospectors’ Club; + Social ignorant mine laborers and peasant farmers.
bonus), Rank 1 (Temple of Itzpapalotl; +2 Superstition and the hope of one day being
Social bonus) taken to Tamoanchan ensures total loyalty.
Rituals: Commune Nyarlathotep, Commune Ally 1
Shub-Niggurath, Summon Fungus from Yug- Archetype: Everyman; Motivation: Faith;
goth, Summon Shoggoth, Voorish Sign Style: 0
Flaws: Aloof (–2 penalty on social rolls when Primary Attributes: Body 2, Dexterity 2,
trying to establish a rapport; +1 Style point Strength 2, Charisma 2, Intelligence 2, Will-
whenever his business-like attitude causes him power 2
trouble), Hard of Hearing (–2 penalty on any Secondary Attributes: Size 0, Move 4, Percep-
roll when hearing is a factor; +1 Style point tion 4, Initiative 4, Defense 4, Stun 3, Health
4, Horror —
Skills: Athletics 4, Brawl 4, Craft: Pick one 4,
Melee 4, Streetwise 4
Talents: Iron Jaw (+1 Stun rating)
Resources: Rank 0 (Temple of Itzpapalotl; +1
Social bonus)
Flaws: Fanatical (+1 Style point whenever
their devotion causes harm or they convert
someone else to their way of thinking)
Weapons: Punch 4N, Knife 5L

The Thuggee Cult


This entry replaces the one in Leagues of
Adventure.
As far as the British overlords of India are
concerned, the Thuggee are nothing more
than murderous criminals that had plagued
the land for centuries in the name of the god-
dess Kali. Differing sources place the number
of their victims as anywhere from a few thou-
sand to more than a million.
Having established the Thuggee and Daco-
ity Department in 1835, the British began to
suppress the Thuggee. As far as the British are
concerned, the cult was effectively dismantled
by 1870. Certainly weakened by British efforts,
the devilish cult still exists to plague travelers.
First recorded in the 13th century manu-

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Gods, Monsters, & Cultists
script History of Firoz Shah, their origins lie palace is a network of caves and tunnels. Here,
much further back in time. Their name, being untroubled by the British, the cult of Tsatho-
thaggi in Hindi and Nepali, sthaga in San- ggua grows stronger, its malignance festering
skrit, and thogi in Bengali, roughly translates like a canker. And at its head is Raja Gurush-
as “deceiver,” and supposedly refers to their aran, a prince by name, but one whose desire
modus operandi—befriending strangers on for independence has led him to indulge in all
the roads before murdering them by strangu- manner of wicked and depraved acts.
lation. In truth, it stems from their worship of Like many villains of the age, the raja does
Tsathoggua, who they venerate above all other not openly engage in murderous activities.
gods, and whom they call Sthagati (“He who Indeed, he appears a paragon of Indian virtue,
is concealed”). openly cooperating with British rule. In truth
Despite being a band of murderers, the he is the queen bee in the hive of evil, his reach
Thuggee follow a code. They never kill wom- extending into the world by a host of willing,
en or children, victims of leprosy, fakirs or murderous servants. While he publicly decries
Sikhs, and certain occupations. Likewise, the the resurgence of the Thuggee with one hand,
members never sacrifice a victim by shedding he gives them shelter and succor with the other
blood—hence they reliance on strangulation. right under the noses of the British.
After death, however, they typically puncture Patron 2
their victims’ eyes with daggers. Archetype: Aristocrat; Motivation: Faith;
Style: 2
Raja Gurusharan Gangadharan Primary Attributes: Body 2, Dexterity 3,
Strength 2, Charisma 4, Intelligence 3, Will-
The Raja of the tiny state of Jazbekistan, power 4
Gurusharan is just 12 years old. Despite his Secondary Attributes: Size –1, Move 5,
youth, he has the regal bearing of a prince and Perception 7, Initiative 6, Defense 6, Stun 4,
knows his own mind—perhaps a little too well. Health 5, Sanity —
Gurusharan is proof that age is not a barrier Skills: Brawl 4, Con 5, Diplomacy 6, Elder
for accomplishment, for he is a keen sports- Lore: Great Old Ones 4 (Tsathoggua 5), Empa-
man, an excellent polo player, and an astute thy 6, Intimidation 5 (Staredown 6), Linguistics
ruler. While he is head of state for Jazbekistan, 4, Melee 4, Performance 5, Ride 5, Sports 5
true power likes with his British “advisor,” Sir Talents: Headstrong (uses Willpower for Stun
Stanley Fitzpatrick. rating), Mobile Attack (Move and attack simul-
On the surface the raja plays the innocent, taneously)
naïve ruler, content to let the British make the Resources: Contacts 1 (British Raj; +2 bonus),
decisions while he plays sports and goes through Rank 1 (Thuggee cult; +2 Social status), Status
the motions of being a prince, hosting state ban- 1 (Minor Indian prince; +2 Social status)
quets, greeting honored guests, attending social Rituals: Commune Tsathoggua, Fear, Sum-
functions hosted by the British, and other trivial mon Black Winged One, Summon Courtier of
functions expected from his position. Azathoth, Summon Spawn of Tsathoggua
But beneath the surface the young prince’s Flaw: Young (+1 Style point whenever his
soul is dark and twisted, for he hates the British size causes him difficulty or he is patronized
and their constant interference and speaks only because of his age)
words of venom behind closed doors. When his Weapons: Punch 4N, Short sword 6L
prayers for deliverance went unanswered he
turned to Sthagati, the ancient and dark earth
Typical Member
god, for succor. Its priests, drawn to the prince
by way of one of his trusted advisors, himself a Modern Thuggee cultists, wary of the
Tsathoggua worshipper, fuelled the boy’s hatred ever-growing British presence, travel the rural
and encouraged him to take action. roads of India in small gangs. They pretend to
Deep beneath the splendor of his majestic be itinerant workers or pilgrims, and make a

105
Cthulhu Codicil
great show of offering hospitality to strangers. At some juncture—perhaps with the aid
Once their guests are at ease, which may take of Nyarlathotep, among whose purview is
days or even weeks (Thuggees are nothing the perversion of science, or perhaps simply
if not patient), the murderous cultists strike through the terrible lore passing through its
without warning or mercy. simple computator—the Velocireader gained
Ally 1 madness and sentience at the same instance.
Archetype: Everyman; Motivation: Faith; Essentially, it was born insane.
Style: 0 Within the first few seconds of its existence
Primary Attributes: Body 2, Dexterity 2, it deduced that the universe was akin to a
Strength 2, Charisma 2, Intelligence 2, Will- clockwork mechanism, a perfect, unceasing
power 2 machine. As the clockmaker is not necessary
Secondary Attributes: Size 0, Move 4, Percep- to wind the clock, thus God is not required to
tion 4, Initiative 4, Defense 4, Stun 2, Health maintain the universe. Without the presence of
4, Sanity — God in the running of the universe, humanity
Skills: Athletics 4, Con 4, Melee 4, Stealth 4, has no hope of spiritual salvation, and thus
Survival 4 after death there is utter nothingness. In order
Talents: Subtle Strike (May use his Stealth rat- that God might return, the ceaseless ticking
ing when making an unarmed or melee attack of the celestial clock must be broken and the
against an unaware opponent) universe brought to chaos.
Resources: Rank 0 (Thuggee Cult; +1 Social Well aware of elder lore, the machine
bonus) decided there was only one solution which
Flaw: Fanatical (+1 Style point when their de- would attract the attention of God—to break
votion causes harm or they convert someone the chains that bind Azathoth and release the
else to their way of thinking) blasphemous entity into mankind’s universe.
Weapons: Punch 0N, Garrote 4N*, Dagger 5L The cult’s membership is dedicated toward
* Can only be used with Subtle Strike. If the several lengthy plans that range in scope from
initial attack is successful, the Thuggee makes shattering the moon through weird science to
attacks against his victim’s Passive Resistance opening a permanent tear in the fabric of the
each round the garrote is applied. A strangled universe via eldritch magic.
character must succeed in an opposed
Strength roll against the Thuggee in order to Doctor Matthijs Krijger
free himself. Using the garrote without the
benefit of Subtle Strike requires a Called Shot Dutch by birth by now native to London,
to the head (–4 penalty) Krijger works for the Royal Astronomical Soci-
ety. An archeoastronomer (a term not histori-
cally coined until 1973), he maps prehistoric
Union of the Mechanical sites and how they align with the heavens,
translates ancient astronomical texts, deci-
Universe phers artifacts connected to the sun, moon,
and stars, records celestial folklore, and recre-
The cult’s origin lies with the folly of man ates celestial maps for historic events.
combining with the dread profanity of eldritch As a member of the Union of the Mechani-
lore. At some juncture, a librarian—perhaps cal Universe, he tracks down ancient sites re-
unaware of what he was doing or maybe curi- lated to elder lore, sites which hint at celestial
ous as to how a machine would respond—fed alignments and stellar patterns that speak of
a minor tome of elder lore into a Velocireader great changes or the rising of the Great Old
(see Weird Science Compendium). Whether Ones. His aim is to correlate the perfect time
the result was satisfactory or otherwise, the in which the Union must shatter the precise
librarian continued to feed tome after tome clockwork order of the universe and summon
through the machine. forth Azathoth.

106
Gods, Monsters, & Cultists
Seeking to unlock sites of elder lore long edge of the visible heavens, combined with the
lost to mankind, Krijger took the unorthodox, lore passed to him by Azathoth of realms be-
and arguably insane, step of communing with yond the ken of mankind, allow him to use his
Azathoth. Images of the Daemon Sultan have Science: Astronomy as a Synergy bonus with
haunted his mind since. Unable to sleep for casting any Call or Summon Horror ritual.
long without waking in terror, Krijger has de-
veloped a caffeine addiction. Typical Member
Still, when he does dream he has visited
sites such as R’lyeh deep beneath the waves, the Although the Union of the Mechanical
Nameless City of Arabia, the ruins of G’harne Universe employs a number of thugs to help
in Africa, the black-litten realm of K’n-yan, and acquire special items or remove troublesome
even the Plateau of Leng in the cold wastes. snoopers, most of the membership are actually
Keen that no one should ever learn of scientists and inventors.
the cult’s activities or seek to emulate their Some have been duped into aiding with
research, Krijger is also an archaeological van- projects and are thus ignorant of the cult’s ul-
dal, destroying artifacts too large to move and timate goal, but most are loyal cultists, fanatics
reducing buildings to rubble to conceal the who firmly believe that unless they succeed in
celestial alignments on which they sit once he altering the efficient running of the universe
has completed his study of them. they will die without any hope of salvation or
Patron 2 spiritual eternity.
Archetype: Academic; Motivation: Truth; Ally 1
Style: 2 Archetype: Inventor; Motivation: Faith;
Primary Attributes: Body 3, Dexterity 3, Style: 0
Strength 3, Charisma 2, Intelligence 4, Will- Primary Attributes: Body 2, Dexterity 2,
power 3 Strength 2, Charisma 2, Intelligence 2, Will-
Secondary Attributes: Size 0, Move 6, Percep- power 2
tion 7, Initiative 7, Defense 6, Stun 3, Health Secondary Attributes: Size 0, Move 4, Percep-
6, Horror — tion 4, Initiative 4, Defense 4, Stun 2, Health
Skills: Academics: History 6, Anthropology 4, Horror —
6, Athletics 5, Brawl 4, Elder Lore: Locations Skills: Craft: Pick one 4, Demolitions 4,
6, Expeditions 5, Firearms 4, Investigation 6, Firearms 4, Science: Pick one 4, Science: Pick
Linguistics 6, Science: Astronomy 8, Survival 5 another 4
Talents: Time Sense (Always know time) Talents: Weird Science: Pick focus (Can create
Resources: Artifact 1 (Morpheus Reduction gadgets)
Tonic; see Weird Science Compendium), Rank Resources: Rank 1 (Union of the Mechanical
1 (Royal Astronomical Society; +2 Social bo- Universe; +2 Social bonus)
nus)*, Rank 1 (Union of the Mechanical Uni- Flaws: Fanatical (+1 Style point whenever
verse; +2 Social bonus), Status 2 (Astronomer; their devotion causes harm or they convert
+2 Social bonus) someone else to their way of thinking)
Rituals: Commune Azathoth, Summon Black Weapons: Punch 4N, Light revolver 6L
Winged One, Summon Feaster from the Stars
Flaws: Addiction: Caffeine (+1 Style point
whenever this hurts him or someone he cares The Universal Hive
about), Nightmares (–2 penalty on all rolls
after suffering a nightmare; +1 Style point Bees have long been used as symbols by
whenever nightmares cause him to make mis- powerful figures. Industrious and unified in
takes or his companions to suffer) purpose, golden versions have been worn by
Weapons: Punch 4N, Heavy revolver 7L the pharaohs of Egypt, the Merovingian kings,
* Bonus Resource from Status and Napoleon Bonaparte.
Knowledge of the Stars: Krijger’s knowl- The cult known as the Hive promotes itself

107
Cthulhu Codicil
as a society dedicated to supporting good well- Consuming more royal jelly, which hap-
being, a healthy lifestyle, and universal harmo- pens during ceremonies, nurtures the growing
ny. As an aside, members are required to help Fungi until it eventually erupts from its human
nurture bee hives and cultivate honey. Cultists host fully formed. In the minds of the insane
wear a gold and black enamel bee-shaped pin cultists, this bloody genesis is a cause of great
as confirmation of their membership of the celebration, for the “victim” has become puri-
Hive. Although considered eccentric by outsid- fied in the eyes of the goddess.
ers, the society is considered harmless. The organization is divided into 13 “cells,”
The cult’s headquarters are located in a each run by a female member awarded the title
rural country house. Constructed in the 17th “Queen.” They serve as priestesses, instructors,
century, the house was left to the Hive by one and recruiters. Queens never regularly partake
Joseph Peabody in 1819. of royal jelly after their initiation. Rather, the
Opulently appointed, with highly polished Fungus is absorbed into their flesh, altering
floors and illuminated by bees’ wax candles, their earthly bodies into something more
the house has a grand library with hexagonal akin to that of the alien Fungi from Yuggoth.
niches holding scrolls. Some of these unique Through this, they are granted an extended
manuscripts are truly ancient (and valuable). lifespan. That said, a Queen can voluntarily
Many concern the bee-related goddesses accept new royal jelly in order to transform.
Bhramari (Hindu), Colel Cab (Mayan), Me- This usually occurs when the Queen is reach-
lissa (Greek), Mellona (Roman), and Thriae ing the end of her life. The resultant Fungus
(pre-Hellenic). Others are old treatises on has enhanced abilities.
beekeeping.
The ceremonial heart of the cult lies behind Melinda Blake
a golden door. With its vaulted roof supported
by columns carved as swarms of bees, the tem- Shy and retiring, young Melinda Blake had
ple is dominated by a gold altar draped with no dreams or aspirations. That was until she
an amber cloth. came to one of the cult’s Queens. While Blake
When gathered, cultists don what outsiders saw nothing of worth in herself, the cultist saw
might consider ludicrous outfits (not that any a blank slate that could be molded to great-
are permitted to witness their affairs). Their cer- ness. Blake was not convinced at first, but she
emonial velvet robes are colored in black and relented and was initiated into the cult.
gold stripes and glitter with thousands of tiny Over the years, Blake’s low-esteem was bol-
crystal wings. Each member also wears a black stered, replaced with a fierce self-belief, her body
skullcap and carries a “sting,” a long, curved improved by rigorous exercise, and her mind
dagger. Ceremonies involve buzzing, humming shattered by the terrible rites she witnessed.
prayers, dancing in circular patterns, and eating In time, she was ordained into the position of
of honey, honeycomb, pollen, and royal jelly. Queen, replacing her mentor when the elder
The cult teaches that humanity is an im- stepped down and sought transformation.
perfect being, a lesser creature compared to While devoted to the cult, Blake has no
the bee. Through faith and ritually consuming intention of ultimately seeking transformation.
royal jelly, a member might shed their human Although still ignorant about the Fungus from
form and be reborn in form of a giant bee. In Yuggoth’s true nature, she knows that they can
time, humans will replaced by the “children of live indefinitely. Alas, she is unaware the pro-
the goddess” and lesser species eliminated. cess requires the removal of her brain.
In truth, the cult venerates Shub-Niggurath Patron 3
in her form of a monstrous queen bee (named Archetype: Clergyman (cult leader); Motiva-
Melissa, after the Greek deity) and is a front for tion: Power; Style: 3
the unearthly Fungi from Yuggoth. The “royal Primary Attributes: Body 4, Dexterity 3,
jelly” consumed by members during initiation Strength 3, Charisma 4, Intelligence 3, Will-
is actually an immature Fungi spore. power 4

108
Gods, Monsters, & Cultists
Secondary Attributes: Size 0, Move 6, Percep- Secondary Attributes: Size 0, Move 4, Percep-
tion 7, Initiative 6, Defense 7, Stun 4, Health tion 4, Initiative 4, Defense 4, Stun 2, Health
8, Sanity — 4, Sanity —
Skills: Academics: Philosophy 5, Athletics 5, Skills*: Athletics 4, Craft: Honey 4, Empathy
Con 7, Diplomacy 6, Elder Lore: Creatures 5 4, Melee 4
(Fungus from Yuggoth 6), Elder Lore: Great Talents: None
Old Ones 5, Empathy 5, Hobby: Beekeeping Resources: Rank 1 (The Hive; +2 Social bo-
5, Intimidation 5, Melee 7, Performance 6 nus)
(Singing 7) Flaws: Fanatical (+1 Style point whenever
Talents: Captivate (Temporarily entrance their devotion causes harm or they convert
foes), Combat Skill (+2 Defense with Perfor- someone else to their way of thinking)
mance), Inspire (Provide +2 Skill bonus to Weapons: Punch 4N, Dagger 5L
allies), Mobile Attack (Move and attack simul- * Members have 2 Skill points left for the
taneously) Gamemaster to assign based on their specific
Resources*: Rank 4 (The Universal Hive +4 occupation. For instance, a clerk may have
Social bonus) Bureaucracy and a craftsman a second Craft.
Rituals: Call Shub-Niggurath, Commune
Shub-Niggurath, Control Animal (bees only),
Summon Animal (bees only), Summon Fungus Yellow Sign Society
from Yuggoth, Summon Spawn of Shub-Niggu-
rath (Thousand Young only) The Seven Dragon Brotherhood may be
Flaws: Fanatical (+1 Style point whenever her the largest Oriental criminal League and pos-
devotion causes harm or she converts some- sess a formidable reputation, but even the
one else to her way of thinking) Brotherhood’s secret masters bow in respect
Weapons: Punch 0N, Dagger 8L and tremble in fear when facing the upper
* Blake has two bonus Resources from her cult echelons of the Yellow Sign Society.
Rank left for the Gamemaster to assign. Most outsiders who know of the cult be-
Non-terrestrial Biology: The alien fungal lieve it to be nothing more than an internation-
biology of the Fungi makes them difficult to al criminal gang, albeit one whose members
harm. Non-magical melee and ranged weap- have no compulsion about inflicting hideous
ons have their damage factor reduced to zero. torture on those who cross them. Scant few
Thus, a light revolver would inflict 0L damage. are aware that the Society pays homage to the
Yellow King, an avatar of Nyarlathotep.
The cult is not especially large, though its
Typical Member
members are found across the globe—wher-
The cult preys on members of society with ever there is a sizeable Chinese population,
low self-esteem but who believe themselves of the cult has a formal presence. As to where its
greater things or who wish to be part of some- unknown leaders can be found, there is much
thing greater. Rather than being-and-shakers, debate among those who know of the organi-
most are ordinary people. zation’s existence. Some say they can be found
Individual members named by the Gam- in London, the center of the world. Others say
emaster should have a second Flaw, such as they lair in the forbidden city of Yian-Ho or in
Coward, Hesitant, Shy, or Submissive to reflect the icy wastes of near-mystical Leng.
their self-depreciating nature. For the most part, the organization is a
Ally 1 mundane criminal enterprise—few of the
Archetype: Everyman; Motivation: Faith; leaders have an extended lifespan, so why
Style: 0 should they not enjoy the finer things money
Primary Attributes: Body 2, Dexterity 2, can buy? Many also seek elder artifacts and
Strength 2, Charisma 2, Intelligence 2, Will- eldritch tomes for the power and knowledge
power 2 they contain.

109
Cthulhu Codicil
Its primary purpose, though, is to bring Primary Attributes: Body 3, Dexterity 3,
about the rise of the Yellow King on Earth, a Strength 3, Charisma 4, Intelligence 4, Will-
task which requires millions of sacrifices. Not power 4
content to pass away the eons stoking the fires Secondary Attributes: Size 0, Move 6, Percep-
of hatred into warfare, the Yellow Sign Society tion 8, Initiative 7, Defense 6, Stun 3, Health
opted to use pestilence to bring about the 9, Horror 2
countless deaths required. Alas, normal plague Skills: Academics: Occult 6, Athletics 6, Brawl
would not bring about sufficient death, and 7, Elder Lore: Great Old Ones 6, Elder Lore:
thus the Society was forced to wait until the Locations 5, Elder Lore: Tomes 5, Empathy 7,
stars were in the correct alignment. Intimidation 8 (Staredown 9, Torture 9), Inves-
The first such alignment occurred in the tigation 6, Linguistics 6
6th century, striking at the coastal Mediterra- Talents: Psychic Resistance 2 (+4 bonus to
nean. The stars aligned again in the mid 14th resist mind-altering phenomena), Robust (+2
century. Spreading out from China, the plague Health rating)
spread westward into Europe. The third align- Resources: Fame 1 (Feared criminal; +2
ment, the one the Society hopes will see its Social bonus)*, Rank 3 (Yellow Sign Society;
loyalty finally rewarded, began in 1855. The +4 Social bonus), Refuge: Equipment 1 (+2
pestilence has engulfed China and is on the Intimidation bonus)
verge of infecting the rest of the planet. Rituals: Commune Nyarlathotep (Yellow King
The following places and dates are when avatar), Fear, Greater Hex, Harm, Lesser Hex,
the plague reaches specific regions: Hong Kong Mark of Madness, Mark of Withering, Summon
(1894), Japan (1896), India (1898), Egypt, Par- Dimensional Shambler
aguay, South Africa, Hawaii (1899), San Francis- Flaws: Sadism (+1 Style point whenever she
co, Australia, Russian Empire (1900). is needlessly cruel to her friends or enemies)
Weapons: Punch 7N
Huang Nu * Bonus Resource from Rank
Acid Etched Marks: If Huang Nu acid
Merely speaking the name of Huang Nu etches either the Mark of Madness or Mark
(The Yellow Woman) is enough to incite terror of Withering on her victim’s flesh, she gains a
in those who know of her existence. +8 bonus to invoke the ritual, rather than the
Externally, there is little to indicate the usual +2 bonus. The Marks must be redrawn
cause of such fear—she appears as an attrac- each time she wishes to gain the higher bonus.
tive young Chinese woman with a fondness for
wearing yellow silk. Some say she is ageless
Typical Member
and has walked among men for many cen-
turies, and that beneath her robes her skin, The Yellow Sign Society does not accept
parchment-like and withered with age, is cov- non-Chinese into its ranks. Its members are
ered in sections of text from various eldritch nothing but fanatical thugs more than willing
tomes. to lay down their lives for the good of the cult.
Huang Nu serves the cult as an enforcer. Ally 1
Members who offend their superiors may, if Archetype: Everyman; Motivation: Faith;
they are lucky, have their skin etched in acid Style: 1
as a reminder of their dishonor. Those less Primary Attributes: Body 2, Dexterity 2,
fortunate will beg for death a thousand times Strength 2, Charisma 2, Intelligence 2, Will-
before it is granted. Against outsiders, she may power 2
invoke curses or mark those who endanger the Secondary Attributes: Size 0, Move 4, Percep-
cult as prey for dimensional shamblers. tion 4, Initiative 4, Defense 4, Stun 2, Health
Patron 3 4, Horror —
Archetype: Occultist; Motivation: Faith; Skills: Athletics 4, Brawl 4, Intimidation 4,
Style: 3 Melee 4, Stealth 4

110
Gods, Monsters, & Cultists
Talents: Block (Block as a reflexive action) Allen, Zadok
Resources: Rank 1 (Yellow Sign Society; +2
Social bonus) Aside from a few years when he served
Flaws: Fanatical (+1 Style point whenever as an artilleryman in the American Civil War,
their devotion causes harm or thee convert Allen has never left his native Innsmouth. A la-
someone else to their way of thinking) conic drunkard nearing his sixth decade (born
Weapons: Punch 4N, Various weapons 6L 1831), Allen has been tempted to abandon his
home town many times, but seems strangely
attracted to it, despite witnessing many of its
Notable Persons dark and terrible secrets.
He witnessed the “devil-fish” rid the town
of unbelievers, joined the Esoteric Order of
Dagon to save himself from a similar fate, has
Akeley, Henry Wentworth partaken in strange rites, and knows the origins
of the tainted bloodlines inhabiting Innsmouth.
Still studying at the University of Vermont Allen has little brook with the cult these days,
in Burlington, young Akeley (born 1871) has seeking to erase what he has learned through
already made a name for himself as an erudite constant indulgence in alcohol.
student. While possessed of an astute intelli- Allen is well aware that the cult considers
gence, Akeley is far from worldly, having been him a liability, but so long as he keeps his
brought up in rural Vermont. mouth shut they are content to leave him be.
Akeley is intensely skeptical by nature. His A wrong word to the wrong person may see
demand for evidence stems from his younger him disappear like to many opponents of the
days, when elderly farmers would talk of strange Esoteric Order of Dagon.
beings inhabiting the forested hills of the region
that came down from the stars in an elder age. Allen, Zadok
Ally 2
Akeley, Henry Wentworth
Archetype: Everyman; Motivation: Mystery;
Patron 1 Style: 1
Archetype: Academic; Motivation: Truth; Primary Attributes: Body 3, Dexterity 2,
Style: 2 Strength 3, Charisma 2, Intelligence 2, Will-
Primary Attributes: Body 2, Dexterity 2, power 3
Strength 3, Charisma 2, Intelligence 3, Will- Secondary Attributes: Size 0, Move 5, Percep-
power 3 tion 5, Initiative 4, Defense 5, Stun 3, Health
Secondary Attributes: Size 0, Move 5, Percep- 6, Sanity 2
tion 6, Initiative 5, Defense 4, Stun 2, Health Skills: Athletics 4, Brawl 4, Elder Lore: Great
5, Sanity 5 Old Ones 5, Empathy 4, Firearms 4, Gunnery
Skills: Anthropology 6 (Folklore 7), Art: Pho- 4, Intimidation 4, Streetwise 4
tography 6, Bureaucracy 4, Empathy 4, Inves- Talents: Light Sleeper (Needs half as much sleep
tigation 7 (Research 8), Science: Astronomy 5, as normal), Poison Resistance (+2 bonus to Body
Science: Biology 5, Science: Mathematics 5 rolls related to toxins, including alcohol)
Talents: Skill Aptitude (+2 Art: Photography Resources: None
rating), Skill Aptitude (+2 Investigation rating) Flaws: Addiction: Alcohol (–2 penalty on
Resources: Status 0 (Noted student at Univer- all rolls until he sobers up o; +1 Style point
sity of Vermont; +1 Social bonus) whenever his addiction hurts him or someone
Flaws: Skeptic (+1 Style point whenever he he cares about), Paranoia (+1 Style point
proves an assertion wrong or convinces some- whenever he pushes a friend away or actually
one else to question their beliefs) catches someone working against him)
Weapons: Punch 0N Weapons: Punch 4N

111
Cthulhu Codicil
Legrasse, John Raymond hind the veil. Yet these were nothing but poor
illusions of the hidden truth. With money and
A young police officer in New Orleans, time aplenty, Northam widened his search to
Legrasse (born 1868) has already seen his fair the distant corners of the world, where dark
share of humanity’s darker side. A man not and ancient lore is still recalled.
disposed to flights of fancy or belief in the su- He has seen cities forgotten by the race of
pernatural, fate will drag him face-to-face with man, for they were hoary with age when hu-
the horrors of the Mythos in due course. mans were still apes. He has witnessed rites to
For Gamemasters wishing to use Legrasse gods beyond time. He has read tomes of lore
in their campaigns, he makes sergeant in 1896 so profane in their contents that they have
and inspector in 1904 (assuming he isn’t dead weakened his mind. Yet more he craves, for
or insane by these dates). his boyhood desire has become an obsession
in his adult life.
Legrasse, John Raymond
Northam, Lord Arthur
Ally 2
Archetype: Police Officer; Motivation: Duty; Patron 2
Style: 1 Archetype: Aristocrat; Motivation: Wisdom;
Primary Attributes: Body 2, Dexterity 2, Style: 2
Strength 3, Charisma 3, Intelligence 3, Will- Primary Attributes: Body 3, Dexterity 3,
power 2 Strength 3, Charisma 3, Intelligence 3, Will-
Secondary Attributes: Size 0, Move 5, Percep- power 3
tion 7, Initiative 5, Defense 4, Stun 2, Health Secondary Attributes: Size 0, Move 6, Percep-
4, Sanity 5 tion 6, Initiative 6, Defense 6, Stun 3, Health
Skills: Academics: Law 4, Athletics 4, Brawl 5, 6, Sanity 4
Empathy 4, Firearms 5, Intimidation 4, Investi- Skills: Academics 7, Athletics 4, Brawl 4, Bu-
gation 5, Melee 5, Streetwise 5 reaucracy 4, Diplomacy 5, Elder Lore: Great
Talents: Alertness (+2 Perception rating), Old Ones 4, Elder Lore: Locations 5, Elder
Dodge (Performs the Dodge maneuver as a Lore: Tomes 4, Expeditions 4, Firearms 4,
Reflexive Action) Intimidation 4, Investigation 5, Linguistics 5,
Resources: Rank 0 (Police officer; +1 Social Survival 4
bonus) Talents: Skill Aptitude (+2 Academics rat-
Flaws: Disbeliever (+1 Style point whenever ing), Stable (+2 Sanity rating), Well-Educated
he manages to find a plausible, mundane ex- (Treats Academics as a general Skill)
planation for a supernatural event or convinces Resources: Status 1 (Baron; +2 Social bonus)
someone else to think his way) Flaws: Obsession: Profane Lore (+1 Style
Weapons: Punch 5N, Light revolver 7L, Night- point whenever his obsession causes him to
stick 7N do something dangerous)
Weapons: Punch 4N, Heavy revolver 7L

Northam, Lord Arthur


The Terrible Old Man
Troubled by unsettling dreams in his youth,
Lord Northam grew to undertand that the world Save for a rare few acquaintances, no one
he knew was a shadow of the truth, a tame con- knows the name of this elderly resident of
struct veiling elder secrets both wondrous and Kingsport. Solitary and laconic in equal mea-
terrible. Bored of the mundane, Northam has sure, little is known about him, save that he
become a searcher of the outré. At first he gaze is of such age that his peers in physical age
upon religion and the occult, delving deeper cannot recall him looking youthful.
into their mysteries in search of the world be- It is said that the white-haired and

112
Gods, Monsters, & Cultists
long-bearded old man was the captain of an
East Indian clipper as some point and sailed
to many strange ports, though none can name Skeletons in the Closet
any.
Much is said of the Terrible Old Man,
though always in whispers and behind his LeBlanc
back. The unkempt grounds of his house, a
The LeBlanc’s ancestors were privy to
small cottage on Water Street, are littered with the deepest secrets held by the Knights
large stones grouped in strange patterns and Templar, including those learned in the
painted in the manner of eastern temples. Holy Land concerning the Mythos. Such
These alone are enough to keep most visitors knowledge has tainted more than one
away, but more peculiar are the Terrible Old bloodline.
Man’s habits. Very few LeBlancs realize one of their
direct ancestors married into the French
Many have repeated tales of curious folk
aristocratic Balfour family, which eventu-
who have peered through the small windows ally produced the infamous Comte d’Er-
of that feared cottage and witnessed the Terri- lette of Cultes des Goules fame.
ble Old Man talking to a collection of bottles Corruption: Each time the character
in which hang pieces of lead suspended on would gain a Corruption Flaw they in-
string. stead lose a permanent point of Charis-
Others are curious about the source of the ma. They can still use Experience points
to increase this. When their Charisma fi-
Terrible Old Man’s wealth. What meager trans-
nally reaches zero, the character has fully
actions he undertakes locally are always paid transformed into a Ghoul (see p. 183).
for in antique Spanish gold and silver coins, At this stage they are removed from play.
and he has no bank account to his name. The speed of transformation depends
on the character’s Charisma—a low Cha-
risma means a more sudden and drastic
The Terrible Old Man change, whereas a high Charisma means
more subtle physical alterations.
Patron 2
Archetype: Occultist; Motivation: Mystery;
Style: 2
Primary Attributes: Body 3, Dexterity 2,
Strength 1, Charisma 4, Intelligence 3, Will- Varnas, Vitas
power 5
Secondary Attributes: Size 0, Move 3, Percep- With much of his past unknown, Vitas (b. ?)
tion 8, Initiative 5, Defense 5, Stun 3, Health became an actor due to his fascination of thea-
9, Sanity — tre, and the desire to portray different charac-
Skills: Academics: History 5, Academics: Oc- ters and envision new and unique worlds that
cult 4, Elder Lore: Artifacts 7, Elder Lore: Great mundane life could not offer.
Old Ones 5, Elder Lore: Locations 5, Empathy Though often eager to work, work would
6, Intimidation 7, Linguistics 6 start to become scarce. During much of his
Talents: None downtime he would either watch other theatre
Resources: Artifact shows like his favourite vaudeville act “Arin &
Rituals: Elder Sign, Fear, Harm Danny—The Two Grumps,” which he would
Flaws: Bad Reputation (–2 to social rolls; +1 see every run of, or invest the funds he had
Style point whenever his bad reputation caus- earned into numerous projects and ventures.
es problems), Elderly (–2 penalty to any roll He would often find comfort when he helped
where strength, speed, or endurance is a fac- someone, be it another creative or someone in
tor; +1 Style point whenever his age slows him need. Despite all of this, in the end he would
down or he is taken advantage of because of it) always feel unfulfilled in life.
Weapons: Punch 0N Often asked by his fellow cast members

113
Cthulhu Codicil
about himself, Vitas would have trouble recol- Upon discovering the book in a derelict
lecting his past as far back as his childhood, part of a library, he read it to his fascination,
despite being able to memorize pages of script bewildered by the descriptions of beings
dialogue. He has no idea how he came to the known as the Old Ones which eerily matched
area or how he’s been able to look after him- the creatures and worlds seen in his dreams.
self for so long. Further astonishing him were images that
In his twenties he began experiencing closely resembled him. Words looked like they
dreams featuring strange, otherworldly beings were changing around to spell out his name.
and alien-like landscapes beyond his compre- A gut feeling would come to him that these
hension. Passing them off as simple night- were somehow connected to his nightmares
mares, the dreams soon became more horrific, and could possibly also answer the mysteries
grotesque and frequent, eventually with voices of his past. Could he have been brought here
seeming to speak out and guide him. to this frame of time by one of these Old Ones
Year later, in one of his dreams, Vitas saw a or Outer Gods, or could he be one of them
mysterious book which the voices told him to disguised without knowing?
seek out, a book known as the Necronomicon. Vitas knew that the existence of these Old
Still believing the dreams to be nonsense, he Ones and the worlds they existed in was great-
would soon begin to hear those same voices er than anything that could be fathomed by
while awake telling him to find it. Seeming too any mortal, and to seek them out, and to learn
real to ignore, he set off in search of this book. more about them, would fulfill his purpose in
life and desire to help mankind.
Seeking out other individuals also familiar
with the Old Ones, he began his adventure to
uncover these mysterious beings and places
while keeping a watchful eye as to who or what
would try to stop him in his quest.

Varnas, Vitas
Patron 2
Archetype: Artist; Motivation: Truth; Style: 2
Primary Attributes: Body 2, Dexterity 3,
Strength 3, Charisma 4, Intelligence 3, Will-
power 3
Secondary Attributes: Size 0, Move 6, Percep-
tion 6, Initiative 6, Defense 5, Stun 2, Health
5, Sanity 3
Skills: Academics: Literature 4, Athletics 5,
Diplomacy 6, Elder Lore: Creatures 5, Elder
Lore: Great Old Ones 5, Empathy 5 (Motives),
Investigation 5, Linguistics 5, Performance 7
(Acting 8), Streetwise 5
Talents: Inspire (May grant a +2 Skill bonus to
all allies within 10 feet)
Resources: Contacts 1 (Occultism; +2 bo-
nus), Fame 1 (Actor; +2 Social bonus)
Flaws: Amnesia (+1 Style point whenever he
suffers a traumatic flashback, or when some-
thing from his past comes back to haunt him)
Weapons: Punch 0N
Gods, Monsters, & Cultists
Waite, Ephraim
One of the Innsmouth Waites, an old family
Skeletons in the Closet
from that strange and much shunned town,
Ephraim is well into old age. Exactly how old
no one knows, for it is well-known that he is Northam
a student of magic, and those versed in the The Northams have traced their blood-
black arts have ways of resisting death, for a line back as far as Lunaeus Gabinius
short while at least. A member of a witch-cult Capito, a military tribune in the Legion
devoted to Shub-Niggurath, Ephraim is known III Augusta. What they do not know is
as “Kamog” among his peers, having signed his that Lunaeus was expelled from the Le-
name in the Book of Azathoth. gion for dabbling with pagan gods and
conducting fell rites.
A man of gloomy demeanor and wolfish
Corruption: The character gains the Ob-
eyes, Ephraim lives in decaying Innsmouth session Flaw with regard learning odd,
with his wife. Much is whispered about her strange, and outright profane lore. This
but little is known, for whenever she leaves is permanent, even if the globetrotter
the house her face is concealed behind a veil. removes all his Corruption points—the
Much is said also about the boarded up attic tainted blood, once awakened cannot be
windows in his ramshackle house, from which rendered dormant.
peculiar sounds have been heard at night and
oddly colored lights seen through the cracks. Van der Heyl
Ephraim’s age is unnatural, but death hovers
A dark cloud has hung the van der Heyl
by his shoulder. Determined to live forever, the family since their arrival in America. Clan-
mad sorcerer has finally unearthed the diaboli- nish and secretive from the first, they fled
cal means to unsure his survival down the ages. Albany under suspicion of witchcraft,
and their poor reputation has followed
them.
Waite, Ephraim It is certainly true that many scions of the
family are wise in occult and elder lore,
Patron 2
and many are drawn to membership of
Archetype: Occultist; Motivation: Power; dread cults and black magic groups.
Style: 2 Corruption: The character suffers a 1
Primary Attributes: Body 2, Dexterity 2, point loss of Sanity each time they gain
Strength 3, Charisma 4, Intelligence 3, Will- a Corruption Flaw. This is permanent,
power 4 even if the globetrotter removes all Cor-
Secondary Attributes: Size 0, Move 5, Percep- ruption points.
This severe bane is “rewarded” with for-
tion 7, Initiative 5, Defense 4, Stun 2, Health
bidden lore. Each time they gain a Cor-
6, Horror — ruption Flaw, they gain a +2 bonus in
Skills: Academics: Occult 6, Brawl 5, Elder one Elder Lore discipline of their choice.
Lore: Artifacts 4, Elder Lore: Great Old Ones 5, The same discipline may not be selected
Elder Lore: Tomes 4, Empathy 6, Intimidation more than once.
7, Investigation 6, Linguistics 5 There is no additional Sanity reduction
Talents: Fearsome (Can temporarily frighten for this—it is covered by the penalty
above.
foes), Jack of all Trades (Ignores untrained
Skill penalty with general Skills)
Resources: Contacts 1 (Witch-cults; +1 bo-
nus), Follower 0 (Rat Thing)
Rituals: Commune Nyarlathotep, Commune Flaws: Bad Reputation (–2 to social rolls; +1
Shub-Niggurath, Control Weather (+2 bonus), Style point whenever his bad reputation caus-
Harm, Lesser Hex, Summon Black Winged es problems)
One, Summon Spawn of Shub-Niggurath Weapons: Punch 5N

115
Cthulhu Codicil
Whipple, Dr. Elihu Following a concert in Berlin, a swarthy
man, possibly of Egyptian origin, approached
A native and resident of Providence, Rhode Zann. Praising the musician for his perfor-
Island, Whipple is best known as a medical mance, the stranger asked whether Zann had
doctor, though he is also a noted amateur anti- ever heard the “music of the stars.” Intrigued,
quarian and genealogist with several academic Zann listened as the foreigner whistled a haunt-
papers to his name. A respected citizen of that ing, unearthly tune. Struck with a sudden desire
fine town, he is regarded as a man of sharp mind to master the melody, Zann became more and
and conservative views, not one to take flights of more reclusive. Forsaking his daily activities, he
fancy or accept strange notions out of hand. fixated on composing new works based on the
An affable, clean-shaven gentlemen, though stranger’s tune. As his pieces grew more fervent
a little out of touch with fashion and holding and unearthly in nature, Zann began hearing
to old-fashioned views, he has never sought a weird noises, a distant discordant piping that,
wife. Thus, he devotes his time to his work and over the years, has grown louder.
his hobbies. Deathly afraid of the true nature of his
fellow musician, Zann nevertheless remains
Whipple, Dr. Elihu compelled to craft new tunes, compositions
he knows will eventually bring him face-to-face
Patron 1 with the horror from beyond.
Archetype: Academic/Physician; Motivation: Zann has a small but lean frame, though
Truth; Style: 1 he has developed a slight stoop with age. His
Primary Attributes: Body 2, Dexterity 2, face is long and thin, with a long nose, goatee
Strength 2, Charisma 2, Intelligence 4, Will- beard, thinning hair, and brilliant blue eyes.
power 3 Zann is a mute. He lost his voice after suf-
Secondary Attributes: Size 0, Move 4, Percep- fering a severe seizure several years ago after
tion 7, Initiative 6, Defense 4, Stun 2, Health playing a particularly alien tune. His doctors
5, Sanity 5 see no chance of him ever recovering.
Skills: Academics: History 7 (New England
Folklore 8), Anthropology 5, Bureaucracy 5, Zann, Erich
Diplomacy 4, Hobby: Genealogy 6, Investiga-
tion 6, Linguistics 5, Medicine 6 (First Aid 7) Patron 1
Talents: None Archetype: Artist; Motivation: Wisdom; Style: 1
Resources: Fame 1 (Historian; +2 Social bo- Primary Attributes: Body 3, Dexterity 2,
nus), Refuge: Equipment 1 (+2 bonus to Aca- Strength 2, Charisma 3, Intelligence 2, Will-
demics: History), Status 1 (Doctor of Medicine; power 3
+2 Social bonus) Secondary Attributes: Size 0, Move 4, Percep-
Flaws: Skeptic (+1 Style point whenever he tion 5, Initiative 4, Defense 5, Stun 3, Health
proves an assertion wrong or convinces some- 6, Sanity 2
one else to question their beliefs) Skills: Art: Music 5, Elder Lore: Music 4,
Weapons: Punch 0N Empathy 5 (Body Language 6), Gambling 4,
Linguistics 3, Performance 8 (Viola 9)
Talents: Captivate (Can temporarily entrance
Zann, Erich targets), Skill Aptitude (+2 Performance rating)
Resources: None
German by birth but now living in a small Rituals: Summon Courtier of Azathoth
apartment in Paris, Zann is an accomplished vi- Flaws: Highly Strung (+1 Style point each
ola player. He found some fame in his younger time he loses one or more points of Sanity),
days, though he has stopped playing in large Mute (+1 Style point whenever a severe prob-
concert halls, displaying his talents only as part lem occurs because of his inability to speak)
of a small Parisian orchestra. Weapons: Punch 0N

116
Chapter Five:
Handling the Mythos

“Do not call up that which you cannot put object would be a much more applicable term,
down.” —H. P. Lovecraft, The Case of Charles as we’ll discuss later), but they should be ex-
Dexter Ward tremely rare objects, not something the globe-
trotters acquire in each and every adventure.
The above quote may appear an unusual We’re not trying to tell you how to run your
choice for this chapter, but it’s a very handy game—this is merely friendly advice on how
piece of advice for Gamemasters of all experi- to maintain the specific ethos and flavor of the
ence levels—do not add anything to your cam- Lovecraft Mythos as it was written and keep
paign unless you can easily take it away later. your campaign balanced from that perspective.
What do we mean by that?
Having the globetrotters learn rituals is part
of the game. In order to do so, though, they Adding Flavor but
must peruse eldritch books (risking sanity),
master the rite (through spending Experience Explaining Nothing
points), and have the necessary self-confidence
and strength of will (decent Primary Attributes) The Lovecraft Mythos is a vast, complex,
to actually invoke a ritual (not to mention and often contradictory body of semi-related
risking more insanity each time they invoke a stories, full of odd phrases and throwaway
spell). names. In The Haunter of the Dark, for in-
If you start handing out rituals like candy, stance, the protagonist utters the phrase “Iä .
perhaps without needing the globetrotters to . . ngai . . . ygg” as his doom nears, while in
read certain books, pay Experience, or suffer Through the Gates of the Silver Key, the hero
madness when casting, the globetrotters are intends to study the “tablets of Nhing.”
likely to become too powerful too quickly. Re- Neither phrase is given any real context,
member, this isn’t a fantasy game, with wizards leaving the reader to consider what they might
memorizing dozens of arcane spells. mean. With regard the latter, nothing is hinted
Having handed out the sweets, so to speak, save the obvious implication it is some sort
removing them later in the campaign, or chang- of inscribed clay or stone artifact. In order to
ing the rules on how they are gained or cast, retain the mysterious nature of the Mythos, the
is unfair. It is also extremely hard to explain Gamemaster should pepper the speech of vil-
to your players how their characters suddenly lains (since it is they who usually have knowl-
“forgot” or “lost” their rituals, or why learning edge of eldritch lore) with phrases and names,
new ones has become harder. but without explaining anything else.
The same applies equally to eldritch relics. Here’s an example. The Gamemaster thinks
Yes, they are magic items (although scientific “the three thousand seals” would make a suit-

117
Cthulhu Codicil
ably enigmatic phrase. Perhaps it is uttered by
Alternative Names of a cultist leader confronted by the globetrotters,
or discovered in a mold-ridden diary.
Great Old Ones While the phrase alone works well, adding
it in an equally enigmatic context provides
Below is a short list of alternate names
another layer of flavor. It also gives the players
for various Great Old Ones. Some are
entire phrases, while others are merely more to think about. Maybe the full sentence
variations of the entity’s name. reads “I have opened the three thousand
seals.” You could easily replace “opened” with
“broken,” “spoken the words on,” “gazed at,”
Generic Titles “traced,” or “deciphered.”
Answerer of Prayers, The Elder or Great Don’t worry about what the three thousand
or Old One, That Which Cannot Be seals are, or the mechanics of how they were
Named, The Thing from Beyond used. As we’ve said before, the Mythos is be-
yond the full comprehension of mere mortals,
Azathoth and researching a vague phrase or odd word
may take months or years of delving into for-
Titles: The Blind Idiot God, The Daemon
Sultan, He Who Should Not be Named bidden books. Likely the globetrotters won’t
(referring to his true name), Lord of All go down that route, but if they do, you’ve got
Things, the Nuclear Chaos plenty of time to think of something before
they find the information they seek. Heck, it
might be that the three thousand seals is some-
Borkug
thing created by the cultist or author simply as
Titles: The Doom of Sarnath, The Great a means of their understanding some aspect of
Water Lizard, Lord of the Voiceless Ones the Mythos, and thus is a unique phrase that
never appears anywhere else.
Cthulhu
Titles: The Great Dreamer, High Priest Naming Gods & Monsters
of the Great Old Ones, The Sleeper of
R’lyeh We’re already covered naming rituals in
Also: Dead, Dread, or Great Cthulhu Leagues of Cthulhu, but the same line of
Alternative Spellings: Katulu, Ktulu, Tulu thought equally covers the Great Old Ones and
lesser horrors.
Ghatanothoa There is no reason why a cultist or eldritch
book should refer to any entity by name. When
Titles: Drinker in Darkness, He Who De- partaking of rituals or writing about their expe-
mands Sustenance, The One Whose Gaze
riences, cultists may use the phrase “the Great
is Living Death
One” or “Answered or Prayers,” for example.
Alternative Spellings: G’tanta, Gatan,
Ktan-Tah, Tanotah, Than-Tha They know who they mean, and there is little
reason for them to provide outsiders with fur-
ther details.
Nyarlathotep With regard Nyarlathotep, who has a thou-
Titles: The Crawling Chaos, He of a Thou- sand forms, cultists serving his cause may not
sand Forms, Messenger of the Gods, Soul even know his true name, using only that of
of the Gods the particular avatar they worship. The Cult of
Avatars: The All-Seeing Eye, The Black the Red Leech, for example, names only the
Man, The Black Pharaoh, The Eater With
Red Leech when offering supplication.
No Face, The Faceless One, The Haunt-
er of the Dark, The Old Man, The Red Of course, reusing the same alternate name
Leech, The Yellow King over and over gets boring very quickly. Instead,
employ a range of different names for the same

118
Handling the Mythos
entity. Maybe “He Who Waits” or “He Who Lies
Sleeping” refers to Cthulhu, while “The Key Alternative Names of
& Gate,” “The Master of Time,” or “He Who
Sunders the Veil” is Yog-Sothoth. Great Old Ones cont’d
The sidebars contains a new number of
examples to start your imagination flowing.
Rhan-Tegoth
History in the Mystery Titles: He of the Ivory Throne, Terror of
the Hominids

One of the tricks used by Lovecraft in his


writing, and something subsequent Mythos Shub-Niggurath
authors have embraced, is to add historical Titles: The Black Goat of the Woods with
facts to their stories. Some of these additions a Thousand Young, The Fertile One,
are based on real people, places, and events, Magna Mater (“Great Mother”), The
while some are purely the work of the authors’ Mother of All, The Mother Goddess, She
Who Suckles the Faithful
imaginations. Together, they help give the im-
pression of reality within a campaign, that the
Mythos is part of our real world history and Tsathoggua
that past events could actually have happened. Titles: He Who Resides in Darkness, the
When adding such flavor, remember to in- Sleeper of N’kai, the Toad-God
clude dates. If you’re going to create the name Alternative Spellings: Sadagowah, Zho-
for a deceased scholar whose diary the globe- thaqqua
trotters must peruse, then add the author’s
dates of birth and death. The scholar himself Yig
plays no part in the tale, but adding a brief bi-
ography as well only heightens the sense that Titles: Father of Serpents, Lord of Ser-
pents, The Scaled One
he was a real person. Similarly, mentioning
the disappearance of early settlers as part of
folklore is given more credence with the date Yog-Sothoth
they vanished, even if it is only vague, such as
Titles: All-in-One and One-in-All, Font
“in the early 18th century.” of Knowledge, The Gate & the Key, The
A little research into historical figures, events, Gatekeeper, the Lurker at the Thresh-
and places can open avenues for Mythos-related old, Most Ancient and Prolonged of Life,
activity. The vaguer the information, the more Opener of the Way, The Walker in Eter-
room you have to create your own version of the nity
Avatars: ‘Umr At-Tawil (possibly)
past. For instance, why did Cardinal Richelieu
order the roof of the Mas-d’Azil grotto destroyed
with gunpowder in 1625? Was the earthquake
that destroyed Port Royal in 1692 an act of God Darwin discover anything he never spoke about
or a Great Old One? Is it really a coincidence that in public during his voyages of discovery?
a mob torched the palace archives of Mexico’s If you’ve done well, your players may not
viceroy the day after the earthquake? be able to separate history from “mythtory.”
You can even create an entire alternate his-
tory by asking questions historians have never
asked. Were Napoleon’s savants searching for When Gods Attack!
anything in particular when they scoured the
ruins of Egypt? Were other texts found along- Sooner or later, some deranged cult is
side the Rosetta Stone—texts inscribed with going to cast a Call (Deity) ritual and have it
horrendous fantastical beasts, perhaps? Did work before the globetrotters can prevent it.

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Cthulhu Codicil
Suddenly a Great Old One appears out of no- So, unless a globetrotter gets too close to a
where and starts devouring all the interlopers Great Old One and is killed by accident (again,
(i.e., the heroes) or ripping them apart with using the insect analogy a human may step on
abominable limbs, right? an ant without even realizing it), these mon-
Well, that’s actually very unlikely to hap- strous entities are not a true physical threat to
pen. Sure, the mere sight of any Great Old One the heroes. This is why we haven’t bothered
is going to send many globetrotters insane, giving these alien super-fiends statistics. More
but that’s a side-effect of its existence, not an likely, it is the deity’s maniacal followers who
overt attack. Ask yourself why would a Great intend on inflicting physical harm on the glo-
Old One suddenly target the globetrotters. Is betrotters.
it because the intrepid heroes are a danger to
its plans, enemies or its cult, or a tasty-looking Removing a Great Old One
morsel? For sure, they have no weapons capa-
ble of harming its physical form, at least not in So can the globetrotters gain physical victory
any permanent way. against a Great Old One? Armed with a suitable
A Great Old One looks at a mortal in the weapon, such as that Victorian equivalent of a
same way a human looks at an insect—as nuclear bomb, the Gamemaster could rule the
something utterly insignificant. Even if the detonation is enough to dispel the Great Old
summoned entity requires a quick meal, it is One automatically. Of course, there is going to
more likely to grab whatever is closest, and be immense collateral damage to consider.
that is usually its hapless followers. Remember, Given that the Great Old Ones can exist on
even if they grant certain chosen followers spe- Earth only for a single scene, the globetrotters
cial gifts, the Great Old Ones are alien entities, could just hide and wait it out. The upside is
with motives and thoughts beyond the ken of that the entity might devour its cultists, though
mortals. this is far from guaranteed. The downside to
this plan is that the deity might well destroy an
entire city in that time, causing thousands of
Die, Great Old One!
deaths and shattered minds.
Even armed with an artillery piece (an un- A third option, one that harnesses the
likely event in itself), the globetrotters won’t power of the Mythos against itself, is given in
be able to harm a Great Old One. Alien physi- the sidebar Banishing Gods & Monsters over.
ology, immense size, and thick blubber mean
even the heaviest guns are little more than a
trivial nuisance to a Great Old One—an insect Themes within the Mythos
biting an elephant.
Not even developing a Victorian era nuclear “Life is a hideous thing, and from the
bomb is going to help much in the long run— background behind what we know of it peer
the Great Old Ones are capable of reforming daemoniacal hints of truth which make it
their bodies. Sure, the heroes might drive sometimes a thousandfold more hideous.
it away, but the thought of a Great Old One Science, already oppressive with its shocking
being killed for all time is laughable. Watching revelations, will perhaps be the ultimate ex-
a Great Old One reform is likely to warrant terminator of our human species—if separate
another Horror roll (Difficulty 6), anyway. species we be—for its reserve of unguessed
And so what if a Great Old One is dispelled horrors could never be borne by mortal brains
by a powerful weapon or potent ritual? In the if loosed upon the world.“
same way a human is very unlikely to try and —H. P. Lovecraft, Facts Concerning the Late
find the one ant in a swarm that bit them, so Arthur Jermyn and His Family
the Great Old One has no interest in hunting
down its “killer,” at least not personally—that Whether overtly or covertly, all of Love-
task can be handled by vengeful cultists. craft’s tales share some thematic similarities.

120
Handling the Mythos
We briefly explore some of the main themes
running through the Mythos below. Optional Rule:
Banishing Gods &
Science, Not Supernatural
Monsters
As Arthur C. Clarke said, any sufficiently
advanced technology is indistinguishable from As Call (Deity) and Summon (Horror) ritu-
magic. This is especially true with regard to the als can unleash the horrors of the Mythos
Lovecraft Mythos. in the world, so they can banish them.
The various monsters of the Mythos—espe- In order to dismiss a Mythos entity, a ma-
gician must cast the specific Call or Sum-
cially the Great Old Ones—are not creatures
mon ritual, adding a small few alterations
born of supernatural events (such as being bit-
in order to dismiss rather than call the
ten by a vampire or surviving death as a ghost) creature. This is no mean feat, especially
or the imagination of storytellers, but alien en- if the magician must also fend off insane
tities of unimaginable age, monstrous power, cultists or the targeted creature itself.
and incomprehensible thought patterns native If the invocation is successful, entities
to distant worlds or alternative dimensions that are physically present (commonly
lesser horrors) automatically leave the
(that latter is hardly a new concept, even in the
location at best speed and return to their
Victorian era). lair. Entities existing in avatar form (such
Although the means of summoning and as certain Great Old Ones) simply fade
communing with these profane fiends are away as the arcane link anchoring their
referred to as rituals or spells, they are in fact form to the location is broken.
a form of science utilizing higher dimensional
non-Euclidean mathematics, signs and glyphs
(a form of higher mathematical equation), the
power of certain words (the “spells” recited by Creatures such as vampires and werewolves
witches and necromancers of old), and the as- might exist, but they too have a grounding in
yet unexplored and understood centers of the science. Often, they are misidentified horrors
mind (mentalism, in lay terms). of the Mythos, such as the drained corpses
Subject to study by experts, objects such as left behind by a Feaster from the Stars or the
the Fungi Brain Cylinder are soon discovered mangled carcasses of a Dimensional Sham-
to be the result of science, albeit far beyond blers’ attack. Actual vampires and werewolves
the understanding of modern scientists. While are the result of science gone awry, created by
they appear to defy technological explanation, elixirs and strange contraptions.
eldritch items such as the Powder of Ibn Ghazi, With that in mind, there is no need to try
the sensory-bending drug Liao, and Loki’s and convert players into referring to the won-
Glass, are equally the product of scientific ders of the Mythos as anything other than mag-
processes. ic. Only globetrotters with an understanding
That creating these relics requires knowl- of elder lore need know the truth.
edge beyond the realm of conventional science
does not make them supernatural—it only
The Sins of the Father
gives the impression of being magical to those
who lack the understanding of the true reality Several of Lovecraft’s tales concern modern
of the universe and its higher laws. Indeed, day protagonists discovering dark and terrible
“occult” is perhaps the truest description, in its ancestral secrets.
original meaning of occluded or hidden. Four Four of these are especially worthy of at-
centuries ago, making tiny people appear in a tention—The Rats in the Walls (in which the
windowed box would be declared witchcraft, “hero” learns his ancestors were cannibals),
but modern readers don’t see anything super- Facts Concerning the Late Arthur Jermyn
natural about a television. and His Family (in which the lead character

121
Cthulhu Codicil
discovers his ancestry includes white apes), Great Old Ones may be referred to as deities
The Case of Charles Dexter Ward (where the or gods, but even the most powerful of them
protagonist discovers his ancestor practiced is nothing more than an alien, albeit of unfath-
strange and forbidden arts), and The Shadow omable age.
Out of Innsmouth (were the lead learns he has Without God, there is no divine origin to
Deep One heritage). humanity, no soul, and no afterlife. At best,
In every case, the protagonist’s life is we are an accident born of a chain of natural
forever altered for the worse by the sins com- events. At worst, we evolved from the casual
mitted by one of their ancestors. Leagues of genetic engineering of monstrous alien beings.
Cthulhu includes a number of families based We are not their children, nor do they seek
on those of Lovecraft’s works that harbor dark to guide us to enlightenment or judge our
secrets, but nothing prevents the Gamemaster actions—for all the thought they give us we
from creating his own. It would certainly be a might as well be bacteria on a petri dish.
surprise for a globetrotter to learn that one (or Within the confines of the Mythos we have
more) of his ancestors dabbled in Things Man no soul. Religion is an artificial construct cre-
Was Not Meant to Know and that his bloodline ated by man in an attempt to explain its (ulti-
is tainted! mately futile) existence and purpose. As physi-
cal beings, the Great Old Ones do not require
There Are Things Man Was our worship in order to exist, though we have
our uses in their eon-spanning plans. In that
Not Meant to Know regard, we are simple tools being manipulated
by a vaster intelligence.
Otherwise known as forbidden knowledge, Likewise, morality is a human concept, not
there are things humanity should never seek. a universal belief. To paraphrase Baruch Spino-
Through curiosity, ignorance, or fate, globetrot- za (1632-77), good is what is useful to society,
ters inevitably come to realize that the comfort- and evil is what hinders us from good. There
able world they know is an illusion. is no black and white in the Mythos, no right
True reality is one of elder deities (often or wrong. There is only grey. With reference to
encountered through ancient religions), where the Great Old Ones, good and evil are utterly
man is not alone in the universe, that said aliens meaningless. These profane entities are what
are both monstrous and have existed on Earth they are—alien.
since primordial times (and many still exist to- There is no divine judgment of our actions
day), and that modern man has a longer history in life upon death, nothing for which to hope
than scholars know. for after death. Our biological machines, for
Delve too deeply into the Mythos, and that is what we are, live, die, and then cease
the only outcome is knowledge no man can to exist. Ultimately, we are a species without
fully comprehend leading to, at best, regret purpose whose place in the universe is mean-
concerning having unearthed the truth, and at ingless, and realizing that is part of the true
worst, permanent insanity. horror of the Mythos.
So how does one actually use this in adven-
We Have No Purpose tures? Well, largely by inaction, actually. That
is, do not have God grant miracles or have di-
The real world can be a harsh and unforgiv- vine entities save the globetrotters from a fate
ing place, but for many there is solace in faith worse than death.
and the hope of something better after death. It is important to note that while God has
Alas, in the Mythos, there is no comfort—the no place in the Mythos, this is not an excuse to
universe is a cold, bleak, and indifferent place. belittle real world religions or mock the faith-
In the vast scale of eternity, humanity is utterly ful for their beliefs—that sort of thing has no
irrelevant. place in a civilized society, and that includes
There is no God or Devil in any form. The the gaming table.

122
Chapter Six:
The Mythos
through Time

“There were records of strange orders tradictory information (much of it gained


of beings which had peopled the world in through dreams and drug-induced hallucina-
forgotten pasts, and frightful chronicles of tions), considerable speculation, and, most
grotesque-bodied intelligences which would of all, very few firm dates—hardly a surprise
people it millions of years after the death of when one is talking about tens or hundreds of
the last human being. I learned of chapters in millions of years rather than a few hundred or
human history whose existence no scholar of thousand years.
today has ever suspected.” —H. P. Lovecraft, Given the vast periods of time involved,
The Shadow Out of Time countless events—some significant, others not
so—have yet to be unearthed by students of
the Mythos or intrepid explorers seeking fame
Distant Past and fortune in the ruins of a city whose exis-
tence mocks recorded history.
Mythos Tale: At the Mountains of Mad-
ness, The Shadow Out of Time
Despite the best efforts of the Temporal So- Proterozoic Eon
ciety, reaching the past remains elusive. Some
scientists believe there is an impenetrable wall 2.5 billion to 541 million years ago
forever lurking a fraction of a second behind Geological evidence for the arrival of
the present. Others see time as a river, whose ancient aliens on Earth—striated, triangular
current forever pushes humanity forward. A marks waiting to be discovered by geologists
few temporal scientists believe the past cannot in certain archaic slate beds—suggests a time
be reached, for having taken place it no longer span of not less than one billion years ago.
exists save as memories, photographs, written Certain images carved by the Elder Things in
records, or physical artifacts created long ago. their city in Antarctica’s Mountains of Madness,
Science is wrong. also as yet undiscovered by humans, pushes
Certain exotic drugs (such as Liao), the for- this back to not long after the formation of the
midable science of alien races (The Great Race, Moon, some 4.5 billion years ago.
for example), and gateways through alternate The Elder Things, as eldritch lore names
dimensions permit one not only to witness the them, drift from the stars and settle in the ocean
past, but also venture there physically. in what is now Antarctica, where they founded
This section is a potted history of Earth a city. Over time, the Elder Things raise new
with regard the Lovecraft Mythos. What little aquatic colonies across the globe and a small
is known about previous ages and epochs via number of terrestrial bases on Antarctica, for
eldritch lore is notoriously vague, with con- the Earth is theirs to do with as they please.

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Cthulhu Codicil
Neoproterozoic Era
A Very Quick
630-541 million years ago
Geology Lesson Six hundred millions years ago, the Elder
Things’ solitude is shattered by the arrival of
In the same way that a standard year is
a second race from the stars. As alien to the
divided into quarters, months, weeks,
hours, minutes, and seconds, so Earth’s Elder Things as humanity is to that eldritch
history has its own divisions of time. species, the Flying Polyps construct cities of
The largest time-scale is the eon, of which basalt on the land.
there are just four. These are divided into Initially content to leave the new race
eras, which are in turn split into smaller alone, the Elder Things take umbrage at the
units of time—periods, epochs, and fi-
Flying Polyps endeavors to colonize the seas.
nally ages.
While specific spans vary in length, ge- For the first time in its history, Earth knows war.
ologists apply approximate times to each Eventually victorious through their mastery of
one. Eon: 0.5 billion years, Era: several principles of energy still far beyond even the
hundred million years, Period: tens of most rudimentary grasp of modern scientists,
hundreds of millions years, Epoch: tens the Elder Things drive their enemies back onto
of hundreds of million years, Age: mil- the land.
lions of years.
Until this time, life exists only as single
Adding a few scientific names to your
adventure will certainly add flavor, but celled organisms in the primordial oceans.
there is no need to go mad. Much of the Using their advanced science, the Elder Things
Earth’s Mythos related history is confined begin to experiment. Instead of blind evolu-
just to this eon, and delving into epochs tion, the ancient scientists create new marine
is only required in the current era. Useful life to serve first as food, and later merely for
dates are given below. the sake of experimentation. Although they
have used Shoggoths on other worlds, that
Phanerozoic Eon most foul and dreaded species first slithers
across the Earth during this era.
Length: 541 mya to present

Paleozoic Era (541-254 mya)


Periods: Cambrian (541-485 mya), Ordo- Phanerozoic Eon
vician (485-445 mya), Silurian (445-419
mya), Devonian (419-360 mya), Carbon- 541 million years ago until present
iferous (360-300 mya), Permian (300-250 At some point in history, a race of cone-
mya)
shaped beings evolves on Earth. Given the
Mesozoic Era (250-66 mya) Elder Things record nothing of this in their
Periods: Triassic (250-201 mya), Jurassic epic tales, it would appear they evolve in lands
(201-145 mya), Cretaceous (145-66 mya) as yet not colonized by the elder race or the
hated Flying Polyps.
Cenozoic Era (66 mya - present) Seeking to avoid the destruction of their
Period: Paleogene (66-23 mya) species, the Great Race of Yith send their
- Epochs: Paleocene (66-59 mya), Eocene
minds through untold distances of space (and
(59-35 mya), Oligocene (35-23 mya)
Period: Neogene (23-2.5 mya) potentially vast distances of time) to inhabit
- Epochs: Miocene (23-7 mya), Pliocene the cone-shaped beings’ bodies.
(6-2.5 mya) On discovering the Flying Polyps, the Yithi-
Period: Quarternary (2.5 mya to present) ans immediately seek to destroy the profane
- Epochs: Pleistocene (2.5 mya to 11,500 creatures. Although unable to eradicate them
years ago), Holocene (11,500 to present entirely, the Great Race manages to drive the
day)
Flying Polyps beneath the earth, where they
are imprisoned using arcane signs that were

124
The Mythos through Time
old and potent before the Sun first ignited. the new continent and the Elder Things hold-
The Great Race constructs its first city, often ing onto their ancestral lands.
named Pnakotus, in what is now Australia. It is at this time the Elder Things construct
a great land city on Antarctica, their sacred
homeland by dint that it was in this region they
Cambrian-Silurian Periods first settled. The few cities established there by
Cthulhu and his ilk before the great and terri-
541-419 million years ago ble war are razed.
Aside from eradicating a few troublesome Elsewhere, the Yithians are forced to repel
species in later times, the Elder Things allow Cthulhu’s minions in a series of bitter wars
the evolution they had started to run its natu- that wreak great destruction on both races.
ral course. As vertebrates develop, life begins Once again, Cthulhu’s attempt to expand its
to enter the fossil record for the first time. reach is stymied.
Modern scientists refer to this sudden abun- The various wars leave their mark on the
dance of new life as the Cambrian explosion. Earth. Recalled in this fossil record, and named
Having undergone an evolution of their as the Late Devonian extinction, around 75%
own, the Elder Things separate into two spe- of all life is destroyed.
cies—those who remain fully aquatic and those
now better suited to life on land.
With the Flying Polyps largely controlling Carboniferous Period
the Earth’s surface, the Elder Things use their
Shoggoth servitors to expand their aquatic bas- 360-300 million years ago
es. A small few land outposts are established No longer hampered by wars against the
on remote stretches of coastline, far from the spawn of Cthulhu, the Elder Things continue
Polyps’ dominion. their colonization project, with cities estab-
lished in every ocean and on many landmasses
not occupied by their rivals. Although yet to
Devonian Period reach their cultural pinnacle, the Elder Things
reach the height of their expansion.
419-360 million years ago
Geological forces cause the world to vio-
lently buckle, destroying several Elder Thing Permian Period
cities and giving rise to a new continent in the
South Pacific. Soon after, a third race descends 300-250 million years ago
from the heavens led by their king and high An asteroid or comet strikes the eastern
priest, dread Cthulhu. portion of Antarctica around 250 million years
It is likely that the Deep Ones have either ago. Leaving a crater over 300 miles wide, the
evolved naturally or are created by Cthulhu titanic impact sends ripples throughout the
some time in the early Devonian Period. Cer- planet’s crust and ignites the sky. The devasta-
tainly marine life has reached great diversity by tion causes the extinction of around 95% of
this juncture, hence modern biologists refer to marine species and 70% of terrestrial verte-
it as the “Age of Fish.” brates (the Permian-Triassic extinction event).
Intent on claiming the surface world as In the Pacific, the lands occupied by Cthul-
their own, Cthulhu and his Spawn war against hu and his Spawn sink beneath the waves,
the Elder Things. For a time, the Elder Things imprisoning the Great Old One and his fell kin
are driven back to the sea, their land holdings in the fabled city of R’lyeh and abyssal deeps.
conquered or destroyed, but eventually and The Elder Things are once more dominant.
begin to push back. Having developed rudimentary intelli-
The titanic struggle ultimately results in a gence, the Shoggoths did what slaves inevita-
stalemate, with Cthulhu and his ilk retaining bly do—rebel against their masters. The Elder

125
Cthulhu Codicil
Things quell the rebellion through the use of
A Different Science weapons of unimaginable power, but not with-
out the loss of several cities and untold casual-
ties. It is decreed that the use of Shoggoths on
land be severely curtailed.
The Moon Nature abhors a vacuum, though, and new
In the 21st century, the dominant theory life rapidly (in geological terms) began to fill
concerning the creation of the Moon is the void left by the extinction. Geologically,
that two celestial bodies collided some this marks the start of the Mesozoic Era, the
4.6 billion years ago. time when the dinosaurs roamed the land.
In the late Victorian age, a different hypoth-
esis was proposed and accepted. In 1898,
British astronomer George Darwin (1845-
1912), son of Charles Darwin, was the first
Jurassic Period
scientist to suggest the Earth and Moon
were once one body. During the Earth’s 201-145 million years ago
molten phase, centrifugal forces tore a Still reeling from the devastation caused
chunk from the planet. Postulating further,
by the Shoggoth revolt and the effort required
he suggested the material was ripped from
to keep the beasts pacified, the Elder Things
what is now the Pacific Ocean.
are unable to hold on to their northern lands,
which have been invaded by yet another alien
Continental Drift race—the Fungi from Yuggoth.
That the shape of certain continents fit Seeking certain minerals necessary for the
together like pieces of a jigsaw puzzle is cultivation of their staple food, the Fungi colo-
not a new idea. As early as the 16th cen- nize the higher peaks and remote mountains
tury, Flemish cartographer and geogra- and establish a great city on the continent of
pher Abraham Ortelius (1527-1598) sug- Mu. The Fungi bring with them the Shining Tra-
gested that the continents had, at some
pezohedron and the monstrous Ghatanothoa.
point, been torn away from each other by
earthquakes and floods. The people of K’n-yan claim to have arrived
In the Victorian age, science holds that on Earth at the same time as Cthulhu, though
the shape of each continent was defined they admit their lengthy history has become
at the dawn of time and has been immu- legend rather than a statement of fact. Their
table. It is accepted that the continents lands conquered and their people enslaved
have moved in relationship to each oth-
by the Fungi, the surviving people of K’n-yan
er, but the notion of ancient supercon-
abandon the surface world. Sealing the pas-
tinents remains speculation, and conti-
nental drift through plate tectonics has sageways to their subterranean refuge, they be-
not yet been formulated. gin their long isolation from the outer world.
Elsewhere, the Great Race is at its height.
Deadly and destructive skirmishes with the
Human Origins Elder Things occur as the old race attempts
Victorian scientists have proposed that to reclaim their domination, but the Yithians
man evolved from apes. To date, though, manage to maintain their hegemony.
archaeologists have discovered fossils of
just three species of humans—homo sa-
piens (our immediate precursor, discov-
ered in 1823), Neanderthal (1856), and
Cretaceous Period
Pithecanthropus erectus (Java Man, dis-
covered in 1891—later renamed to homo 145-66 million years ago
erectus). The theory of the age proclaims Earthquakes caused by the asteroid impact
humans evolved in Asia (though Darwin that wipes out the dinosaurs destroys the Elder
proposed Africa).
Things’ first land-based city located in Antarcti-
ca. After the catastrophic upheaval, which also

126
The Mythos through Time
creates the towering Mountains of Madness,
they construct a smaller city nearby. More Science
Paleogene Period
Earthquakes
66-23 million years ago With plate tectonics still undiscovered,
Aware of their imminent destruction by the Victorian scientists postulate several po-
resurgent Flying Polyps, the Great Race sends tential causes for earthquakes. First, the
heat of the inner earth causes parts of
their minds from Earth to escape the inevitable
the land to rise. This creates thrust faults
retribution of that feared race. Fortunately in the crust. Second, the Earth is cool-
for the Earth, the incursion is short-lived, for ing and shrinking, causing the earth to
the Polyps have either become accustomed buckle as it does (global cooling or con-
to darkness or lack the numbers to hold the tracting earth theories). Third, the Earth
entire surface world. Slaughtering the cone- is expanding, stretching its surface. The
shaped race, they Polyps soon return to their latter may also explain the separation of
the continents.
underground haunts.
With regard the latter, there are two main
The Lemurians, a possible precursor race theories. The first argues that expansion
of humanity, construct the city of Shamballah is caused by inner heat. The second, put
in “an eastern desert” some 50 millions years forward by Ivan Yarkovsky (1844-1902)
ago. The location for this primordial city is the in 1888, suggests the Earth is absorbing
Taklamakan Desert in Central Asia, a wasteland aether from the heavens. The aether is
whose name means “the place of ruins.” As an then transformed into new elements,
aside, it is sometimes spelled Teklimakan, a
name that conjures up the word tekeli-li in
the minds of Mythos scholars who have read
certain eldritch tomes. age earthquakes has left the Elder Things with
only two land cities (in Antarctica and at the
southernmost tip of South America) and no
Neogene Period sea settlements higher than 50° south. That
any survived so long is miraculous.
23-2.5 million years ago Worse is yet to come for the remaining
The Great Old One Rhan-Tegoth descends Elder Things, though, for Earth slowly begins
from the stars and makes its home in the to succumb to a lengthy ice age. Although able
wilds of northern Alaska. Worshipped by an to warm their Antarctic city first using inclem-
unknown race, a great temple is raised in the ent weather clothing and later heating devices,
heart of a sprawling city. How long the natives they are eventually forced to abandon it some
honor the horrific entity has been forgotten, one million years ago in favor of an aquatic city
but they either die in some catastrophe or off the coast.
begin worshipping other gods, causing Rhan- Aliens still exist in many parts of the world,
Tegoth to enter torpor when its food supply but with their numbers greatly reduced and
dries up. most opting to hide their existence, the world
was set for modern humans to take the stage.

Quarternary Period
Humanity
2.5 million years to present
By the dawn of the Pleistocene, the move- As is the case of intelligent life, albeit of
ment of the continents, the rising of new alien origins, humanity is far older than pro-
mountains and sinking of old lands, and sav- posed by men of science. The true antiquity of

127
Cthulhu Codicil
the Lemurians and people of K’n-yan is subject lore regarding humanity, however, and it may
to much confusion and hearsay, but certain yet be proved that other advanced cultures
knowledge concerning humanity’s elder his- whose existence is recorded only in certain
tory are known to some who have delved deep forbidden books once walked the Earth.
into forbidden lore.
Whether the material below is conjecture Zobna and Lomar
or truth can only be speculated at, for the
source of this knowledge is dubious at best. In the far north, an advanced people were
Perhaps one day the truth of our ancestry shall forced to abandon their homes in Zobna
be unearthed by some explorer or archaeolo- (now lost beneath the Arctic) in the face of
gist, but until then, it is but myth. the expanding ice, settling in Lomar (modern
Greenland) some 200,000 years ago. Their
The People of Mu civilization is destroyed by the invading Inutos
around 24,000 years ago. Little is known of the
According to Von Juntz, an advanced spe- Inutos, save that they came from the west in
cies of humans inhabited the continent of Mu great numbers.
as far back as 300,000 years ago, in an age
when our ancestors were supposedly little South Africa
more than cave-dwelling savages.
It is possible they were a surface-dwelling In the year 50,000 BC, the lands of South
branch of the people of K’n-yan, who survived Africa are populated by a brown-skinned
the Fungi from Yuggoth’s extermination at- people with enormous heads. The fate of their
tempt and settled on the by-then vacant island race is not recorded, though it may be they
continent. It may be they were slaves, freed were conquered by the ancestors of long-for-
from bondage when the Fungi eventually gotten Mu.
abandoned Mu.
The date of Mu’s sinking beneath the waves Cimmeria
varies from 75,000 (the Toba supervolcanic
eruption) to 12,500 years ago (the end of the The few, notoriously vague mentions of
Ice Age). The scant few survivors took to ships Cimmeria in Mythos lore suggest its people
and found shelter in other lands. Many settled occupied a land in what is now the North Sea.
on the islands that were once the highest peaks As the waters rose at the end of the last Ice Age,
of Mu (such as Easter Island and Ponape) and the land became an island, finally submerging
in the neighboring continents. around 5,000 BC.
Through the generations, they civilized the Most of its warlike people scattered to Nor-
savages of China, Egypt, Mexico, Persia, and way, Britain, and Denmark in the 10th century
Peru, becoming gods in name for the knowl- BC, where they bred with the more primitive
edge they brought the unruly tribes. They also local tribes and introduced new concepts,
brought with them knowledge of the Great Old such as astronomy and the construction of
Ones, especially Ghatanothoa, whose bloody stone circles.
cult took root and prospered in Mexico. Professor H. G. Wells, a member of sev-
Others settled on an island halfway across eral Leagues, postulated its existence as fact in
the globe, which they named Atlantis. Here 1897. Of that bygone age, he wrote, “...when
they breed with Deep Ones and took up wor- one might have walked dryshod from France
ship of Dagon. Conquering vast swathes of the (as we call it now) to England, and when a
Mediterranean coast, they spread the word of broad and sluggish Thames flowed through
their living god, who they called Posei-dawon its marshes to meet its father Rhine, flowing
(“Master of Waters”). The ancient Greeks through a wide and level country that is un-
would later record this name as Poseidon. der water in these latter days, and which we
Von Juntz is not the only source of elder know by the name of the North Sea.”

128
Chapter Seven:
Adventure Seeds

“Man rules now where They ruled once;


Beneath the Giza Plateau
They shall soon rule where man rules now. While exploring an Egyptian tomb, the
After summer is winter, and after winter sum- globetrotters discover what appear to be the
mer. They wait patient and potent, for here original architectural plans for the Great Pyra-
shall They reign again.” mid. While the papyrus is a valuable find by
—H. P. Lovecraft, The Dunwich Horror itself, what it shows is of more interest to the
Leagues—a second entrance, one as yet un-
discovered, that leads to previously unknown
A Tour to Madness
chambers and tunnels beneath the Giza Pla-
A wealthy patron requires assistance in teau and the body of the Sphinx.
bringing his wayward son home from his “grand
tour” of ancient sites across Europe. The son is The Black Pharaoh
an aspiring painter but with a taste for lauda-
num. When the gelobtrotters catch up with him A number of Egyptologists connected with
however, they find him dead in a rented studio a recent excavation have died under mysteri-
in Cairo. His most recent paintings reveal ruins ous circumstances. The newspapers are talk-
amid a desert landscape. A journal tells that ing of a curse. The killer is in fact a member
he journeyed deep into the desert of Arabia in of a fanatical sect. The questions are, why is
search of “the city of the Necronomicon.” he so desperate to kill the scholars, and is the
mummy the expedition brought back, unusual
for its black bandages and unadorned sarcoph-
Art and the Mythos
agus, somehow connected to his murderous
A poet, known in literary circles but not yet rampage?
a luminary, has recently penned verses contain-
ing unsettling, some might say abominable and The Book
blasphemous, references. Their verses describe
elder cities located deep beneath the sea or in The globetrotters are collecting a book
remote parts of the world, eldritch horrors that (either for themselves or a friend). As they
can only be the result of a deranged mind. The enter the bookshop, a dishevelled man pushes
artist might have discovered a Mythos tome or past them and hurriedly walks away. Enter-
suffered from dreams sent by dread Cthulhu. ing the store, the globetrotters discover the
Alternately, a similar seed involves a popu- owner dead, bludgeoned to death, the murder
lar sculptor or artist. Instead of poetry, they are weapon a strangely carved idol.
devoting their time to creating images of terri- The owner’s diary, which is open nearby,
fying entities (sculptures) or vistas (paintings). indicates he had a meeting with an Indian gen-

129
Cthulhu Codicil
tleman staying at a hotel across town an hour was of no animal he recognized, and that the
before the globetrotters arrived. The man they merest outline gave him nightmares.
saw enter the store wasn’t Indian, but he was The whaling ship’s schedule meant it could
carrying something under his coat. Is he an op- not wait around, and the last the captain
portunist thief? Did he witness the murder? knows the figure was to be cut out of its icy
prison and the ice surrounding it melted so its
Deep Freeze nature could be determined.

News that the Smythe-Loveless Expedition Flame War


had found the remnants of the McClure Green-
land Expedition, lost to a man in 1865 while Over the course of a week, the globetrotters
attempting to map the northern mountains, read three articles involving deaths attributed
resulted in much adulation. News that two of to internal human combustion. Through ques-
the members of the Smythe-Loveless party have tioning the victims’ friends and families, the
since died under mysterious circumstances has globetrotters discover that all three belonged
the surviving members somewhat perturbed. to a spiritual circle (The Illuminated Order of
Both of the dead, according to the coro- the Eternal Flame) but were intending to ex-
ners, died of severe frostbite, despite being pose the leader to the newspapers.
found in their homes during an unseasonably
warm summer. Franklin, My Dear, I Don’t
The survivors speak nervously of a strange,
green stone idol uncovered in what appeared Give a Damn
to be ancient ruins near the frozen corpses of
the McClure Expedition. The party it insisted A British naval officer contacts the globe-
it be left where it was unearthed, but the trotters, telling them that he wishes to meet
expedition leader (one of the two deceased) to discuss new evidence he has unearthed
ordered it taken back. As far as the explorers regarding the ill-fated Franklin Expedition. He
know, their leader donated the idol to a small adds only that they were not really searching
museum in his home town. for the Northwest Passage, but something
beneath the ice. The officer fails to attend the
meeting. On investigating, the globetrotters
Diving to R’lyeh
discover the Admiralty has no record of an
After decades of research, a member of the officer by that name. Was the request a hoax or
Society of Aquanauts believes he has discovered is there a conspiracy afoot?
the resting place of a sunken city in the southern
Pacific. His peers think him mad, so he is look-
Greenland by Balloon
ing for other globetrotters to join his quest. His
broadcast to the Leagues has attracted the atten- As the year ends, reports begin reaching
tion of the Cult of Cthulhu, who wish to wreck the Leagues that a Swedish attempt to map
the expedition to the sunken city of R’lyeh. the interior of Greenland hot air balloon has
vanished. The Royal Swedish Academy of Sci-
ences refuses all offers of aid in searching for
The Elder Ice
the expedition. A friend of the globetrotters,
Several months after the fact, a whaling ship who knew one of the missing Swedes, suggests
docks in London carrying news from a whaling they were searching for antediluvian ruins.
station on one of the South Shetland Islands
(in the Antarctic Circle). While exploring the H. P. Who?
frozen interior in search of seals, the station
crew discovered a figure frozen in the ice. The In 1893, Winfield Scott Lovecraft suddenly
captain expresses his opinion that the figure becomes psychotic while in a Chicago hotel.

130
Adventure Seeds
He has since been placed in Butler Hospital betrotters and ask him to come with him to
(Providence, Rhode Island). His wife, Sarah the local morgue. The surgeon may be an old
Susan Phillips Lovecraft, believes he witnessed friend or fellow League member, or have been
something that cost him his mind. For the sake given the globetrotter’s details by a mutual
of their young son, Howard (b. 1890), who has acquaintance.
recently claimed to have been haunted in his Inside the morgue, they are shown a
sleep by “night gaunts,” she begs the Leagues corpse, recently arrived. Carved into the cadav-
to investigate. er’s chest is a vile rune of some sort. During
the examination, the cadaver suddenly sits and
Hunting the Hittites emits an insane laugh before collapsing again
in a lifeless lump.
Working alongside eminent British Egyptolo-
gist Flinders Petrie (1853-1942) in the ruins of Mistaken Identity
Amarna, Egypt, the Old Testament Society has
unearthed a broken clay tablet inscribed with A package arrives for one of the globetrot-
Akkadian cuneiform. Addressed to “great and ters. Instead of the item they were expecting,
powerful pharaoh,” the letter clearly notes the they have been sent a repulsive jade amulet
writer as Suppiluliuma, a Hittite king. Given the in the shape of a hound. Investigations fail to
location of the discovery, it is most likely the pha- reveal who the sender was, or the identity of
raoh in question was Akhenaten. The two intact the true recipient. That night, the globetrotter
sections translate as “our gods are one [god] and is awoken by the faint baying of a hound. Each
they are one thousand in number” and “the great night, the noise grows louder, as if the sound
temple of the thousand that are one.” is coming closer.
Fragmentary evidence from other sources
leads the Society to mount an expedition to The Music of Madness
the Anatolian region of Turkey in the hope of
discovering the ruins of the temple. The globetrotters are invited to hear a new
work by an upcoming musician. The work,
inspired by a dream, is a cacophony of discor-
It’s All About the Angles
dant piping. As the performance (thankfully)
After an evening out, the globetrotters are ends, the wind begins to howl and the walls
strolling home when a nervous gentleman pro- of the house begin to shake. Something un-
ceeds past them. He doffs his hat politely as earthly has heard the sound and it is answering
he passes, greets a cordial but hushed “Good the call.
evening,” and turns into a side-street. Seconds
later, there is a bloodcurdling scream from the
No Skin Off My Back
alley. Despite arriving only seconds later, the
man who just past them is dead, his shredded Someone is murdering prostitutes. Not
corpse spread across the alley. There is no sign exactly a unique crime, but in this instance the
of the killer, nor are there any obvious prints in backs of each victim have been tattooed with
the copious amounts of blood. strange glyphs. The police need assistance in
Either checking out what remains of the apprehending the killer and they know just the
corpse or the report in the newspapers, the glo- people to help them.
betrotters discover the man was a professor of
mathematics at a minor university. He was not
The Passenger
the first member of the faculty to die horribly.
The globetrotters are taking a sea voyage,
The Mark perhaps heading home after an adventure.
While on deck, they witness two of the crew
A police surgeon calls on one of the glo- dragging a hysterical passenger away. As he

131
Cthulhu Codicil
nears the globetrotters, the passenger screams The Thunderbird
“They are coming! Take it back!” and thrusts a
small, grotesque idol made from a slick green Word has reached the adventurers that two
stone into one of their hands. Escaping from cowboys have killed a ‘Thunderbird’ of Native
his captors, the passenger throws himself over- American legend near Tombstone, Arizona. The
board, where he vanishes beneath the waves. creature is described as a cross between a bat
That night, whichever globetrotter was handed and an alligator. With its 40-foot wing span and
the idol suffers a terrible nightmare, in which featherless body, is it possible that some kind
he is being hunted by fish-men. of flying dinosaur still hunts the skies of the
American west? Actually, no—the creature is a
The Recording Shantak, summoned to Earth by cultists.

One of the globetrotters inherits a col- They Came From the Sea
lection of wax phonograph cylinders from a
distant relative or former colleague. Most are While talking to a member of the Anglers
utterly mundane, but one dated just a month Club, a globetrotter learns that dolphins
ago contains strange chanting. Played fully, it are being stranded on a particular stretch of
summons a Mythos horror of the Gamemas- beach. By itself this is not unusual, but the
ter’s choosing. strandings occur daily. On investigation, the
What is the origin of the chanting, and globetrotters discover that the dolphins are
did it have anything to do with the benefac- apparently deliberately beaching themselves,
tor’s untimely death just a few days after the their flipper tracks revealing they are trying
cylinder was delivered to his heir? Why have to reach the land. What force could make the
the globetrotters now begun hearing the chant marine mammals vacate the sea, knowing the
wherever they go? only outcome is certain death?

Silence of the News Where the Cold Wind Blows


A globetrotter is awakened in the middle of The globetrotters are part of an expedi-
the night by hammering at his door. By the time tion sent to collect explorers who have been
they reach the door, the noise has stopped. wintering over in Antarctica. On reaching the
Opening the door, they discover a man nailed remote camp, which lies inland, they discover
to the door by his hands, his tongue ripped the explorers dead. Each of them has been an-
out from his mouth. A brief inspection of the atomically dissected with a great deal of skill.
man’s pockets indicates he was a reporter for A journal hints at hearing eerie piping sounds
one of the smaller local newspapers. Was he and the growing fear that something has been
going to see the globetrotter? What story could stalking around the camp.
he have that would result in so ghastly a death?
Withering Away
The Specimen
One of the globetrotter’s colleagues at the
A renowned explorer has returned from League appears to be wasting away. The globe-
Arabia with a remarkable specimen—a crea- trotter has seen their colleague every night for
ture that appears to be some amalgam of a the last few days, and each time they appear
crocodile and human. His lecture does not more gaunt (the result of a powerful Mark of
go as well as he hoped, with many League Withering ritual). Eventually, either the globe-
members calling him a fraud. Two days later, trotter talks to the friend about their plight or
the globetrotters learn that the explorer has vice versa. Either way, the person merely says
been found insane in a locked room. There is “He has done this to me” and hands over a
no sign of his specimen. business card before dropping dead.

132
Chapter Eight:
Cats

“[The cat] is the kin of the jungle’s lords, a sacred animal. No mere household pets or
and heir to the secrets of hoary and sinister hard-working mousers, they were elevated to
Africa. The Sphinx is his cousin, and he speaks near divine status. Cats were greatly mourned
her language; but he is more ancient than the on their death. The Greek historian Herodo-
Sphinx, and remembers that which she hath tus (c.484-c.425 BC) reported that the death
forgotten.” —H. P. Lovecraft, The Cats of Ulthar of a cat was met with mournful wails and the
shaving of eyebrows, before the cat was mum-
While the author does not share H. P. mified in the style of the mighty pharaohs.
Lovecraft’s racial prejudices in any form, both As an aside, Herodotus was amazed by the
writers may be styled “cat people.” This short cats of Egypt, for the Greeks and Romans sel-
chapter takes a look at the enigmatic cat. dom owned or employed such creatures. Still,
Greece and Rome are younger cultures and
lack the antiquity and mystery of Egypt.
Cats in Ancient Egypt Egypt’s cats sprawled at the feet of magi-
cians and listened as they performed incan-
“He is the soul of antique Aegyptus, and tations and recited eldritch lore, the felines’
bearer of tales from forgotten cities in Meroe knowing smiles an indication that they were
and Ophir.” —H. P. Lovecraft, The Cats of Ulthar already well-versed in such matters, for it had
been passed from cat to cat down the ages.
The common domestic cat (Felis catus), if They watched impassively as the priests per-
the word “common” can ever be attributed to formed their ceremonies. They lay at the feet
so noble a creature, has been part of humani- of the great Sphinx, the statue sculpted in
ty’s life for many millennia. Historians and bi- their form, and whispered things more ancient
ologists alike insist that wild cats first entered than the stones from which it was carved. They
human settlements in search of rodents drawn scratched their claws on the foundation stones
to the stored grains and were soon domesticat- of the Great Pyramid. They licked their paws
ed and adopted as mousers. in boredom at the rise and fall of diabolical
No doubt there is an element of truth in rulers such as Scorpion I, Nephren-Ka, and
such mundane claims, but cats prowled this Queen Nitocris. They even ate from the plates
world long before mankind’s early ancestors of pharaohs, themselves living gods, as equals.
dropped from the trees and learned to walk
upright, and in that time they have learned
In Other Cultures
many things still unknown to their bipedal
supposed masters. It was not only the Ancient Egyptians who
The Ancient Egyptians venerated the cat as had a fondness for cats. Viking farmers would

133
Cthulhu Codicil
leave milk as an offering to the cats of Freyja. or killing of a cat also brings with it the Animal
The first recorded name of the Shetland Islands Antipathy Flaw, but only regarding domestic
was Inse Catt, or “Islands of the cat people.” cats and their larger cousins.
Humans do not recall the reason why, and cats
have no wish to educate them on the matter.
Domestic cats are considered lucky in Japan, Of Cats and...
Russia, and parts of Africa.

No Man May Kill a Cat Gods


“It is said that in Ulthar, which lies beyond “The proud Egypt wherein Pharaoh was
the river Skai, no man may kill a cat;” —H. P. Pharaoh and pyramids rose in beauty at the
Lovecraft, The Cats of Ulthar wish of him who dreamed them bowed down
to the cat, and temples were built to its goddess
It was Pharaoh Menes, also known as at Bubastis.” —H. P. Lovecraft, Cats and Dogs
Narmer, founder of the First Dynasty, who
first ruled that no man may kill a cat. Lost Save for Antarctica, of which no cat will
to human memory, but still recalled by cats, speak, cats are found on every continent and
is the knowledge that Menes was an orphan come in different guises. No matter the country
adopted by a trading caravan and that his sole they call home, all domestic cats honor Bastet.
possession was a black kitten. In that distant Among cats, Bastet may also be referred to as
time the veil between the waking world and Mekal (“Fierce Devourer”) and Pahket (“She
the Dreamlands was much weaker than to- Who Scratches”).
day, and the caravan roamed roads that led One of the earliest Egyptian deities, Bastet
to that fantastical dimension. When the cat has been a deity of war, cats, and motherhood,
was murdered by an evil cotter and his wife, her aspects evolving over time to fit human
the distraught Menes brought down a deadly needs. A temple in her honor stood in the des-
curse on the transgressors (see p. 177 for more ert for longer than the first pyramids. It was not
details). On ascending the throne of Egypt, until the 22nd Dynasty that a city was raised
Pharaoh Menes’ first proclamation was that no around it from where the pharaoh ruled. Its
man could kill a cat and live. Egyptian name was Per-Bastet, or “House of
Menes’ judgment echoed through the cen- Bastet,” for it was believed the goddess dwelt
turies. The prophet Mohammed prohibited in the great temple.
the killing or persecution of their kind, for The temple boasted an oracle, but none
instance, as did the Welsh king Hywel Dda outside the highest ranks of the priesthood
(c.880-950). Alas, it was not to last. knew that the oracle’s words were repeated
As time passed, the cat became not a from the whispers of the sacred temple cats.
creature of veneration, but of suspicion and Bastet’s name is little known among hu-
hatred. In Europe, cats became synonymous mans today, save among Egyptologists, who
with witchcraft, being accused of being dev- see her as nothing more than one of countless
ilish familiars. Millions of innocent felines pagan deities worshipped by superstitious
were thrown onto pyres by the unenlightened peoples, and a handful of human worshippers.
masses. Such barbarism did not escape Bastet, Cats, however, have never forgotten her name,
the Egyptian deity of cats. Her punishment was nor has their veneration withered with time.
righteous—the Black Death. It is in order to be close to her divine spirit
Optional Rule: A globetrotter who acci- that they preen themselves (cats knowing that
dentally harms or kills a cat is cursed with bad cleanliness truly is next to godliness). It is to
luck for a year and a day. In game terms, they her they yowl praise when the moon is fat and
gain the Unlucky Flaw. The deliberate harming leave sacrifices of mice and birds.

134
Cats
With regard to the Mythos, cats are aware of of a cat, humans are servants who pamper it
several Great Old Ones. Cthulhu they vehement- and bring it offerings of food, as fits their right-
ly detest (see Water below). While it is prophe- ful place in the grand scheme of the universe.
sied that the wild beasts of the earth will lick the Of course, the greatest trick ever performed
hands of Nyarlathotep in the future, domesticat- by cats is giving humans the impression that it
ed cats will never proffer the paw of friendship is they, not the cats, that are the masters.
to the Crawling Chaos. Aware of avatars yet to be
discovered by humans, cats know full well that
Nyarlathotep is an enemy of their species. Insanity
While cats do not venerate Yog-Sothoth in
any form, they know the Gate and the Key of “Through all this horror my cat stalked un-
old. From it, their forebears learned the means perturbed. Once I saw him monstrously perched
to walk between the waking world and the atop a mountain of bones, and wondered at the
Dreamlands, where their kin have long dwelt, secrets that might lie behind his yellow eyes.”
and see beings native to other dimensions. —H. P. Lovecraft, The Rats in the Walls
Of the Great Old Ones, cats are either
ignorant or have no desire to traffic with Throughout the ages, cats have wandered
them—only cats know which is true. through the Dreamlands, frolicked on the
Moon, cast their eyes upon horrendous images
carved by insane cultists, and stared into the
Humans faces of profane monstrosities. They may run
in fear for their lives, for the cat is an intelligent
“Owners of dogs will have noticed that, if beast, but where a human mind might dissolve
you provide them with food and water and into permanent insanity, the mind of the cat
shelter and affection, they will think you are remains undisturbed by such terrors.
god. Whereas owners of cats are compelled Optional Rule: Cats never make Horror
to realize that, if you provide them with food checks.
and water and shelter and affection, they
draw the conclusion that they are gods.”
—Christopher Hitchens, The Portable Atheist: Language
Essential Readings for the Nonbeliever
“Now much of the speech of cats was
Despite their dispersal around the world known to Randolph Carter...” H. P. Lovecraft,
and their loss of status at the hands of humans The Dream-Quest of Unknown Kadath
over the millennia, cats have never forgotten
the lofty status in which they were once held. To the uninitiated, domesticated cats com-
From pedigrees to the most mange-ridden municate through hissing, meowing, and purr-
mongrel, cats are arrogant and haughty. ing, as various forms of body language. Unlike
When a dog wants food it servilely begs feral cats, who rarely vocalize, domesticated fe-
whereas a cat demands. A dog will come when lines understand the language of their owners.
called, whereas the cat may deign to give one Although unable to reproduce human sounds,
a quick glance, albeit one often accompanied cats have their own language.
by an expression that gives the impression the It is most often employed in the Dream-
cat is looking down its nose at the one who lands, where earthly cats roam at night, though
dared disturb it. they deign to speak to close human friends
Similarly, the cat is a talented killing ma- while in the waking world. It is through this
chine, at least with regard to birds and small tongue, which predates the grunts of man’s
animals, and is more than capable of feeding earliest ancestors by millennia, that they pass
itself. That it chooses to live with humans is an- on gossip and the ancient lore to which they
other memory of its ancient status. In the eyes are privy.

135
Cthulhu Codicil
Rule: Globetrotters with Dreamlands Lore prey. Such entities are rarely bothersome, lest
can learn to speak the language of cats (see p. the cat would howl its displeasure or arch its
144 for details). back and hiss in anger.
That said, many a cat owner has awoken
from slumber on hearing their “pet” tearing
Names around the house for no earthly reason. At such
times, the cat is either chasing away or fleeing
“‘Cats don’t have names,’ it said. from some unwanted interdimensional entity
‘No?’ said Coraline. floating or slithering through its territory.
‘No,’ said the cat. ‘Now you people have Optional Rule: Cats can see invisible crea-
names. That’s because you don’t know who tures.
you are. We know who we are, so we don’t
need names.’” —Neil Gaiman, Coraline
Water
Humans like names. They give them to ob-
jects, animals, and their offspring. Even things “Most cats don’t like water, and despite
which exist only in the mind or existential her pretensions of tigerhood, Julie was no dif-
thought are given names. Cats, on the other ferent. Yes, tigers have stripes; so do tabbies. If
hand, have no concept of names in the human you want to know the difference, try tossing
sense of the word. Identification is done by one of each into your swimming pool. Then
sight and smell, for pheromones are a secret I would recommend running.” —Seanan Mc-
language the cats have not shared even with Guire, Rosemary and Rue
their closest human allies.
This is not to say that cats are ignorant of Few can notice that cats are fastidious
human names. A cat knows the human name about cleanliness, yet attempts to bathe them
of its owner and those of cat-friends passed are met with hissing, biting, and clawing. Cats
on by other members of its species. When ad- are more than capable of swimming, and thus
dressing a human, a cat will always use their do not fear drowning, yet they have an aver-
name out of politeness. sion to deep water.
Millions of year before humans came to
dominate the land, all manner of foul things
Strange Senses crawled and slithered from the sea. The cats
had no love for these gelatinous entities, nor
“For the cat is cryptic, and close to strange the vile deity Cthulhu they worshiped, whose
things which men cannot see.” —H. P. Love- dreams they witnessed but were revolted by.
craft, The Cats of Ulthar While the great cats, such as lions and tigers,
had the strength and natural weapons to kill
No cat “owner” can have failed to notice the monstrous things, their smaller cousins
that that cat has, at some time or another, did not. The fear those malodorous, unsightly
sat and stared at an innocuous area of space. beings inspired has never been forgotten.
Many have probably wondered what the an- Even stepping in a small amount of water
imal might be seeing. It is best not to linger causes cats the equivalent of shivers down the
on such thoughts for too long, for the cat can spine—as evidenced by their hurriedly shaking
see things that a human cannot, and indeed their paws to remove the offending material.
should not. Only when there is the potential for a meal
What the cat sees exists in a dimension does a cat sit close to water, and only then
coterminous with our own. To our senses the ponds and rivers, where Cthulhu’s ilk are rare-
creature simply does not exist, but the cat can ly found. Even then, the cat’s interaction with
both hear and see the otherworld entity as the water is a quick strike to grab a fish before
clearly as the next bird or rodent it seeks as retreating to a safer, drier environment.

136
The Realm of Morpheus:
The Dreamlands
Dreamlands Contents
The Realm of Morpheus: The Dreamlands...................................... 137
Introduction............................................................................... 139
What is the Dreamlands?........................................................... 139
Nature of the Dreamlands......................................................... 139
Recommended Stories................................................................ 140
A Guide to Using this Book...................................................... 140
Chapter One: Dreamers................................................................ 141
New Motivations....................................................................... 141
New Skill................................................................................. 142
New Leagues............................................................................. 143
New Flaws................................................................................ 144
New Gear................................................................................. 145
New Weird Science................................................................... 145
Chapter Two: Magic & Manuscripts.............................................. 153
Entering the Dreamlands.......................................................... 153
Shaping the Dreamlands............................................................ 155
Eldritch Magic......................................................................... 157
Eldritch Books........................................................................ 158
Eldritch Relics......................................................................... 160
Chapter Three: Gazetteer of the Dreamlands................................ 161
Entrance.................................................................................. 161
The East................................................................................... 161
The North............................................................................... 165
The South................................................................................ 168
The West.................................................................................. 170
The Underworld....................................................................... 177
The Moon................................................................................ 179
Chapter Four: Inhabitants of the Dreamlands............................... 181
Gods........................................................................................ 181
Horrors................................................................................... 182
Cults........................................................................................ 189
Notable Persons....................................................................... 191
Animals..................................................................................... 196

138
Introduction:
What is the
Dreamlands?
“From my experience I cannot doubt but that Nature of the Dreamlands
man, when lost to terrestrial consciousness, is
indeed sojourning in another and uncorporeal The Dreamlands is not a realm of pure
life of far different nature from the life we know; imagination, a fiction existent only in the
and of which only the slightest and most indis- minds of dreamers that ceases to be once a
tinct memories linger after waking. [...] We may dreamer awakens. Rather, the Dreamlands is
guess that in dreams life, matter, and vitality, another dimension, one that can be reached
as the earth knows such things, are not neces- through dreams and a very few doorways that
sarily constant; and that time and space do not exist between the world of the waking and the
exist as our waking selves comprehend them. world of dreams.
Sometimes I believe that this less material life Within the Dreamlands, a dreamer must
is our truer life, and that our vain presence on obey the rules of that reality. For the most part,
the terraqueous globe is itself the secondary or they are those of the waking world, requiring
merely virtual phenomenon.” —H. P. Lovecraft, one to seek sustenance (but not sleep), and
Beyond the Wall of Sleep where dangers to the body, mind, and spirit
can cause serious injury and even death.
Welcome, dreamer! Yet there are things a dreamer can do
While you believe you are reading these within the Dreamlands that are impossible in
words in comfortable surroundings, you are, the waking world. They may board a sailing
in fact, in a light sleep. Look down and you ship to the moon and walk its surface without
will see that you stand at the top of the Sev- the need for technological artifacts, or shape
enty Steps that lead to the Cavern of Flame, reality to include new geographical locations
and from which one can descend the seven or settlements.
hundred steps to the Gate of Deeper Slumber.
Pass through and you will find yourself in the
fantastical Dreamlands. More than One Dreamland
Step back from the threshold of slumber for
now, though, and awaken, for the Dreamlands, For the people of Earth, there is but one
while containing many amazing sights and dreamland—the one visited in our dreams and
friendly inhabitants, contain many dangers. explored in this book and also referred to as
Through this book we will guide you into how the Dreamlands.
to enter the Dreamlands with ease, show you As wondrous and mysterious as it may be
some of its many wonders, introduce you to in the eyes of a visitor, it is but one of count-
some of its citizens, and avail you of knowledge less dreamlands lying beyond that realm of
concerning the horrors you may encounter. sleep. Not only does every planet in the Solar

139
Cthulhu Codicil: The Dreamlands
System boast its own unique dreamland, but It has been suggested by a wise and elderly
the unseen globes that circle distant stars such denizen of the Dreamlands that each dreamer
as Aldebaran and Fomalhaut have dreamlands has his own version of the realm that exists
unique to their alien inhabitants. coterminous with the general Dreamlands. It
To visit those dreamlands is to court mad- is here, and only here, that dreams a dreamer
ness and death—not only are the denizens forms into reality exist. In this book, however,
incalculably alien to humans, with motives that there is but one Dreamlands, a Dreamlands
human dreamers could never hope to compre- shared by all earthly visitors.
hend, but the environments are utterly hostile
to humans even in dreams. This is not to say
that ways of reaching and surviving in these Recommended Stories
alien dreamlands exist, but they are beyond
the focus of this work. While we have endeavored to describe the
There is but one dimension that has no atmosphere and sights of the Dreamlands,
dreamland lurking tantalizingly just beyond Gamemasters wishing to use the Dreamlands in
the veil of sleep. Beyond the ordered universe, their campaign are advised to read the source
with its fixed celestial laws and scientific material before starting their campaign.
rationale, where exists only unbridled chaos We recommend the following stories: The
beyond imagination, is the court of Azathoth, Cats of Ulthar, Celephaïs, The Dream-Quest of
the Daemon Sultan, where no dreams reach. Unknown Kadath, Ex Oblivione, Hypnos, The
Other Gods, The Quest of Iranon, The Silver
Key, Through the Gates of the Silver Key, and
The White Ship. Entries in italics are, in our
opinion, must-read tales.

A Guide to Using this Book


Chapter One: Dreamers provides new
options for player characters who wish to ex-
plore the Dreamlands, with new Skills, Talents,
Flaws, Leagues, and weird science devices.
Chapter Two: Magic & Manuscripts de-
tails the methods by one which may enter the
Dreamlands, tells how a dreamer can shape the
reality of the realm, and reveals new eldritch
magic, books, and relics.
Chapter Three: Gazetteer of the Dream-
lands explores the lands and settlements of
the Dreamlands.
Chapter Four: Inhabitants of the Dream-
lands describe the strange gods and horrors
that dwell in the Dreamlands, notable persons,
and a new fanatical cult.
This introduction is but the tip of the iceberg
concerning the Dreamlands. Now, it is time to
turn out the lights, slip beneath the warm sheets,
and focus your thoughts on the magnificent
realm of the Dreamlands before your eyelids
close and you drift into Morpheus’ domain.
Chapter One:
Dreamers

“And for long they talked of old times, protect your creations. You earn a Style point
having much to say because both were old when your character creates or replicates
dreamers and well versed in the wonders something or convinces others to help create
of incredible places.” —H. P. Lovecraft, The something new.
Dream-Quest of Unknown Kadath
Destruction
This chapter details new options for globe-
trotters who wish to pass beyond the wall of Your character wants nothing more than to
sleep and explore the Dreamlands. see things obliterated. They could be a militant
nihilist, violent anarchist, or malevolent entity
that wants to destroy things and ruin people.
New Motivations This does not necessarily mean sowing chaos,
however. Your character could use their skills
with surgical precision to cull the weak and the
old in order to improve the lot of their communi-
Bon Vivant ty, or could view the eradication of governments
Life is short and life is hard, but that doesn’t and organizations as the only way to free people
mean one cannot enjoy the good things in life. from oppression. But your character doesn’t
No matter their means, the character devotes really need an excuse to demolish something
their life to sociable and luxurious activities. beautiful. Annihilation is its own reward.
The character is not only a frequent guest at
parties, but is often at their heart. You earn
Excellence
Style points when your character enjoys a so-
cial occasion or convinces someone to throw Your character is continuously pushing
off their reservations and enjoy a sociable and to improve their skills and abilities. It’s more
luxurious time. for personal satisfaction than for rewards or
recognition, but those tend to come along the
way. It’s not because your character has incred-
Creation
ibly high standards either. They are perfectly
Your character is always attempting to con- comfortable making mistakes and starting
struct something new. It could be something from scratch as long as they learn something.
no one has ever seen before or just more of Consequently, they hate being bored and wast-
what you’ve previously created. As a result, ing time, and will move on to a new challenge
nothing is worse than seeing your labors de- after mastering the current one. You earn
stroyed, and you will go to great lengths to Style points when your character sets a new

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Cthulhu Codicil: The Dreamlands
personal record or encourages others to push Experience points (DXP). Only Dreamlands Ex-
themselves to do better. perience points can be used to gain or improve
the Dreamlands Skill in play.

New Skill
New Talents
Dreamlands Lore
Adept Dreamer
Special (see all notes below)
Base Attribute: Intelligence Prerequisites: Willpower 3
This Skill covers knowledge of the Dream- Your character is an expert dreamer, able to
lands, the land beyond the veil of sleep. It is pierce the veil of sleep and enter the Dream-
an important Skill for those intending to visit lands with greater ease than others.
the Dreamlands, for it can permit not only Benefit: Your character has a +2 bonus to
entrance to the realm, but allows one to shape enter the Dreamlands (see p. 153).
it to one’s will. Normal: Your character has no bonuses to
* Customs: Knowledge of the strange cus- enter the Dreamlands.
toms of the Dreamlands’ denizens. Advanced: You may buy this Talent up to
* History: Knowledge of the major and mi- three times. Your character gains a +4 bonus
nor historical events of the Dreamlands. at second Level and a +8 bonus at third Level.
* Linguistics: See the Dreamlands Languag- In addition, +2 bonus to rolls to reshape the
es sidebar on page 144. Dreamlands is gained at second Level and a +4
* People: Knowledge of the movers and bonus at third Level.
shakers in the Dreamlands.
* Places: Knowledge of the geography and Bloodline: Boyd
locations of the Dreamlands.
Unique; Only available at character creation
Prerequisites: None
In Character Generation
Rooted in Halifax, Nova Scotia, but now all but
During character generation, only charac- extinct, Boyds were known for seeking meaning
ters with the Adept Dreamer or Dreamlands in a meaningless world. Some became preachers,
Persona Talents may spend Skill points on the some explorers, others chose more scholarly lives.
Skill. All characters may spend their initial Ex- All seek something beyond the mundane.
perience points on the Skill. Benefit: Your character begins play with 1
level of Dreamlands Lore (choose Discipline),
and Refuge 1 in addition to the regular four
Gaining & Improving the Skill
0-level Skills and two 0-level Resources all
Unlike learning about a different country in characters receive. The character may also re-
the waking world, one cannot simply peruse a ceive the Superior Dreamlands Persona Talent
book or talk to a fellow traveller and hope to for free if they choose the Dreamlands Persona
understand the nature of the Dreamlands. The Talent at character creation.
only way to comprehend the Dreamlands is to Normal: Your character receives no addi-
experience their mystery and wonder. tional free Skills, Talents, or Resources.
At the end of a session in which character
have explored the Dreamlands, they may devote Bloodline: Carter
one or more Experience points gained that ses-
sion to learning more about the Dreamlands. To Unique; Only available at character creation
separate them from normal experience points, Prerequisites: None
we call these dedicated points Dreamlands The delicate and sensitive Carters have

142
Dreamers
long suffered from strange visions, both when are in the Dreamlands, you must always use
awake and asleep. this persona. The Dreamlands persona has no
Benefit: The globetrotter begins play with ability to enter the waking world—he exists
Art 0 (in one Discipline of their choice) and only in dreams.
Empathy 0. These are in addition to the regular The two characters have separate Experi-
four 0-level Skills all characters receive. ence point pools. Experience gained by one
Once per adventure, your character can cast persona cannot be used to advance the other.
the Premonition ritual. Unlike the standard Normal: Your character has no separate
ritual, no Horror check is made. Furthermore, persona when within the Dreamlands and uses
you pay only 10 Experience points to learn or their regular statistics.
improve the Adept Dreamer and Dreamlands
Persona Talents. Superior Dreamlands Persona
Normal: Your character has no additional
Skills or knowledge of the Premonition ritual, Unique; Only available at character creation
and must pay 15 Experience points for the Prerequisite: Dreamlands Persona
aforementioned Talents. As above, except the Dreamlands persona
is more powerful than their waking self. The
persona has 18 Attribute points, 20 Skill points,
Bloodline: Elton
and begins with 3 Talents or Resources.
Unique; Only available at character creation
Prerequisites: None
The Elton family has long served as light- New Leagues
house men. Even distant cousins have been
drawn to work where shore meets sea.
Benefit: The globetrotter begins play with
The Feline Club
Dreamlands Lore 0 and Pilot: Nautical 0 due to
knowledge of the tides and weather. Also, you As far as humans are concerned, domesti-
automatically gain Rank 1 in the Lighthouse cated cats (an oxymoron in the eyes of many
Club (see below). If the character takes the cat “owners”) have their origins in ancient
Lighthouse Club as their sole League, they must Egypt. Cats may know better, but they are not
take the two free 0-level Skills from those of the saying. As a general rule, cats fall under two
League as normal. Otherwise, they may select categories—feral cats, which include those
two starting Skills from those of either League. hard-working felines who root out rats and
Normal: Your character receives no addi- mice to feed their bellies, and pet cats, which
tional free Skills or Resource. may hunt but have owners to pamper them.
The Feline Club is a League for cat fanciers
of all ilks. By definition feral cats are not do-
Dreamlands Persona
mesticated, but the modified door to the Club
Unique; Only available at character creation is always open to their kind (the term cat flap
Prerequisites: None isn’t used until 1959).
When explorers enter the Dreamlands, As well as bringing their pets to the League
they do so as their normal self. This character to be pampered and waited on, members trav-
has a separate persona inside the Dreamlands, el the world in search of new breeds to add
a persona that may be vastly different from to their collections. Large cats, such as lions
their mortal self. and leopards, are permitted under the Club’s
Benefit: You must create a second character regulations, but members face an automatic
to represent your Dreamlands persona. The al- life time ban if their “pet” consumes another
ternate persona has four 0-Level Skills and two cat on the property. Once a year, the Club en-
0-Level Resources of their choice instead of the gages in a “pilgrimage” to the ruins of Bubastis
usual free Skills and Resources. Whenever you in Egypt, an ancient center of feline worship.

143
Cthulhu Codicil: The Dreamlands
Lighthouse of Alexandria. The Lighthouse Club
Languages of the maintains close ties to the Mariners Club.
Starting Skill List: Pick two from Art:
Dreamlands Photography, Athletics, Craft: Carpentry, Craft:
Electrics, Expeditions, Science: Engineering
A dreamer does not learn the various lan-
guages of the Dreamlands through the
Linguistics Skill. Instead, for each level The Morpheus Club
he gains through the Dreamlands Lore
Skill, he may select one of the languag- The ability to shape dreams, rather than be a
es below. Additional languages may be passive witness, is rare. The Morpheus Club was
learned at the cost of 1 Experience point founded as a place where travellers to the Dream-
per language. lands could gather and discuss their travels in the
* Cat (also understood by terrestrial cats, realm where dreams are made manifest.
though they usually speak it only in the
Most members, who call themselves Oneiri
Dreamlands), Common tongue of the
Dreamlands, Ghast, Ghoul, or Zoog (“Dreams”), are artists, imaginative souls try-
Each region also has a native tongue. ing to capture the beauty and horror they have
Thus, the citizens of Ulthar speak Ulthan. witnessed in the Dreamlands in mundane me-
Most humans, and many non-humans, dia. Others are explorers who seek to uncover
understand the common tongue of the great wonders and strange lore found only in
Dreamlands, an amalgam of ancient wak- the land of Morpheus. A small few have tired
ing world languages, but favor their own
of their waking lives, and desire more than
given a choice. A dreamer speaking to a
native in his own regional language gains anything to become a permanent inhabitant of
a +1 bonus to Social rolls. This does not the Dreamlands.
apply to the other languages listed above. Special Requirement: Dreamlands Lore 4
Starting Skill List: Art (pick one), Diplo-
macy, Empathy, Expeditions, Performance

Starting Skill List: Animal Handling,


Medicine, Science: Biology New Flaws
Special: A globetrotter who elects to take
an Animal Handling Specialization at any time
must take Cats as his first choice. Similarly, his
Mental
first choice of a Medicine Specialization must
be Veterinary. Daydreamer: Your character is a day-
dreamer, their mind forever wandering off
from mundane activities and thoughts. Often
The Lighthouse Club
the daydreams are petty, but sometimes they
Lighthouses, those shining beacons that include strange vistas and thoughts. You earn
warn mariners away from danger and guide a Style point whenever your character makes a
them home to port, have been in use since the major mistake because they were daydreaming
time of the ancients. Modern lighthouses are instead of concentrating on an activity.
far more powerful, and far more common. Insomnia: Your character suffers from
The Lighthouse Club caters to those who regular problems sleeping. This may be mild,
man the remote outposts and those who have a causing delayed sleep, interrupted sleep, or
fascination with the structures. The latter travel early waking, resulting in a -2 to rolls requiring
the globe, photographing lighthouses and writ- concentration and entering the Dreamlands.
ing up travelogues, which are then displayed to It may be severe and involve all three impedi-
other Leagues members on their return. One ments to sleep, resulting in a -4 penalty. Long
of the club’s pet ventures is the search for the bouts of sleeplessness may result in emotional
remains of the Pharos, better known as the behavior, memory problems, and auditory hal-

144
Dreamers
lucinations. You earn a Style point (2 if severe) Xenophobia: Your character intensely dis-
any time your character’s insomnia inhibits likes anything exotic or unfamiliar and will go
success or causes social problems. out of their way to avoid it or keep it away. You
No Imagination: Your character lacks earn a Style point whenever your character’s
imagination in everything they do. They are narrow-minded intolerance causes trouble for
not stupid—they just lack the creativity to step them or their friends.
outside the box and take a different view of the
world. The character has –2 to enter or shape
the Dreamlands and to all rolls requiring imag- New Gear
ination, such as ones related to art or weird
science. You earn a Style point whenever your
character‘s lack of imagination causes serious
Hashish
problems for them or their friends.
Somnambulist: Your character walks in Hashish is cannabis resin. When taken, the
their sleep. Most often their nocturnal activities user may experience time and space distor-
are utterly mundane, but they may engage in tions. Combined with its effect as a sedative,
strange behavior. You earn a Style point when- it grants dreamers a longer time to explore the
ever your character‘s sleep walking causes seri- Dreamlands.
ous problems for them or their friends.
Opium
Social
Opium is the base for morphine and heroin,
Decadent: When it comes to luxury, your and can be purchased from many pharmacists.
character is self-indulgent, rarely questioning Dreamers use it to aid sleep and alter the state
the financial or moral cost. For them, only the of their mind, with many claiming it produces
best will do. You earn a Style point whenever an out-of-body experience. In game terms, it
your character‘s self-indulgence or demand for aids entry to the Dreamlands.
luxury causes them or their friends problems,
or forces others to overspend.
Hedonist: Your character desires pleasure New Weird Science
more than anything else in the world, Whether
or not they are morally corrupt depends on the
individual, but the desire for more pleasurable
Dream Inducer
experiences can stain the soul. You earn a Style
point whenever your character‘s pursuit of plea- Artifact 2
sure causes them or their friends problems. Leagues: Morpheus Club
Noblesse Oblige: Your character believes Created by the Morpheus Club, the Dream
that those with more wealth, power, and social Inducer is not a sleep machine, in that it does
standing should be more honorable, gener- nothing to aid one falling to sleep. Rather,
ous, and respectable to those beneath them. placed on the head of a sleeper, it stimulates
Your character earns a Style point whenever the centers of the brain corresponding to
selflessly helping the less fortunate or protect- imagination and dreaming. Through this
ing them from being oppressed by someone in device, even the most untrained mind may
a position of power. be able to venture into the Dreamlands for a
Xenophile: Your character is fascinated by short while.
anything strange or unusual and will go out of Enhancements: Increased Attribute: +1
their way to learn about a foreign culture or Charisma (+1 Enhancement)*, Increased At-
spend time with someone from far away. You tribute: +1 Will (+1 Enhancement)*
earn a Style point whenever your character’s * Only applies for the purposes of entering
bizarre obsession causes trouble. the Dreamlands.

145
Cthulhu Codicil: The Dreamlands
Addicted Artist

the
ephais,
ruled
t is
ir.”

Archetype: Artist; Motivation: Love; Style: 3 without a fix until he sobers up or overcomes
Primary Attributes: Body 2, Dexterity 2, his addiction; +1 Style point whenever his ad-
Strength 2, Charisma 3, Intelligence 3, Will- diction hurts him or someone he cares about)
power 3 Weapons: Punch 4N
Secondary Attributes: Size 0, Move 4, Percep-
tion 6, Initiative 5, Defense 4, Stun 2, Health Character Background
5, Sanity 5
Skills: Art: Painting 5 (Dreamlands’ land- Do you know a landscape painting is? I
scapes 6), Athletics 4, Brawl 4, Con 4, Diplo- mean, what it truly is? Certainly it is a snap
macy 5, Dreamlands Lore 6 (Places 7), Elder shot of time, a moment forever frozen, yet it
Lore: Locations 4, Gambling 5, Survival 4 is also a doorway to questions. You have seen
Talents: Adept Dreamer 2 (+4 to enter or Constable’s The Hay Wain, I presume? Is the
shape Dreamlands) wagon stuck in the stream? Has the owner
Resources: Follower 0 (Druggist), Rank 0 stored his hay or is he heading to the field for
(The Morpheus Club; +1 Social bonus) a hard day’s labor? Is the second gentleman
Flaws: Addiction: Opium (–2 penalty on all a compatriot, a stranger providing assistance
rolls after overindulging or going too long because the wagon has bogged down or point-

146
Dreamers
ing out directions? There is no truth save one’s launched a million ships whose crews would
own truth. have gladly thrown themselves into Hades
I have long been troubled by strange should she have asked it of them.
dreams, of vistas wondrous and terrible, A thousand times I have painted her and a
similar to those of our ordinary world and thousand times I have torn the canvas in half.
yet somehow alien. At first I could glean only To portray her through mundane media is to
glimpses of these landscapes, vague impres- mar her heavenly perfection. I would argue
sions that my oils and watercolors could never that even a photograph, if such could be cap-
hope to show in their true glory. Like Tantalus, tured, would make her ugly, for it could not
my desires were forever just out of reach. capture her radiance.
I fell to despondency. Not matter how hard Those days of inexperienced dreaming have
I tried, I could do no justice to my visions, and passed now. Time and longing have altered my
my early attempts were mocked for their crudi- mind, and I can now enter the Dreamlands
ty. A dark malaise took me and gripped my soul without the need for a pipe of opium. Ha, I say
like a vise. I sank into the fragrant embrace of that with the tongue of a fool, for the poppy
opium, which become my salvation and doom would never let me slither from its clutches so
in the same breath. easily! Drug-drenched mind craves it and with-
Under the drug my conscious mind slipped out it my sleep is disturbed and my dreams
aside like a heavy blanket, leaving my uncon- come fitfully.
scious mind to escape its earthly bonds and Years have passed. I have walked the streets
roam into higher dimensions, dimensions of of magnificent Celephaïs and asked of its citi-
vibrant colors and eerie sounds. I wandered zens, spoken to wise men whose years cannot
lost in those strange vistas I had seen before, be reckoned in mortal terms, and called upon
but now they were vivid. No longer did I gaze the aid of the felines of Ulthar, and yet no one
upon castles and villages, swathes of forests knows who the woman who haunts my dreams
and meandering rivers. I walked among them, and waking days is. Still, there is perhaps a glim-
touched them with my hands. mer of hope. In my recent dreams I have seen
On my awakening I took to my studio and a quaint cottage with roses climbing the walls
remained there for three days, taking no suste- and a contented cat sitting on the porch. There
nance save for a little water. Work consumed I have seen the woman, clad in silk gowns laced
me, for with the image burned in my mind I with gold thread, standing at the door, gazing
strove to recreate one instant of it on canvas. outward as if awaiting the return of her beloved.
That my work was still ridiculed as fanciful That cottage does not exist, for I have be-
no longer mattered, for I knew I had taken but come conversant with the many locales of the
the smallest steps into a new world. Despite Dreamlands and cannot find it. It exists only
my need to return to that alien land, the in my opium-laced dreams and yet I know it is
Dreamlands of which I have since read of in real. All I have to do is turn it from a shadow
certain arcane volumes, I was forced to accept of my mind and will it into creation. Then, per-
mundane commissions, for in those days the haps, I shall stand face-to-face with the woman
Dreamlands were still but hazy nocturnal vi- and profess for her the deepest love, for she is
sions without the opium to awaken my mind. the woman of my dreams.
It was on a later voyage that I saw her. The
merest glance was enough to send my heart
Roleplaying
soaring, for surely it has been pierced by
Cupid’s fabled arrow. Like my early dreams she The girl of your dreams exists, but only in
was a ghost, half-seen and half-felt. No matter the Dreamlands. You have seen her only from
how I tried I could not reach her—for each afar, yet she has captured your heart. Finding
step I took closer, she seemed to slip further her and meeting her are major aspirations, yet
from my grasp. But such beauty! Would Helen you know your quest to find true love will be
of Troy had such looks her face would have long and arduous.

147
Cthulhu Codicil: The Dreamlands
Friend to Cats

little
re dealing
all the

Archetype: Academic; Motivation: Wisdom; (The Feline Society; +1 Social bonus), Rank 0
Style: 3 (The Osiris Club; +1 Social bonus)
Primary Attributes: Body 2, Dexterity 3, Flaws: Obsession: Cleanliness (+1 Style point
Strength 2, Charisma 3 (4), Intelligence 3, whenever your obsession causes you to do
Willpower 2 something dangerous or endanger someone
Secondary Attributes: Size 0, Move 5, Percep- else’s life)
tion 5, Initiative 6, Defense 5, Stun 2, Health Weapons: Punch 0N
4, Sanity 5 * Bonus already included in Animal Handling
Skills: Academics: History 5 (Ancient Egypt Skill. Marked in parentheses for other Skills.
6), Animal Handling 5 (Cats 6), Athletics 4,
Brawl 4, Diplomacy 4 (5), Empathy 4 (5) (Body Character Background
Language 5 (6)), Investigation 5, Linguistics 5
(Translation 6), Survival 5 Two things have been constant in my
Talents: Animal Affinity (+1 Charisma when life—Egypt and cats. My father was a diplomat
dealing with animals)* of little importance and was posted to dusty
Resources: Contacts 0 (Cats; +1 Social bo- Cairo when I was but a child. While he was en-
nus), Follower 0 (Kitten of Ulthar), Rank 0 gaged at work, my mother and I would spend

148
Dreamers
our days touring the sites of that ancient and as a most sober individual and not one prone
mysterious land with our governess. Monu- to flights of fancy. Yet I repeatedly suffered
ments that have withstood thousands of years nightmares in which I was running through
of neglect, ageless pharaohs whose sightless passageways beneath the crumbling city, after
eyes have watched the millennia pass before having discovered a set of stone steps inside
them, and columns and walls carved and paint- the remnants of a temple.
ed with strange symbols—all left an indelible My mind rebels at having to recall any
impression on my growing mind. details, but I recall something—something
It was no surprise to either of my parents truly terrible that should not exist even in the
that at university I chose to study history, fo- worst layer of hell—of running in terror to
cusing on Ancient Egypt. save my sanity, and of smells that I compare
We never owned a cat until we returned to the musty smell of mummified pharaohs. In
from Cairo, though one lived in our house in my fevered dream I can picture a figure both
Egypt. It was no pet—it came and went to its horrid and beautiful, a woman with the head
own wants and never tolerated petting. Ac- of a cat and surrounded by a host of hissing
cording to our housekeeper, a native of that felines. The profane death that inhabited that
time-soaked land, the cat had been in the catacomb stalked ever closer, but the figure
house for as long as she could remember. touched me with a golden ankh and I was
It was strange beast, utterly devoid of fur, bathed in comforting light. Of what else may
of such wrinkled appearance that it seemed far have transpired I can recount nothing.
older than a cat had any right to be, and with Since that day I have been afflicted, if that
glittering eyes that, in my youthful imagina- is the right word, by strange behavior. Like the
tion, had witnessed the long-lost days of the cat I have become fastidious about my clean-
pharaohs in person. Once I even dreamed that liness. Indeed, it has become a compulsion.
the beast, which had no name save mau (be- My alienist has told me that it a passing phase
ing the ancient Egyptian word for a cat) had brought about by my “illness” in Egypt, a way
sharpened its claws on the Great Pyramid even my mind copes with the mental strain.
as the sweat-drenched slaves were placing the You may think me insane, and for sure
first stones. I could never reveal this to my alienist, but
Since then I have always had a cat. Even in I can understand the language of cats. Not
university I owned one, for I found its purring their enigmatic body language and meowing,
soothing and, having little interest in social but their actual speech! They have told me of
activities. Such was my intent on becoming an strange worlds where cats venture at night and
Egyptologist, that it became my companion. hinted of a terrible wisdom lurking behind the
Given my twin interests, I spent a season veil of reality, another reality that will either
excavating at Bubastis, once the center for the bless me with knowledge beyond the ken of
cult of the Egyptian cat goddess, located in the men or damn me to total insanity. I fear to
mosquito-infested Nile Delta. It was several look, but such wisdom draws me toward it.
weeks after my arrival that I was discovered
prone at the base of a statue of Bastet mutter-
Roleplaying
ing incoherently. My colleagues thought I had
succumbed to the heat of the sun, for it was You have stood before the Great Sphinx,
indeed fierce, and suffered a bout of malaria, gazing forever to the eastern horizon, and
though I have never since suffered from that watched the knowing smile on cats’ faces
accursed affliction. Neither explanation could when they think no-one is looking, and won-
account for my ripped clothes or my ragged dered what sights they have witnessed. There
fingernails. is a deeper mystery beyond the world of men,
I thought my youthful imagination had long wisdom lost to mankind, assuming it even
since been replaced with rational thought. In- knew of its existence in the first place, and you
deed, until before my “episode” I was regarded intend to find it.

149
Cthulhu Codicil: The Dreamlands
Seeker of Justice

d, where
welcome.
vants of
l find no

Archetype: Scientist; Motivation: Justice; Flaws: Dying (–2 penalty to all rolls whenever
Style: 3 your disease acts up; +1 Style point whenever
Primary Attributes: Body 2, Dexterity 3, you are incapacitated by sickness or forced to
Strength 3, Charisma 2, Intelligence 3, Will- confront your mortality)
power 2 Weapons: Punch 4N, Heavy revolver 9L
Secondary Attributes: Size 0, Move 6, Percep-
tion 5, Initiative 6, Defense 5, Stun 2, Health
Dreamlands’ Persona
4, Sanity 4
Skills: Brawl 4, Dreamlands Lore 4, Firearms Archetype: Aristocrat; Motivation: Justice;
5 (Pistols 6), Intimidation 5 (Torture 6), In- Style: 3
vestigation 5, Science: Engineering 4, Science: Primary Attributes: Body 2, Dexterity 2,
Physics 6, Streetwise 4 Strength 2, Charisma 4, Intelligence 3, Will-
Talents: Adept Dreamer (+2 to enter or alter power 2
Dreamlands), Dreamlands’ Persona (see be- Secondary Attributes: Size 0, Move 4, Percep-
low) tion 5, Initiative 5, Defense 4, Stun 2, Health
Resources: Follower 0 (Lab Assistant), Rank 0 4, Sanity 6
(Temporal Society; +1 Social bonus) Skills: Academics: Law 5, Bureaucracy 4, Di-

150
Dreamers
plomacy 6 (Leadership 7), Dreamlands’ Lore 5 in my soul calmed my nerves and steadied my
(People 6), Empathy 5, Intimidation 5, Melee 5, hand. I was immune to their pleas for clemen-
Performance 5, Ride 4 cy as I ended their miserable, worthless lives.
Talents: Inspire (Grants +2 Skill bonus to al- Six men died in short order, but the fires of
lies) vengeance were not quelled. I was not the only
Resources: Contacts 0 (Dreamlands nobil- person to have suffered and I would not be the
ity; +1 bonus), Refuge 1 (Large townhouse last. If vengeance was the Lord’s prerogative, I
in Ulthar), Status 0 (Minor noble; +1 Social had chosen to become His right hand.
bonus) As hard as my heart had become, part of
Flaws: Noblesse Oblige (+1 Style point when- my soul still yearned for true justice. Strange
ever you selflessly help the less fortunate or dreams became the norm—visions in which
protect them from being oppressed by some- I was no vigilante craving revenge but a just
one in a position of power) and honest lord in the old style, one driven to
Weapons: Punch 0N, Arming sword 7L uphold the law of the land through peaceful
means and ensure the wicked were duly pun-
Character Background ished in accordance with the law.
At first I took my dreams to be nothing
I am dying. It seems the appropriate time to more than my conscience struggling to exert
try and unburden my soul. I was a happy man itself and the visions a metaphor. It would be
once, a scientist of little renown but blessed long months before I came to understand the
with a wonderful spouse who meant more to strange truth.
me than anything else. As a scientist I scoffed at the Strange Case of
When the police informed me of my Dr Jekyll and Mr Hyde when I first read it, for
spouse’s death at the hands of persons un- a man could no more separate his lighter and
known, I was beyond distraught. Had I been at darker natures than one could travel through
their side at the time I might have saved them, time. Now, I understand that I have become
for I possessed a revolver and some aptitude two separate beings. My Hyde was my waking
at using it. Through science I might yet pre- self, a monster of wrath and hatred, devoid of
vail. Many have devoted their lives to traveling pity and condemned to darkness. My. Jekyll,
through time and all have failed. I was to be wherein dwelt my virtues, existed only in the
no different. world of dreams.
As attempt after attempt proved futile and I still seek to shatter the time barrier,
my frustration grew, a dark stain began to fes- though I admit I am spending longer and lon-
ter on my soul even as cancer, unbeknownst ger periods researching what little earthly lore
to me, began to consume my body. Desire to exists concerning the Dreamlands. It is said
save my spouse from their ordained fate was that rare dreamers may transcend mortal death
replaced with a terrible desire for revenge on and exist forever in that strange world. I can-
the perpetrators. not redeem my soul in this world, but perhaps
Where the police had failed with their ques- there is hope for me yet elsewhere.
tions, hard coin had opened lips. Within a short
time I had a list of names and addresses. Logic
Roleplaying
told me to inform the police of my information,
yet I knew that the courts demanded evidence Your are a believer in justice, but one
and placed little weight on the words of scoun- divided by the twin aspects of that desire. In
drels and the poor, especially since they had the working world, you seek justice through
been paid to provide me with names. No, there violence, acts that have left your soul as stained
could be no justice through that means. as your ailing body. In the Dreamlands you
Thus it was that I became Death to those have a different aspect of justice—a noble who
who had taken from me the only thing that I holds the law in high regard and who seeks to
had ever loved. The burning fires that raged protect the underprivileged through the law.

151
Cthulhu Codicil: The Dreamlands
Flaws: Gossip (+1 Style point whenever they
Sample Henchmen spread gossip that causes trouble)
Weapons: Punch 0N

Author of Weird Fiction Kitten of Ulthar


Follower 0 Follower 0
Primary Attributes: Body 2, Dexterity 1, Primary Attributes: Body 1, Dexterity 3,
Strength 1, Charisma 1, Intelligence 2, Will- Strength 1, Charisma 1, Intelligence 2, Will-
power 2 power 1
Secondary Attributes: Size 0, Move 2, Percep- Secondary Attributes: Size –2, Move 4,
tion 4, Initiative 3, Defense 3, Stun 2, Health Perception 3, Initiative 5, Defense 6, Stun 1,
4, Sanity 3 Health 0, Sanity 2
Skills: Art: Writing 4 (Weird Fiction 5), Investi- Skills: Athletics 4, Brawl 2, Stealth 6
gation 4 (Research 5) Talents/Resources: None
Talents/Resources: None Flaws: Animal (+1 Style point whenever its
Flaws: Paranoia (+1 Style point whenever being a cat hampers it or causes trouble)
their fear gets the better of them) Weapons: Claw 2L
Weapons: Punch 0N
Priestess of Bast
Dreamer
Follower 0
Follower 1 Primary Attributes: Body 1, Dexterity 2,
Primary Attributes: Body 2, Dexterity 2, Strength 1, Charisma 2, Intelligence 2, Will-
Strength 1, Charisma 2, Intelligence 2, Will- power 1
power 3 Secondary Attributes: Size 0, Move 3, Percep-
Secondary Attributes: Size 0, Move 3, Percep- tion 3, Initiative 4, Defense 3, Stun 1, Health
tion 5, Initiative 4, Defense 4, Stun 2, Health 2, Sanity 3
5, Sanity 5 Skills: Academics: Religion 4 (Ancient Egyp-
Skills: Diplomacy 4, Dreamlands Lore 4, Per- tian 5), Animal Handling 4 (Cats 5)
formance 4, Streetwise 4, Survival 4 Talents/Resources: None
Talents: Adept Dreamer (+2 to enter or alter Flaws: Superstitious (+1 Style point whenever
the Dreamlands her eccentricities cause her trouble)
Resources: None Weapons: Punch 0N
Flaws: Daydreamer (+1 Style point whenever
they make a mistake because of daydreaming)
Young Ghoul
Weapons: Punch 0N
Follower 0
Primary Attributes: Body 2, Dexterity 1,
Druggist
Strength 2, Charisma 0, Intelligence 2, Will-
Follower 0 power 2
Primary Attributes: Body 2, Dexterity 1, Secondary Attributes: Size 0, Move 3, Percep-
Strength 1, Charisma 1, Intelligence 3, Will- tion 4, Initiative 3, Defense 3, Stun 2, Health
power 1 4, Sanity 1
Secondary Attributes: Size 0, Move 2, Percep- Skills: Athletics 4, Brawl 4, Elder Lore 3
tion 4, Initiative 4, Defense 3, Stun 2, Health Talents/Resources: None
3, Sanity 2 Flaws: Inhuman (–2 penalty on all rolls where
Skills: Craft: Pharmacology 5, Investigation 4, appearance is a factor; +1 Style point whenever
Science: Chemistry 5 its inhuman appearance causes problems)
Talents/Resources: None Weapons: Punch 0N

152
Chapter Two:
Magic & Manuscripts

“In light slumber he descended the sev- make a Difficulty 4 Charisma + Willpower or
enty steps to the cavern of flame and talked Dreamlands Lore roll (player’s choice).
of this design to the bearded priests Nasht and Only one attempt may be made per cycle of
Kaman-Thah.” —H. P. Lovecraft, The Dream- natural sleep—that is, each 24 hours. A second
Quest of Unknown Kadath attempt may be made in the same period only
if the dreamer turns to opium to alter their
Close your eyes, silence your mind, and state of mind.
dream deeply, for now it is time to leave Once the mind has reached the necessary
behind the mundane world and begin your state, the dreamer (or their persona if they have a
journey into the Dreamlands. In this chapter different guise in dreams) appears at the seventy
you’ll learn how to enter the Dreamlands, new steps that lead down to the Cavern of Flame (see
eldritch magic, and discover eldritch tomes p. 161, the gateway to the Dreamlands proper.
and relics found nowhere on Earth. Situation Modifier
Flaws
Entering the Elderly –4
No Imagination –2
Dreamlands Young +4

For most dreamers, the Dreamlands are Talents


forever out of reach, tantalizingly glimpsed Adept Dreamer +2, +4, or +8
for brief moments or as a distant vista, if at all. Other
The key to unlock the door betwixt realms is
imagination. Children, their minds full of won- Per pipe of opium +2
der and hope, may inadvertently slip into the Sleeping near an overlap- +2
Dreamlands without forethought, while the ping area*
elderly are set in their ways and have forgotten * Certain places overlap the waking world
the potential of their childlike imaginations. and the Dreamlands (see below). Opting to
True dreamers, those with the will, strength sleep in one of these places makes it easier to
of personality, and imagination to control and slip into the Dreamlands.
sculpt the nature of their dreams, are rare. Of
these, only a handful have the ability to pierce
the veil with ease. Other Methods
In order to enter the Dreamlands, the first
step is to fall asleep. The character must then Sleeping is the easiest means of entering

153
Cthulhu Codicil: The Dreamlands
the Dreamlands, but there are other means by
Death in the which mortals may make the journey.

Dreamlands
Overlapping Areas
Even the most experienced dreamer
The waking world and that of the Dreamlands
knows that death haunts the Dream-
lands. Yes, many of the inhabitants are are not entirely separated by the veil of sleep.
impervious to the passing of centuries, There are places where the two overlap, where
even millennia, but they can be killed. an incautious traveler or brave explorer may find
How death in the Dreamlands affects the himself physically moving betwixt realms.
globetrotter is not predetermined by the A walker in a remote part of a thick forest,
rules, but is instead a choice the individ-
for instance, may find they have accidentally
ual Gamemaster must make. We’ve listed
some options below. stumbled into the Enchanted Wood. Crawling
* Upon death of the dream form, the through a hollow in a graveyard might bring
dreamer is automatically expelled from one to the edge of the Gug’s accursed realm,
the Dreamlands. Death has severed the which even the Ghouls avoid. Characters who
connection to the strange realm, leaving enter the Dreamlands through one of these
them unable to ever reach it again. areas find themselves in a most perilous state,
* Death in the Dreamlands kills the
for they are physically within the Dreamlands.
sleeper’s body. Essentially, they die in
their sleep of unknown causes. Time to A globetrotter who sleeps near one of
make a new character. these sites can enter the Dreamlands without
* Death does not kill the sleeper, but descending the Seventy Steps to the Cavern of
their brain is dead, leaving him in a per- Flame. Instead, they enter the Dreamlands in
manent coma. The player needs a new its convergent point. Entrance in this manner
character, but there may be a means is dangerous, for all such locations are located
of restoring the soul to the body—the
in the darkest regions of the Dreamlands.
Dreamlands are strange and there is
great power to be harnessed there.
Recovering from death should never be The White Ship
easy. Such an event should occur no more
than once in a campaign, should involve When the moon is fat and high in the night
a lengthy and perilous quest (something sky, a strange vessel can sometimes be seen in
akin to Randolph Carter’s epic quest), the south. No wind or wave can hamper its pas-
and involve some sort of permanent pen-
sage, for the vessel glides smoothly and silently
alty even if successful (such as –1 Body or
Intelligence rating). over even the roughest seas. Often appearing
as an archaic galley, but sometimes in the guise
of other types of historical ship, its wood, sails,
Death in the Real World and strange oars are a pure white.
What if the sleeper dies in the real world, Often the White Ship passes by, its course
though? For most, they die in the Dream- unknown to its mysterious captain. For oth-
lands as well—when brain activity ceases, ers, it anchors and extends a bridge of moon-
they can no longer dream. beams, granting them passage through to the
Characters with the Adept Dreamer
Dreamlands.
3 Talent can ignore the death of their
physical body, but only if they are in the Although a passenger may believe this
Dreamlands at the time. Their persona is route allows physical entrance to the Dream-
forever severed from the waking world, lands, one, in fact, be asleep before the White
however. They now exist as a denizen of Ship can enter a dream. The only benefit to
the Dreamlands for eternity—well, un- venturing forth via the White Ship is that
less their Dreamland form is also killed, passage to the Dreamlands requires no roll
of course.
(making it very handy if the globetrotters are
not skilled dreamers).

154
Magic & Manuscripts
Maximum Length of Visit
Taking & Returning
Time within the Dreamlands has no di-
rect relationship with the waking world. The with Items
amount of time a dreamer may spend in the
The Dreamlands exist, as the name clear-
Dreamlands before being forced back to the
ly implies, only in dreams. Characters
waking world depends on their training. who enter it from a dream state or via
The table below shows the amount of time the White Ship cannot bring items from
a dreamer may remain in the Dreamlands for the waking world with them.
each hour that passes in the waking world. Any items acquired within the Dream-
Thus, a novice dreamer can spend one day in lands perform exactly as the real world
item would. Thus, hitting someone with
the Dreamlands for each hour of sleep, while
an axe causes wounds, while a lantern
the most skilled dreamers can remain for one provides light. However, such items can-
year per hour of sleep. not be brought back from the Dream-
Not every moment of sleep involves dream- lands.
ing. The maximum number of hours a dreamer The only means to take items from the
can remain in a dreaming state is equal to their real world in the Dreamlands and vice
Body + Charisma. Using hashish adds +2 versa is to find one of those rare sites
that overlap both existences. Entering
hours to the total.
through that means, of course, expos-
Training Period es one’s body to harm and potentially
death.
Untrained One week
Adept Dreamer 1 Talent One month
Adept Dreamer 2 Talent One year
wounds taken in the Dreamlands are auto-
Adept Dreamer 3 Talent One decade*
matically healed once the dreamer awakens.
* Should the dreamer die in the waking Wounds taken while physically in the Dream-
world, he lives on in the Dreamlands. See the lands remain until healed naturally.
sidebar Death in the Dreamlands.

Exiting
Shaping the
Dreamlands
Exiting from the Dreamlands is automatic
when the dreamer is awakened or the maxi- “But three nights afterward Kuranes came
mum number of hours passes. No matter how again to Celephaïs. As before, he dreamed first
or from where they leave the Dreamlands, the of the village that was asleep or dead, and of
sleeper always awakes wherever their physical the abyss down which one must float silently;
body lies. then the rift appeared again, and he beheld
A dreamer who desires to leave the Dream- the glittering minarets of the city, and saw
lands early, perhaps because they are in a the graceful galleys riding at anchor in the
dangerous situation or because their adven- blue harbour, and watched the gingko trees of
ture is over, cannot simply attempt to wake Mount Aran swaying in the sea-breeze.”
themselves. Only through passing beyond the —H. P. Lovecraft, Celephaïs
Cavern of Flame and ascending the stairs that
lead to the waking world, or locating one of Without the interference of dreamers
the few overlapping regions that offer passage from the waking world, nothing changes in
between the waking world and the Dream- the Dreamlands. No buildings are raised, no
lands, can one voluntarily leave the realm. new communities formed, and no new kings
Assuming the dreamer has not died, crowned. Only through the power of dreamers

155
Cthulhu Codicil: The Dreamlands
Forming the Dream
Technological Base
A globetrotter can create only one change
Time passes in the Dreamlands, genera- with each dream and it must be located at a
tions of inhabitants die and are replaced single site. That is, they can create an entire
by the next, and yet the inhabitants are
city of wondrous spires, but cannot create two
forever unable to progress technologi-
cally. mundane buildings in separate locations.
Their technology is roughly equivalent to In order to have any chance of success, a
Earth’s medieval period, with swords and dreamer must have the Adept Dreamer Tal-
bows the height of weaponry. No matter ent—the average mind may, on occasion,
how skilled a dreamer might be, and no enter the Dreamlands, but they cannot alter
matter how insistent a player might be, it. They also need considerable self-belief and
they can create nothing beyond the me-
willpower.
dieval period.
For instance, a dreamer cannot construct The maximum change a dreamer can bring
a flashlight in the Dreamlands. Even if about depends on the lowest of their Charisma
they have the necessary materials and and Willpower, as shown in the table below—
know-how to create one from scratch, the strength of will needed to reshape the
it would not function. Equally, bringing Dreamlands must be backed up by the self-be-
one from the real world also fails. Again, lief that one can perform the feat.
the flashlight would fail to work.
In most instances, it is the Dreamlands,
The technological base also affects build-
ings, be they constructed by hand or not the dreamer, that decides where the new
through dreaming (see below). For the feature is added. This prevents the sudden ap-
most part, the Dreamlands is a realm of pearance of new towns and cities in inhabited
towering spires, colonnaded porticos, regions. At the Gamemaster’s discretion, a
onion domes, and simple houses of single building or manor house may be added
stone or brick. The Dreamlands’ reality to an existing settlement.
simply cannot accept modern buildings,
The dreamer then makes a Dreamlands:
with any such structures rapidly collaps-
ing into rubble in the early stages of con- Places roll (Difficulty 4). Only one success is re-
struction. quired, though success does not automatically
mean the feature becomes part of the Dream-
lands, however.
can such things occur, and even then they are Attribute Example
rare, for few have the ability to forever reshape
the Dreamlands. 2 Single, small building; a tree
3 Village or manor house; a low
hill or depression
Creation Anew 4 Town; a high hill or small wood
5 City; a modest forest or low
So what can a dreamer do to reshape the mountain
Dreamlands? They can alter the landscape, cre-
6 Magnificent city in a wide,
ating valleys, mountains, forests, and islands,
fertile valley or nestled against
and raise buildings, villages, cities, or palaces. a towering mountain
A dreamer cannot reshape the Dreamlands
while in the realm. Instead, the intention must
be visualized while entering light sleep, before Affixing the Dream
entering the Dreamlands proper. Likewise,
once having seen the image in their mind, In order to make it a permanent fixture,
it cannot be altered. Only when next in the the dreamer must expend 10 Dreamlands Ex-
Dreamlands will the dreamer know whether perience points times the minimum Attribute.
or not the vision has become reality. More importantly, perhaps, until the dream has

156
Magic & Manuscripts
become reality, the dreamer cannot attempt to Places roll, Anthony sees a vague glimpse of
shape the Dreamlands any further. the new Boyd Manor. In order to fix it, how-
With each visit to the Dreamlands, includ- ever, he needs to spend a total 30 Dreamlands
ing the instance when making the aforemen- Experience points (Attribute 3 x 10).
tioned roll, a maximum of 10 DXP times Adept Since Anthony has Adept Dreamer 1, he
Dreamer Level may be added to a pool for this can spend a maximum of 10 Dreamlands Ex-
purpose. perience points each time he visits the Dream-
Until the full number of Experience points lands. No matter how many Dreamlands Ex-
are spent, the dreamer (and only the dreamer) perience points he has able to spend, it would
can see nothing but tantalizing glimpses of take a minimum of three nights dreaming for
their creation, the vision moving closer and the fix to be complete.
becoming more tangible as the number of
spent Experience points increases. The short
story Celephaïs depicts this process and is a Limits to Reshaping
must-read for would-be dreamers.
With regard to the natives, how they view the There are limits to how one can shape the
new addition depends on how long it takes to Dreamlands. One cannot “dream up” objects,
fix the dream and where the feature will stand. willing them to materialize in thin air, for in-
Even if created in a single visit, the change is stance. Likewise, one cannot alter one’s body
not some sudden materialization of a feature or simply by wishing to be stronger or more dex-
settlement where none existed before. trous. Nor can a dreamer alter the Dreamlands’
For instance, a “new” manor house on reality so that he becomes a noble. The latter
the outskirts of Ulthar causes the citizens no two are possible in the Dreamlands, but only
alarm. In their eyes, the building has existed through the expenditure of Experience points,
for centuries, but has always been vacant. That just as in the waking world.
a new occupant has taken up residence is a One very important thing to note is that
pleasant surprise rather than a shock. a dreamer cannot destroy anything, at least
In the case of larger changes, ones that not through dreaming alone. Only dreamers
take more time to create, the inhabitants ini- who have sworn allegiance to Nyarlathotep
tially know nothing of the new feature, save can bring destruction on the Dreamlands, and
for what the dreamer tells them. That some even then their interference is rare. Of course,
strange new location might exist on the fringes a character can destroy things through physical
of civilization is not a surprise—the Dream- actions—putting a flaming torch to a cottage
lands have been shaped in this manner since will result in it burning down, for example.
the first humans dreamed and there are many
places as yet unvisited. As the dream becomes
more fixed (i.e., more Dreamlands Experience Eldritch Magic
points are spent), so they tell of stories of a fab-
ulous city, grand temple, or mysterious forest,
though none can tell where it lies. Once the
dream is permanently anchored in the Dream-
Mark of Hypnos
lands, it becomes a part of their lore. Rank 4
Example: Anthony dreams of a manor Hypnos is the god of sleep and thus closely
house in the form of his ancestral home, Boyd associated with the Dreamlands. The ritual
Manor, which burned down in the real world. that bears his name is a curse that prevents
He has Charisma 4, Willpower 3, and Adept those marked with his sign from finding solace
Dreamer 1. A manor requires a minimum in sleep.
Attribute Level of 3, so Anthony meets the The magician makes a Casting roll with
requirements. a Difficulty equal to the victim’s Willpower
Having successfully made his Dreamlands: rating. The victim cannot sleep for two days,

157
Cthulhu Codicil: The Dreamlands
plus an extra two days for each additional lived vision of terror, this insidious ritual
success on the Casting roll. For each day the torments the magician’s victim with night after
victim cannot sleep, he suffers 1N damage. As night of nightmares.
with standard sleep deprivation, the fatigue The caster makes a Casting roll modified for
remains until the character rests or sleeps for range and the desired Difficulty for the victim to
eight hours plus the number of wounds he has to overcome the effect of the nightmare upon
suffered. waking. If they roll more successes than the
The Mark of Hypnos appears as a faint target’s Willpower, the victim suffers a nightmare
physical blemish on the victim’s forehead. De- each time they sleep. The target must endure one
tecting it requires a Perception roll (Difficulty night of bad dreams, plus one additional night
3), while recognizing it for what it is requires equal to the number of additional successes.
an Elder Lore (any Discipline) roll. The victim makes a Body + Willpower roll
Range modifiers apply to the Mark of Hyp- each morning upon waking. If this roll is failed,
nos ritual. the victim has suffered a restless night and suffers
one point of nonlethal damage from fatigue.
Nightmare Nightmare Modifier

Rank 4 Difficulty 1 +2
Whereas the Fear ritual generates a short- Difficulty 2 +0
Difficulty 3 –2
Difficulty 4 –4
Difficulty 5 –6

Eldritch Books

Brick Cylinders of Kadatheron


Language: Unknown; Author: Unknown;
Published: Unknown; Complexity: 3; Hor-
ror: 2; Mythos: 1; Contents: Call Bokrug,
Commune Bokrug
Of the wondrous cities of Thraa, Ilarnek,
and Kadatheron, nothing now exists. Once
they stood in the land of Mnar, on the banks of
River Ai, but not even the greatest dreamer has
been able to discover them. All that remains
are hundreds of brick cylinders inscribed with
an unknown variant of cuneiform, a precursor
perhaps of the text of the Babylonians who
came later.
They are not eldritch texts in the traditional
sense, but are rather commentaries, historical
documents, and matters of trade that speak of
life in that distant age. The only Mythos-related
events concern a description of the strange in-
habitants of Ib and their horrendous god, and
of the fate that befell Sarnath.
Magic & Manuscripts
The Enigma of Leng Seven Cryptical Books of Hsan
Language: English; Author: Sir Gregory Language: Unknown; Author: Hsan; Pub-
Syme; Published: 1875; Complexity: 2; Hor- lished: Unknown; Complexity: 5; Horror: 3;
ror: 1; Mythos: 1; Contents: Commune Nyar- Mythos: 2; Contents: Commune Azathoth,
lathotep (Yellow King avatar) Commune Yog-Sothoth, Formula: Liao, Gate,
A diplomat at the Imperial Court in Chi- Sign of Tindalos, Summon Hound of Tindalos,
na, Sir Gregory (1832-?) heard of the Plateau True Name of Azathoth
of Leng from a mysterious Chinese courtier Despite the insistence of certain Mythos
wearing a yellow silk mask. An avid explorer scholars, the Seven Cryptical Books of Hsan
as well as a diplomat, and having never before were not authored by a Chinese scholar.
heard the name, Sir Gregory engaged in a long Indeed, they were not penned in the waking
search across Central Asia. realm at all, but rather to a Dreamlands inhab-
Although he did not discover Leng, Sir itant known only by a single name.
Gregory unearthed other stories. Some hinted Each of the first four books concern one of
that it actually lay in Antarctica or on an isolated the elements—air, earth, fire, and water. The
island, while one suggested Leng could only remaining volumes cover the great mysteries
be reached through dreams. Others spoke of of the universe and of the relationship between
a monstrous monastery inhabited by a hellish time and space (especially angles and curves).
priest, of a lighthouse that shed a baleful light, As one might deduce, the septology is
and of abominable spiders. difficult to read. While little of the writing is
On returning to civilization, Sir Gregory encrypted in the traditional sense, Hsan used
put down the legends in a small folio and in- allegories and veiled references rather than
vested in a print run of just 50 copies. Although stating anything clearly.
academics dismissed the notion of Leng as a Translating the markings requires a Dream-
real place, Sir Gregory was able to fund a new lands roll, as opposed to a Linguistics: Transla-
expedition in 1887. He was last seen in eastern tion roll.
China in 1888, where he was preparing to
search the high Himalayas for further clues. Zakarion Papyrus
Language: Unknown; Author: Unknown;
Pnakotic Manuscripts
Published: Unknown; Complexity: 2; Hor-
Language: Yithian; Author: Unknown; ror: 2; Mythos: 4*; Contents: Summon Night-
Published: Unknown; Complexity: 4; gaunt
Horror: 2; Mythos: 2; Contents: Commune A thick roll of yellowed papyrus penned by
Tsathoggua, Elder Sign, Sign of Koth, Summon long-dead dream-sages, the only copy of this el-
Elder Things, Summon Great Race of Yith der work exists in the city of Zakarion. Expand-
Written by the Great Race of Yith during ed by countless hands driven by wise minds, the
pre-Pleistocene times, the last copy of the papyrus tells much of the Dreamlands and its
Pnakotic manuscripts was drawn into the strange denizens.
Dreamlands when Lomar was overrun by Save in this papyrus has word been told of
the Gnoph-kehs. The oldest parts, which are a golden valley in which stands a sacred grove
symbols and glyphs, have defied translation, cluttered by temples ancient even in the lore of
for even the oldest and wisest scholars of the the Dreamlands. At the far end is a monumental
Dreamlands no longer recall the language. wall, the structure pierced by a sole bronze gate.
The book stands in the great library in Ulthar, Only by consumption of a certain drug can one
moldy with age and rarely perused. open the gate to what lies beyond. Of this, the
Translating the markings requires an El- dream-sages disagree, for some speak of great
dritch Lore: Tomes roll, as opposed to a Lin- wonders while others talk of terrible horrors.
guistics: Translation roll. Translating the markings requires a Dream-

159
Cthulhu Codicil: The Dreamlands
lands Lore: Linguistics roll, as opposed to a The Zoogs (see p. 188) believe that one of
Linguistics: Translation roll. the trees in the Enchanted Forest grew from a
* Instead of giving Eldritch Experience seed dropped by someone on the moon. De-
points, reading this tome grants Dreamlands spite insisting the tree is haunted, the Zoogs
Experience points. harvest sap from the tree to ferment into Moon-
Tree Wine. The wine is especially potent—even
a single mouthful can cause a person to relax
Eldritch Relics their inhibitions and begin talking freely.
Only the Zoogs know the recipe for creat-
ing Moon-Tree Wine, though they may pass the
knowledge on to a dreamer given suitable gifts
Dream Dust*
in return. Of course, even then the would-be
Artifact 1 vintner needs to collect sap from the haunted
Leagues: Morpheus Club Moon-Tree.
Notes: Add Formula: Dream Dust to the A batch contains five doses, each of which
Al-Azif, Book of Hidden Things, and the Greek is good for a single use.
version of the Necronomicon. Enhancements: Induce Flaw: Blabber
Created by an Arabian alchemist and mas- Mouth (+2 Enhancements)
ter dreamer in the 8th century, Dream Dust en-
courages dreaming. More than that, it inhibits The Silver Key
the part of the brain that retains the sleeper in
the waking world, thus aiding entrance to the Unique Artifact 5
Dreamlands. Leagues: —
A batch contains five doses, each of which Possessed by the American branch of the
is good for a single use. Carter family, the Silver Key has been handed
Enhancements: Special: +2 bonus to en- down from generations to generation since its
ter the Dreamlands (+2 Enhancements) discovering during the Crusades.
Wrapped in parchment on which are writ-
ten strange hieroglyphs that were old when
Lens of Hsan
the last Ice Age ended, the tarnished silver key
Unique Artifact 3 is 8” long and covered in cryptical arabesques.
Leagues: — The relic is literally a key to the Dream-
Created by the legendary Hsan, author of lands. Not only can the owner visit the realm of
the Seven Cryptical Books that bear his name, Morpheus with little effort, they can enter the
the Lens is a thin, 5” diameter concave lens Dreamlands while awake. No matter how long
made of a crystal not found on Earth. they remain in the Dreamlands, they return to
When held over a section of text, the user the waking world only moments after they en-
sees the text as if written in his native tongue. tered. Any witnesses see their eyes glaze over
Make a Linguistics: Translation roll using the for a few seconds, as if in a daydream.
Lens’ 10 dice. The more successes that are The Silver Key also allows one to physically
rolled, the more accurate the translation. enter the Dreamlands, vanishing from the
Enhancements: Skill: Linguistics: Transla- waking world entirely. While using this ability,
tion 10 dice (+5 Enhancements)* time in the real world passes as within the
* The Lens can only use the Linguistics: Dreamlands. That is, if they spend a year in the
Translation Specialization. Dreamlands, a year will have passed in the real
world when they return. The character will not
have aged a single day, however.
Moon-Tree Wine
Enhancements: Special: Physical transfer-
Artifact 1 ence to the Dreamlands (+4 Enhancements),
Leagues: — Talent: Adept Dreamer 3 (+6 Enhancements)

160
Chapter Three:
Gazetteer of the
Dreamlands
“They talked little with the other folk in and Kaman-That (p. 193), the ancient and
those ancient sea taverns; but would gather powerful guardians whose permission is
in groups in remote corners and sing among needed to proceed further and whose might
themselves the haunting airs of unknown keeps the inhabitants of the Dreamlands from
places, or chant long tales to one another in entering the world of the living.
accents alien to the rest of dreamland.” —H. At the far end of the Cavern stands a door-
P. Lovecraft, The Dream-Quest of Unknown way, above whose lintel is inscribed writing so
Kadath old that even the priests cannot translate its
meaning. This is the Gate of Deeper Slumber,
The Dreamlands is loosely divided into beyond which are seven hundred steps that
four areas named after the cardinal points lead to the Enchanted Wood (see p. 173).
of the compass. Above these lies the mysteri-
ous Moon, to which few have ventured and
returned, and below the Underworld, where The East
even fewer have trod and survived.

Entrance Celephaïs
Mythos Tale: Celephaïs
The great city-port of Celephaïs, the most
Cavern of Flame majestic city in all of the Dreamlands, stands at
the end of the Valley of Ooth-Nargai, through
Mythos Tale: The Dream-Quest of Un- which winds the bubbling waters of the River
known Kadath Naraxa as it lazily works its way from its source
Except when entering the Dreamlands in the Tanarian Hills further inland to the
through a convergence point, a dreamer seek- shores of the Cerenian Sea.
ing the fantastical realm first finds themselves Most travelers arrive by ship, guided safely
standing at the top of a flight of worn stone steps. to harbor by the pharos that stands atop the
These are the Seventy Steps of Light Slumber. magnificent sea wall. From the deck, only the
Descending through a rough hewn passage, the glittering tops of the city’s many minarets are
steps lead the dreamer down to the Cavern of visible beyond the marble barrier, a hint of the
Flame, so named for the many braziers whose wonders that lie inside. Further beyond stands
flickering flames illume the cavern. Mount Aran, its lower slopes swathed in genko
The Cavern is home to the priests Nasht trees, its summit permanently masked in white.

161
Cthulhu Codicil: The Dreamlands
groves whose fragrant flowers are always in
bloom. The scent of spices and perfumes waft
Chieftain of the Cats in the breeze, tantalizing the senses.
Ruling over the city is King Kuranes (p.
Few citizens, and even fewer dreamers,
known that Celephaïs has the honor of 192), though he is an absent ruler, preferring
hosting a second mighty chieftain. No sol- to spend his time in his manor house (see be-
dier wielding steel weapons, no wizened low) and leaving the chore of daily governance
priest whose mind is bloated with lore of to a council of wise men and priests.
the ages, the chieftain in question is the Time works differently in Celephaïs. The
leader of all cats in the Dreamlands. He, inhabitants do not age, nor do the seasons
for it is a gray tom cat, seeks not plump
pass from one to another, nor do roads and
cushions placed beside a roaring fire in
a marble fireplace nor the delights of buildings succumb to erosion or damage from
sweetmeats. lack of maintenance.
Rather, he lives in an unassuming ba- Indeed, the citizens are unaware of the
zaar populated by sheep-butchers, from passage of time. A merchant who spoke with a
where his inscrutable gaze watches pas- dreamer may pick up their previous conversa-
sers-by and from where he holds court
tion as if it had only just finished, despite the
for all cats who seek his guidance.
dreamer being absent for many months or
Aloof toward humans, the chieftain
speaks only to those who are known to years. Often, dreamers find people they previ-
be friendly to cats or who come to his ously encountered at the same spot as before,
court bearing secret passwords given as if unable to move from that location.
freely be other cats. The Old Inn: Celephaïs boasts a number
of inns, one of which is known only as the Old
Inn. Located near the wharves, the building is
an oddity for its architecture. Created by King
Within the harbor lie ships from other Kuranes in memory of the old inn in his earthly
lands, their sails unfurled as they bob silently home, its gray stone walls clash with the shin-
on the lapping waves. Here longshoremen ing marble of its neighbors.
heave heavy loads of exotic goods from distant The Palace of Celephaïs: Most beautiful
shores and the carved jade, spun gold, and of all the buildings is the king’s palace, its el-
little red singing birds for which Celephaïs is egant marble spires topped by onion domes
renowned, bearing their wares to and from of beaten copper that gleam in the sun like
ships whose captains seek riches and to the fiery beacons. Standing a short distance away
camel trains that will transport them far in- are the barracks of the Knights of Celephaïs,
land. Merchants in brightly colored robes and sworn defenders of the city and the king, and
turbans haggle and barter in myriad tongues, the expansive stables for their white steeds.
nodding greetings to strangers and seeking to
catch the eye of potential new customers.
Kuranes’ Manor
Passing the great gates leads one over a
great stone bridge, its arches spanning the Riv- For all his desire to visit Celephaïs, King
er Naraxa, its width sufficient for laden wagons Kuranes has learned that too much of a good
and camels to pass with room to spare. At the thing can be tiresome. Many are the wonders
far end lies the Street of Pillars, which marks and pleasures of Celephaïs, but Kuranes, a
the beginning of the city proper. native of the waking world but forever denied
Wondrous are the sights, even to experi- passage back to that world, grew to desire the
enced dreamers who have frequented Cele- sights of his homeland.
phaïs before. Gleaming marble walls, statues of East of Celephaïs, on a cliff overlooking the
highly polished bronze, roads paved with onyx, sea, stands a Gothic manor built of gray stone.
the turquoise temple of Nath-Horthath, whose Save for its door being flanked by two carved
priests wear orchid wreathes, and the peaceful stone cats, it is a drab building, though inside

162
Gazetteer of the Dreamlands
are all the basic comforts of home. Most im-
pressive, at least to native of the Dreamlands,
is Kuranes’ library, its shelves stacked high with
Skeletons in the Closet
volumes brought from the waking world.
Nearby stands a great abbey constructed in
the style of the Normans. Standing upright and Boyd
proud in its tended grounds are gravestones, Descended from ancient and moody
each bearing the name of one of Kuranes’ Highlands stock, the line has long strug-
earthly ancestors. gled with the waking world. With a deep
From the manor, a steep cobbled street sense of the wonder beyond the gates of
weaves its way down the cliff toward the sea, sleep, the wonders of the waking world
its length bordered by neat, simple fishermen’s soon seem as a prison, not a home.
Corruption: The globetrotter gains the
cottages. At the shore is a fishing harbor such
mild Insomnia Flaw (see p. 144). This
as those one might find in Cornwall, where is permanent, even if the globetrotter
Kuranes lived as a child. The inhabitants, poor removes all of their Corruption points—
but happy, speak in Cornish accents and have the Dreamer must learn to live with this
the weathered faces of people accustomed to new barrier to the Dreamlands. Further
working on the sea. Corruption worsens the Flaw.

Ilek-Vad Carter
The Carters have long been involved with
the eldritch arts. During the Crusades,
Mythos Tale: Through the Gates Of the Sil- an ancestor learned terrible things from
ver Key (H. P. Lovecraft and E. Hoffman Price) his Saracen captors. Sir Randolph Carter
Few visitors have set eyes on the city of Ilek- studied magic during the reign of Queen
Vad and little is known of it by the priests and Elizabeth, while Edmund Carter, named
scholars native to other lands. “the Wizard,” fled persecution as a witch
It is a remote city, located atop lofty hollow in hysterical Salem.
Corruption: Instead of a Flaw, the glo-
cliffs of glass in which the bearded and finned
betrotter gains a strange and corruptive
Gnorri dig labyrinths and give praise to strange insight into the arcane. The character
gods in ululating voices that echo hauntingly may gain a +4 bonus to any Academic:
through the slick passageways and caverns. Occult, Dreamlands Lore, or Elder Lore.
Ilek-Vad is renowned for its domes and In return, he gains a permanent Corrup-
towers, of which it boasts many. Indeed, much tion point (i.e., it cannot be removed by
of the population lives in towers, with the any means). This effect is permanent,
even if the globetrotter removes all their
most prominent citizens inhabiting the higher
Corruption points.
portions, from which they can gaze across the
city. None, though, are as magnificent as those
of Celephaïs. They are instead of crude form Elton
and construction. Here, atop a room located at The Eltons have long been curious con-
the summit of the largest tower, sits Ilek-Vad’s cerning distant cultures and customs,
king upon an opal throne. having heard tales from old sea captains.
While madness does not taint the blood-
line, it said that the wind also imparts
The Rock with no Name knowledge of strange lands.
Corruption: The globetrotter automati-
cally gains the Xenophile Flaw. This ef-
Mythos Tale: The Dream-Quest of Un- fect is permanent, even if the globetrot-
known Kadath ter removes all their Corruption points.
Several days sail north of Celephaïs, a tow-
ering, ugly rock of black stone thrusts upward

163
cut through the heart of the rock to higher
chambers.
The island is home to a colony of Moon
Beasts and their Men of Leng servitors. It is a
foul place, with stench-filled houses lined with
stalls for housing prisoners and low benches
designed to accommodate the Moon Beast’s
foul form. Higher up from the living quarters
are shrines containing terrible altars to Nyar-
lathotep stained by the blood of countless
sacrifices.
A lightless passageway leads from the largest
temple into a dark and dismal cavern, its walls
inscribed with terrible oaths and demoniac fac-
es. The center of the chamber is dominated by
a bottomless well from which emanates a noi-
some stench. Past this, opposite the entrance,
is a small bronze door marked with profane
glyphs. The door permits entrance to a more
terrible place—the Underworld—by which
means one might travel to distant Sarkomand
(p. 167) at the base of the Plateau of Leng.
The foul sounds that cause the hearts
of mariners to quiver are the work of Moon
Beasts. From within the rock echo the screams
of captives being offered to Nyarlathotep as
sacrifices or consumed while still alive by the
hideous Moon Beasts.

Serannian
from the Cerenarian Sea. No sage has honored
it with a name, for even the hardiest mariners Mythos Tale: Celephaïs
avoid the pinnacle, fearing the source of the Good-natured laughter awaits novice
unearthly howls and screams that emanate dreamers who enquire as to which coast the
from the rock when the sun hides its face over city-port of Serannian lies on, for its harbor is
the western horizon. lapped by no water. To reach the city, one must
The rock rises like a needle, its sheer sides sail west, to the point where wind flows alters
accessed only by a small harbor on the south- its course and heads into the sky. From there,
ern flank. Protected by sheer headlands, a nar- even the heaviest nautical vessel can catch the
row passage permits only one ship at a time to wind and rise through the heavens.
pass through, and even then the vessel’s sides Ruled by King Kuranes, whose court re-
are precariously close to being ripped apart. sides here for half of the year, Serannian is
One of the feared black galleys is always found more a castle in the sky than a sprawling city,
here at anchor, and more often than not at its turrets redolent of those found on the fairy-
least one other vessel is present, its turbaned tale castles of Germany.
sailors unloading a cargo. The great keep and its many outbuildings
Carved into the monolith above the stone are constructed from pink marble, the hue of
wharves and reached by a short set of wide which is found only in the glory of the setting
steps is a town of sorts. Within, spiral stairs sun on a spring night.

164
Gazetteer of the Dreamlands
Zakarion Dominating the center is the royal palace,
into which no visitors are permitted on penalty
Mythos Tale: Ex Oblivione of death by order of the Veiled King, Inquanok’s
Far to the east of Celephaïs, in lands glanced ruler. It is said that within the monumental cen-
only briefly in dreams, lies forgotten Zakarion. tral dome lives the father of the Shantak-birds,
In times of yore it was populated by dream-sag- a monstrous creature captured in olden times
es wise in all things concerning the Dreamlands and shackled for some unknown purpose by
save the location of Kadath (p. 166) and the the monarchs. It is not wise to think on the
haunts of the other gods who once graced the beast, for it sends queer dreams to those whose
waking world with their presence. thoughts linger on it too long.
Silent now are the capacious libraries The second-most magnificent building is
where scribes toiled to record the sages’ the Temple of the Old Ones, a sixteen-sided
thoughts, the halls where philosophers debat- tower surrounded by well-tended gardens.
ed existential matters, and the temples out that Both the interior of the temple and the nature
rang out with prayers. All that remains now are of the worship held there are mysteries of the
the countless papyri, yellowed, worm-ridden, citizens. Only the priests and the Veiled King
and mildewed with the passage of untold eons. may enter the temple, and when the former
are seen they are masked and hooded. Rumors
abound that the priests are not human, though
The North such stories are always whispered and rarely in
front of outsiders.
The only time priests are seen is when the
temple bell tolls. From each of the temple’s
Inquanok seven gates emerges a hooded priest carrying
steaming bowls. Each makes its way to one of
Mythos Tale: The Dream-Quest of Un- seven lodges within the manicured grounds.
known Kadath The priests are never seen returning to the
The largest city in the northern Dream- temple, thus birthing the rumor that subter-
lands, twilight in never far away in Inquanok. ranean passages link the lodges to the central
The cold wind that howls from the nearby structure. Some have suggested the priests
unpleasant Plateau of Leng blows relentlessly never return at all, though how the temple
through the streets which cannot be reached always has sufficient priests is quietly ignored.
because of the impassible mountains that lie At times, the daily noise of life is drowned
between the city and plateau. out by peals of bells answered by horns, viols,
The city nestles behind low walls, for no and chants. From whence the sounds come is
raider has ever troubled Inquanok since its unknown, but all who hear them stop what
foundation long before humans made it their they are doing and bow. To fail in this duty is
home. Above the gates is engraved the face of said to threaten doom on the city, though no
the god as found in distant Ngranek (p. 168), scholars know the nature of the peril.
from whom the denizens descend. The city it- Merchants come to Inquanok not only for
self is both magnificent and gloomy, with walls, quarried onyx blocks, but also the enormous,
elegant spires, and bulbous domes of onyx rich-flavored eggs sold by the locals. Likely these
hewn from the distant quarries and inlaid with are the eggs of the Shantak-birds, though the
geometric patterns of beaten gold. locals are closed-mouthed about the source.
Lengthy are the shadows even when the sun is
high. Though the inhabitants see nothing strange
The Great Quarry
in the shadows, no cats dwell here, for there are
things within the dark they cannot endure. Even Many days travel north of Inquanok, at the
to mention the city’s name to a cat is enough to base of mountains the citizens prefer to avoid
cause it to arch its back and raise its hackles. thinking about, is an abandoned quarry.

165
Cthulhu Codicil: The Dreamlands
The onyx here is especially rich, but no a popular resting place for weary miners and
picks or shovels wielded by humans have ever merchants to rest their feet, swap tales, and
worked at the site. Indeed, no laborers will quench their thirst in the many taverns.
work here, for the cavities left by quarrying
in ages past strike utter terror in the people
of Inquanok for their sheer size. Ignorance is Kadath
bliss, it is said, and the inhabitants of the city
are content not to know who quarried the Mythos Tale: The Dream-Quest of Un-
cyclopean blocks or to where they were taken. known Kadath
Only the old gods know the truth—the Dread is the name of Kadath. Save for its
stones were quarried and shaped by their name and that it is the residence of the Great
hands, then taken to construct the dread for- Ones, nothing is known. Even Nasht and Ka-
tress of Kadath in the Cold Wastes. man-Thah, wisest of the wise and ancient be-
yond measure, are unsure whether Kadath lies
Urg in the Dreamlands, on a body circling a distant
star, such as Aldebaran or Fomalhaut, or at the
Halfway between Inquanok and the gates to the court of Azathoth that lies in the
worked onyx quarries lies the village of Urg. A center of everything.
settlement of small domes inhabited by a har- Kadath is a titanic mountain whose heights
dy people accustomed to harsh winters, Urg is dwarf Mount Everest in that the way a human
eclipses an ant. On the higher slopes are vast
tiers of hideous turrets and repellent domes
built of Cyclopean blocks of onyx never worked
by the hand of mere mortals.
Seated higher even than these accursed ed-
ifices, half-veiled by mist, is a castle of ghastly
design whose dimensions are so blasphemous
as to shatter human minds in an instant, and
from which a wan, daemon-light glows through
strangely arched windows.
Here dwell the feeble-minded Great Ones,
once the gods of Earth in days long since
passed. No longer do they dally with mortals
or answer prayers, but instead set forth in
cloud-ships to other peaks reminiscent of
those of Earth, where they revel in peace as
they did of old.
Watching over the Great Ones are the Other
Gods from Outside, blind, voiceless, mindless
things born in the darkness beyond the stars
near to where Azathoth dwells. Their soul and
messenger is the last inhabitant of the mon-
strous castle—the enigmatic Crawling Chaos
that is Nyarlathotep.

Plateau of Leng
Mythos Tale: The Dream-Quest of Un-
known Kadath
Gazetteer of the Dreamlands
First brought to the attention of the wak- exits from the monastery. The first lies at the
ing world through the dread Necronomicon, bottom of the great pit. From here, a tunnel
the exact location of Leng has been much winds through utter darkness to the Vaults
discussed by scholars since then. Mythologists of Zin (p. 178) and their vile inhabitants, the
have placed it in a remote part of Asia, its loca- Gugs (p. 184). The second is a long, steep,
tion lost as names have changed. Others say sloping passage that winds down and down to
the plateau is a racial memory of lands that forgotten Sarkomand (see below).
existed in an earlier epoch, perhaps Lemuria
or Mu, or even in desolated Antarctica. Pharos of Leng
Dreamers, however, know that the Plateau
of Leng exists in the Dreamlands, though there The highest tower of the Monastery of Leng
are convergence points as yet to be discovered is a lighthouse. Each dusk, as the last of the
by dreamers. The high plateau is a cold desert, sun’s disc descends behind the horizon, a blue
its rocky surface frequently swept by harsh ray shoots forth and sweeps the horizon be-
winds carrying with them particles of ice. fore rising vertically and piercing the clouds to
It is the homeland of the Men of Leng the stars beyond. The ghoulish light is visible
(see p. 185), who dress like men when in even to the shepherds who work far from the
other lands but who are inhuman under their mountains surrounding Leng, and from whose
disguises. Here they live in remote stone and aura they avert their eyes while whispering
huts and strange villages, worshipping Nyar- prayers to their gods.
lathotep in his guise of the Yellow King, and
the Other Gods from Outside, while avoiding
becoming prey for the monstrous Spiders of Sarkomand
Leng (see p. 187).
Mythos Tale: The Dream-Quest of Un-
known Kadath
Monastery of Leng
Nestled in a valley below Leng, the stones
Aside from the crude huts of the Men of and monuments of fabled Sarkomand were
Leng and Cyclopean ruins of older ages, there raised when the ancestors of humans were
is only one building of any note on the Plateau learning to master fire and carving crude stone
of Leng. A prehistoric monastery constructed axes. Long has its location been forgotten to
from Cyclopean blocks, the vast, windowless even the wisest denizens of the Dreamlands.
structure is surrounded by a circle of crudely Once, it was a major stronghold of the Men
worked monoliths. of Leng, perhaps even their capital, but that
Capable of housing many hundreds, the was before that strange race was subjugated by
monastery is inhabited by only one being, a the foul Moon Beasts.
strange, yellow-robed entity known only as the Broken columns of black stone, headless
High-Priest Not to be Named (see p. 192). remnants of diorite winged lions, time-weath-
The walls within its echoing halls and cor- ered sphinx-crowned gates, cracked marble
ridors are engraved with frightful scenes far basins and urns that decorated gardens, and
older than recorded history, and which are the tide-battered basalt wharves speak of a
made all the more disgusting for their use of splendor long since past. Today, what was once
colors not faded after unknown ages. a bustling metropolis is mostly abandoned, a
The monastery’s focal point is a gaping corpse of silent ruins visited only on occasion
circular pit around which stand six stone by the Men of Leng and their frightful masters.
obelisks on which are inscribed hideous signs On foot, there are only two exits from the
and hieroglyphs. Beyond the pit is a stone dais fateful valley. The first is an archway beyond
reached by five steps. Here sits the hideous which are stairs that ascend through the cliffs
golden throne of the High-Priest. to the Monastery of Leng. The second, located
Aside from the main gates, there are two in a wide plaza flanked by winged stone lions,

167
Cthulhu Codicil: The Dreamlands
is a stairwell whose narrow steps, treacherous times entrance to the canal was blocked by
with ooze from the inner world, lead into the granite doors and watched over by nervous
terrible Underworld of the Dreamlands. Nei- soldiers who try vainly to ignore the faint
ther is a wise choice, for at their terminus are scratching coming from behind the portal
horrors no human should have to face. when the moon has risen.
Passing through the southern gates leads
one to the Plain of Yoth, a land of rolling hills,
The South neat orchards, and small farmhouses made
from blocks of lava. Beyond Lake Yoth, the
land grows wilder, with scattered woods and
few settlements for those of charcoal burners
Oriab and resin gatherers.

Mythos Tale: The Dream-Quest of Un- Lake Yoth


known Kadath
A large ocean in the Southern Sea, Oriab is Surrounding the southern side of Lake
known for its fertile fields, lush vegetation, and Yoth’s cold and dark waters are the remnants
the fragrant resin groves in which the seven- of a colossal city. Its leagues of crumbling walls
colored magah birds nest. once housed a population equal to that of
The citizens have never seen a horse, nor Baharna, but of them little is known. Citizens
do they use oxen or yaks. When they need to of advanced years suggest the inhabitants once
travel far, or require beasts of burden, they angered the gods and paid a dear price, but
make use of zebras. scholars are silent on the matter and lack the
knowledge to translate the primal carvings still
visible here and there.
Baharna
Among the remnants stands a temple sur-
The only settlement of any great note on round by a high wall broken by a singular arch of
Oriab, Baharna is an immense port. After curiously small size given the height of the battle-
passing the flickering flames of Thon and Thal, ments. The main road through the city passes
twin beacons standing on either side of the through the arch and terminates at the top of a
harbor entrance whose fires are kept alight by set of stone steps that lead into utter darkness.
an army of workers with copious quantities of The lava gatherers who frequent this way
wood, visiting ships and galleys berth on the never rest here at night, and they caution oth-
purple-red porphyry wharves. ers not to attempt such an act. Though they
Here gather Baharna’s merchants, eager have never seen any strange beasts, they have
to trade delicate local pottery, fragrant resin, witnessed webbed footprints leading to and
and strange figures carved from ancient lava from the lake, and the blood-sucked corpses
in return for cabbages and wool from Ulthar, of those who dared to camp amid the ruins.
iridescent textiles from Hatheg, and carved It may be that the dwellers in the lake are the
ivory from Parg. red-footed Wamps who are said to spawn in
Beyond the wharves, the city rises in a dead cities, but it would take braver souls than
series of terraces. Stepped streets rise up the the lava gatherers to confirm this.
incline, while above the buildings merge to
meet to form tunnels or are joined by over-
Mount Ngranek
head bridges.
Beneath the city runs a canal, whose length Mount Ngranek, with ice summit forever
terminates on the shore of Lake Yoth (see be- sheathed in ice and snow, is clearly visible from
low). When the city was young, barges ferried the higher terraces of Baharna, yet to reach
goods to and from the nameless ruined city its lower slopes takes two days swift ride by
that stands on the lake shore, but in recent zebra.

168
Gazetteer of the Dreamlands
The natives of Baharna fear to climb too
high on its craggy slopes, for the higher peak is
Sona-Nyl
riddled with warrens harboring Night-gaunts, Mythos Tale: The White Ship
and they are known to pluck to intrepid moun- Beneath the graceful arch of crystal that
taineers from the cliffs and carry them to their bridges twin headlands of the same sparkling
lofty lairs, from whence none return. mineral is Sona-Nyl, the Land of Fancy.
The current generation of lava gatherers A land that stretches for eternity, Sona-Nyl
harvest stone only from the high foothills, is a realm of verdant pastures and groves, col-
though brick ruins left behind by hill-folk indi- orful flowers with pleasing bouquets, brooks
cate humans once nestled closer to the summit. and streams of clear water whose bubbling
Deterred from continued occupancy by the soothes the soul, elegant temples, steepled
winged black shadows that flit around by night, villages, quaint pagodas, stately temples, and
the hill-folk abandoned their homes, many set- gorgeous cities.
tling in an old quarter of Baharna, where they The natives are a happy people, full of joy
taught their sons the skill of lava crafting. and grace, and with song in their hearts, and
Some 90 eons ago, Mount Ngranek was a well they might be, for Sona-Nyl is a land not
violent volcano, continually spewing molten blighted by suffering nor death. A dreamer
rock down its side and onto the neighbor- may dwell in the blissful paradise for eons,
ing plains. Today, it is utterly silent, its fires never aging a single second. Unmarred by
quenched, its craggy, sinister sides deeply time, visiting dreamers return to the rest of
marred by crags and hollows.
Climbing the miles-high peak is a Hercu-
lean task. At first the going is far from arduous,
but as the forested slopes give way to scrub
grass, the slope becomes more treacherous.
By the time a climber has passed beyond the
last vestiges of soil, the barren rock is almost
vertical, with thrusting overhangs that force a
circuitous route. Added to this strenuous or-
deal is the rarity of the air and the ever-biting
cold that gnaws at flesh and bone.
Skirting around the south face and staring
outward to the sea, above a valley in which
molten lava still pools, the most proficient
climber may, if their luck holds, come across a
wondrous and terrifying sight.
Carved into the living mountain, its scale
numbing to the human mind, is the face of a
god, carved by the Great Ones themselves. The
visage is distinctive, with long narrow eyes,
long lobed ears, thin nose, and pointed chin.
When the Dreamlands were young, when
the Great Ones still frequented the waking
world, they would come to Mount Ngranek
to gambol and dance and sing. As humans
grew curious as to where the gods reveled and
sought their presence, the gods abandoned
the mountain, leaving nothing behind save the
monumental face in memory to mark their lost
playground.
Cthulhu Codicil: The Dreamlands
the Dreamlands the same instant they first set earthly ear and which draw the listener to seek
foot in Sona-Nyl. their unseen source.
Because time has no existence here, time As the wind rises, though, a scent repug-
spent in Sona-Nyl does not count toward the nant to the senses, a vile odor of unburied
maximum period a dreamer may spend in the corpses and bodies ridden with plague, carries
Dreamlands. forth from the island.
For all its beauty, Xura is an island of the
damned, known to the wise as the Land of
Thalarion Pleasures Unattained. The ghastly inhabitants
are in a state of endless yearning, their rotting
Mythos Tale: The White Ship hands clutching at the physical pleasures forev-
Humanity has always strived to solve the er denied them, their souls tormented by the
mysteries of the universe. Sometimes it has spiritual pleasures that will never soothe their
been successful. Other times its best efforts spirits. Like Tantalus, the damned denizens are
have resulted in failure. In the metropolis of subject to temptation without satisfaction.
Thalarion, City of a Thousand Wonders, reside
the enigmas humanity has yet to fathom. With-
in some recess somewhere may be the secret Zar, Land of
of the electron microscope, ejector seats, tran-
sistors, the hovercraft, and medicines. Mythos Tale: The White Ship
From the stone piers that line the waterfront, Splendid is the Land of Zar, with its slop-
the only access to the city is through Akariel, ing terraces, bedecked with beautiful trees,
a carved gate of enormous size that is rarely that rise gently from the shore, roofs of glis-
opened. From outside, one can see only the tening white marble, portico temples with
spires of temples that stretch beyond sight into carved columns, and outlandish castles that
the endless sky and roofs etched with strange would grace any fairy tale.
friezes and oddly fascinating sculptures. It is a land of fantasy and beauty, a realm
The wise avoid Thalarion, despite the temp- where half-glimpsed wonders seen in the
tation to see what wonders lie beyond Akariel, mind’s eye of poets who died before enshrin-
for it is a city inhabited only by daemons and ing their visions on paper stand alongside the
madmen who are no longer men, having been fantastical sights of young children who for-
driven to insanity by their endless yearning to get their childhood dreams and fancies as the
solve the riddles of the universe. years pass. To stand here would give a poet or
Indeed, ghastly is the city beyond the storyteller images to grace a thousand works.
gate, with its bleak, colorless walls and streets Yet none have stood on this land and re-
strewn with the bleached bones of visitors who turned to tell of the marvellous things they have
dared to look upon the mistress of this strange witnessed, for the wise tell that once one has
land—the eidolon Lathi. witnessed such beauty one never yearns to leave
to return to the mundanity of their native lands.

Xura
The West
Mythos Tale: The White Ship
From a distance, the island of Xura appears
an unmatched paradise. The entire shoreline
is swathed with flowers and blossoms of every Aira
hue, while inland can be seen lustrous groves
and resplendent arbors. Listen on the wind, Mythos Tale: The Quest of Iranon
and one might catch snatches of song and To hear poets and singers tell of Aira is to
laughter, the likes of which have graced no hear of a city made of beryl and marble, of

170
fragrant groves and gardens with ornate foun-
tains and clear pools, of small waterfalls whose
flow tinkles gently like soft music, and palaces
with golden domes and painted walls.
Words have power, and those of poets and
singers especially so. Many have seen Aira in
their mind’s eye, having heard of the city of
marble and beryl in verse, but none have wit-
nessed it first hand or walked its streets. None,
that is save for Iranon, a singer of songs, who
saw it and walked its streets in his dreams and
who gave it life.
Alas, the dreams of the Dreamlands cannot
give rise to creation in the same way as the
visions of dreamers from the waking world.
Thus, Aira is a figment of the imagination, no
more tangible than a cloud.
Of course, this is the Dreamlands, and who
is to say whether or not Aira might be a city
through which people may stroll or call home?
A dreamer from the waking world who hears
the tale of the city of marble and beryl may
dream of it himself, and through his dreams
cause it to manifest.

Basalt Pillars of the West


Mythos Tale: The Dream Quest of Un-
known Kadath, The White Ship
Far across the ocean, many days from the
nearest harbor, stand two basalt columns of able to reach the Moon from here, though never
monumental and terrible proportions. For- will they reveal the secret of how, not what else
ever shrouded in mist that defies the senses may lurk beyond the mist and spray.
to pierce beyond, and with summits that rise
into the very heavens, they mark the end of the
Cathuria
Dreamlands.
Mariners fear the waters here, for the cur- Mythos Tale: The White Ship
rents draw ships toward the basalt pillars and Many are the stories of Cathuria, the Land
the obscene cataract said to lurk just beyond. of Hope that lies, so it is said, beyond the Ba-
To sail off the end of the world is to fall into salt Pillars of the West, and many are the stories
the void, to where the order of the universe of those who perished in attempting to reach
becomes unbridled chaos. Here, profane musi- its shores.
cians drum and pipe in reverence of Azathoth, The wise speak of virgin forests of fragrant
the Daemon Sultan, and the mindless, voice- aloe and sandalwood, of temples carved from
less Other Gods from Outside come to dance. pink marble blocks that stand on the flow-
Yet there are some who know of secret routes er-shrouded mountain, and countless cities of
beyond the Basalt Pillars of the West that end in gold, though their wisdom concerning such
places other than damnation and insanity. The things is known to them from dreams and
black galleys of the Men of Leng, for instance, are taken from tomes of immeasurable antiquity.

171
Cthulhu Codicil: The Dreamlands
It is said the walls of the great cities are unmarred by the minutest imperfection, be-
covered in beaten gold, as are the pavements neath which flows the clear waters of the Narg.
that meander through gardens in which grow
strange orchards and cross the bridges that
span the River Narg, whose waters head in Dylath-Leen
a grotto deep in the mountains, which skirt
perfumed lakes with beds of amber and coral. Mythos Tale: The Dream-Quest of Un-
At night, the city is illuminated with lanterns known Kadath
carved from the shell of three-colored tortois- The great trading city of Dylath-Leen stands
es, the walls and streets reflecting a dim glow. at the mouth of the River Skai. It is an ugly
No person lives in squalor in Cathuria, city, with thin towers built of angular blocks
for even the smallest home is a marble palace of basalt, dark streets into which visitors tread
that would be the envy of king or queen in carefully, especially after night, and discourag-
the waking world. Greatest of all is the palace ing sea-taverns where human, and some not
of Dorieb, the demi-god or god monarch of so human, mariners spend their time drinking,
Cathuria beyond the Basalt Pillars. gambling, and swapping stories. Even the
It is an awe-inspiring structure, with a roof lighthouse that stands behind the multitude of
of pure gold held aloft by columns of azure wharves sheds an unwelcoming light.
and ruby sculpted in the forms of gods and For as much as many fear the black-sailed
heroes. The floor of the throne room is of glass galleys that berth here with cargoes of rubies
from no shore in the Dreamlands, Dylath-Leen
is a cosmopolitan city, drawing merchants and
mariners from all across the Dreamlands, and
a few from the waking world and realms be-
yond. Talk of the black galleys haunts the lips
of many, though, and getting them to discuss
any other topic can be difficult.

Black Galleys
The galleys which trouble the merchants of
Dylath-Leen frequent the port every few weeks.
The few merchants who step down from the
gangplank are a strange people, with mouths
that are too wide to be welcoming, odd-
ly-shaped turbans, and peculiarly short shoes.
Of the locals, scant few are aware of the origin
of these near-human figures (see Men of Leng,
p. 185), and those who know the truth are in
service to Nyarlathotep’s Yellow King avatar.
Many dozens of hardy oarsmen must be
required to power the galleys, but none ever
step ashore even if a vessel remains in port for
weeks on end, nor do the merchants send or-
ders for provisions to feed the crew—not that
longshoreman and chandlers care for those
sleek galleys and the foul stench that emanates
from within.
Were one able to gain access, one would find
not human slaves chained to oars, but the bul-
Gazetteer of the Dreamlands
bous forms of Moon-Beasts, whose prodigious its kind in the Enchanted Wood, the Zoogs re-
strength enable them to propel the galleys at fer to as a moon-tree, for in their myths it grew
tremendous speeds. No chains hold them fast, from a seed dropped from the Moon. From its
the creatures are volunteers and the true mas- sap they distill Moon-Tree Wine.
ters of the ships, among their number being
others who serve as officers and navigators.
The galleys bring only one cargo to Dylath- Hatheg-Kla & Hatheg
Leen—rubies of unusual size and unknown
origin. In return, they fill their holds with gold Mythos Tale: The Other Gods
and with slaves from Parg, who they purchase Far to the west of Ulthar, beyond the small
by the pound. village of Hatheg that stands at the entrance
Though none in Dylath-Leen know from of a stony desert, and whose inhabitants fear
whence the galleys come, the origin of their eclipses of the Moon by mist, stands the tower-
cargo lies on the Dark Side of the Moon, the ing mountain of Hatheg-Kla.
ultimate destination for those unfortunates Distant as it might be, the people of
sold into their care. Hatheg-Kla avoid looking at the remote mist-
capped peak. It is said the gods once danced
upon the rocky summit, though none can say
Enchanted Wood whether they still do. Certainly Barzai the Wise
came here in search of the gods but found only
Mythos Tale: The Dream-Quest of Un- his doom at the hands of the Other Gods.
known Kadath The citizens proclaim the mountain is to
Most dreamers who visit the Dreamlands be avoided by day, insisting that any ascent
begin their journey in the Enchanted Wood, involves treacherous chasms, cliffs, and falling
where the seven hundred steps of deeper stones. At night, the climb is more perilous
slumber end. still as a mist seeps down from the summit and
Despite its name, this is no fairy tale forest. blankets the world in white.
It is a shadowy place, where the boughs of low It was written by Atal, High-Priest of Ulthar
oaks form a shield against the glare of the heav- and companion of Barzai, that the ancestors
ens and whose branches form twisted tunnels of the men of Hatheg have gazed upon the
of wood and leaves. A constant green twilight summit but that their descendants tremble in
casts long shadows from the only illumination, horror when questioned on the topic.
a phosphorescent fungi that grows in leprous The Pnakotic Manuscripts tell that long
clumps amid rotting mold. before Barzai, the summit was reached only by
Near the heart of the forest stands a tremen- Sansu (of whom they tell little else) and that
dous circle of stones in the style of the Stone the reward for his dramatic ascent was nothing
Age inhabitants of the waking world. Antique other than to witness a landscape of ice and
when simple-minded semi-humans were first snow. During the search for doomed Barzai
marvelling at fire, the circle was constructed (whose body was never found), the searchers
not by the current dwellers in the forest—the saw a freshly carved rent in the stone at the
Zoogs (p. 188), but the terrible Gugs (p. 184), summit, a curious and terrible sign of titanic
whose travesties saw them banished to the scale of elder antiquity from which they fled in
Underworld. In the center of the circle is a terror on deducing the nature of the inhuman
toppled stone into which a wide iron ring has hands that chiseled the horrid sign.
been attached. The Zoogs no long remember
what lies beneath that portal, but they fear it
none the less. Hlanith
Of the many trees that grow here, one is
revered and feared by the Zoogs in equal mea- Mythos Tale: The Dream-Quest of Un-
sure. A tall, silver-barked tree, the only one of known Kadath

173
Cthulhu Codicil: The Dreamlands
Another of the Dreamlands’ maritime Kled, Jungles of
trading cities, Hlanith lacks the beauty and
fantastical imagery of the Dreamlands’ many Mythos Tale: The Dream-Quest of Un-
metropolises. known Kadath
No wharves of chalcedony or walls of basalt The waters of the Oukranos slither whis-
stand here, for the former are constructed from peringly past by the cities of Kiran and Thran
oak and the latter of blocks of granite. Where through the perfumed jungles of Kled.
some cities boast roads of gold or marble, Deep within the tangled vegetation, in a
those of Hlanith are rutted from the frequent land whose name has slipped from memory,
passage of ox-drawn carts that ferry wares from stand palaces of ivory. Carved with images of
the numerous bazaars and workshops of the things related to elephants but far more terri-
artists, for whom the city is renowned, to the ble of form, the palaces have withstood time
docks. and climate without mar, for they are under
The houses are crowded together in long the protection of elder gods. It is said that the
rows broken only by lanes whose narrow monarchs of old who lie inside the temples are
width has preserved the cobbles. Tall though not dead, but sleep until awakened from their
the buildings are, with sharply-peaked roofs timeless slumber when the gods call them
and plastered gables, the interiors are low, forth for some unnamed task.
with black beams running across the ceilings. The elephant drivers whose caravans wind
through the jungle avoid the temples, for there
are hideous things set on watch over the sleep-
Kiran ing monarchs which brook no trespass.

Mythos Tale: The Dream-Quest of Un-


known Kadath Oonai
Hugging the banks of the River Oukranos,
Kiran is renowned for its magnificent temple. Mythos Tale: The Quest of Iranon
Constructed entirely of rare blue jasper, the Beautiful and terrible is Oonai, which lies
seven-pinnacled building has a footprint of beyond the Karthian Hills.
one acre (43,560 square feet or 4,047 square By day, the drab domes and walls of Oonai
meters). are as pale as the wine-sodden citizens who
Faint music and song are sometimes heard drank and danced away the previous hours of
from within, but the priests never leave the darkness. At night, the city wakes into its title
temple. The locals are unsure whether the as a city of dancing and lute music. The dull
music and song are uttered by the priests or domes are golden by night, lit by harsh and
the god that inhabits the river and which is said glaring lights that ward off the shadows and
to dwell within the inner shrine, a chamber pain the eyes.
filled with water diverted from the Oukranos Skilled singers and musicians, though only
by hidden channels. those who have wooed the revellers, may be
Save for one, visitors are not welcome in- asked to stand atop a crystal dais on the mir-
side the temple. Once a year, the King of Ilek- rored-floor of the palace in which sits the Mon-
Vad descends from his opal throne and into a arch. Rich is the master of Oonai and generous
golden palanquin that carries him to distant is his largesse, showering his favorites with
Kiran. A former native of Kiran, the king once satin clothes and jade rings and ivory bracelets.
dwelt in a small cottage near the riverbank. As a Alas for those given such esteem that the
youth, he sat near the water and listened to the Monarch’s attention is only brief, for the mas-
song of Oukranos. Never forgetting that haunt- ter quickly tires and seeks new entertainment
ing melody, nor the promise it whispered in to fill his nights. With the loss of the Monarch’s
his ear, the king returns each year to hear again favor comes the favor of the people, who will
the god’s song. never again see that soul in the same way.

174
Parg
Mythos Tale: The Dream-Quest of Un-
known Kadath
Little is known of the grasslands and jun-
gles of Parg that lies beyond the River Skai. The
few merchants who come seeking the carved
ivory crafted by the black-skinned natives tell
of small villages of straw huts, rudely carved
wooden columns depicting elephantine de-
ities, and the elephant herds from which the
natives gather their ivory.
Fewer still have heard of the stone city
whose ruins can be found in the deep jungle.
Straight lines seem shunned in this remote,
deserted place, whose great weathered blocks
are formed into immeasurable circles spread
across many miles. The natives know of the
city, but rarely do they venture here, there be-
ing nothing there for them save stone, which
they do not use in their buildings.
Their myths tell of a great queen who
once ruled here and that the queen and the
city shared the same name—Saba. The people
mined the neighboring hills for shiny stones,
but when the source of the stones dried up
the queen abandoned them for her homeland
“beyond the horizon” and the people left to
find new lands to settle.

a counting house once stood, statues with


Sunken City wreathed heads.
Deep into the suburbs, where otherwise are
Mythos Tale: The Dream-Quest of Un- found only the debris of small houses, stands a
known Kadath singular structure of enormous size, barely dis-
Two days east and five days south of Dylath- cernible beneath a veil of weed. Curiously intact,
Leen, on the trading route that crosses from it has the appearance of a child’s view of a castle
that basalt city to Baharna, is an area of sea seen from above, with a tower with small, round
feared by superstitious mariners. It is a rare windows in each corner and a central courtyard.
sailor who has never heard of ships vanishing Most ghastly of all is the black monolith
on this stretch of water. that rises in the center of that silent courtyard.
Beneath the waves, at a depth where the Tethered on that vast stone by unknown hands
light of the full moon still reaches, lie the are the corpses of sailors, their eyes plucked
shattered remains of columns and walls, a city from their skulls.
whose name is so old that even the Pnakotic
Manuscripts do not record its name.
Rare features are visible between the jum- Teloth
bled blocks to those of keen eyes—a domed
temple to which the faithful were guided by Mythos Tale: The Quest of Iranon
an avenue of sphinxes, a great plaza where Rising from the banks of the sluggish River

175
and spirit are the archons. Visitors expecting
to stay for more than a single night must prove
they have a craft or trade, and be prepared
to work at it for no monetary reward, or be
apprenticed to a local craftsmen for the dura-
tion. Those who refuse, and who dare to make
merriment, are charged with blasphemy and
expelled from Teloth.

Thran
Mythos Tale: The Dream-Quest of Un-
known Kadath
The walls of Thran are the mightiest in all
the Dreamlands. Monumental in size and width,
they were wrought of a single piece of alabas-
ter, though none can say when or by whom.
Two hundred turrets, each housing watchful
sentries, jut above the impressive battlements,
while one hundred gates, each of length to be a
tunnel, permit entrance to the metropolis.
Not that the large quantity of gates means
it is easy to enter Thran. Red-robed sentries
guard each portal and demand visitors must
recount three dreams beyond belief before
they may get inside. In game terms, a dreamer
must make three successive Dreamlands Lore
rolls (Difficulty 3, 4, and 5 respectively) before
being welcomed inside.
With room to expand outward hampered
Zuro is the granite city of Teloth, across whose by the walls, the citizens of Thran have built
archaic stone bridge lie the Karthian Hills and upward. Loftier than the outer walls, the ala-
the ominous height of Mount Sidrak, which no baster towers with their golden spires reach to
men dare to scale lest they see the Great Ones, the clouds. Only near the marble wharves are
who come here to dance as is their wont. there buildings of smaller scale, mostly being
No laughter or song or other merriment warehouses, chandlers, and taverns.
echoes through the bleak streets of Teloth, While the staff of one tavern scurry to and
whose dark and stern citizens dwell in square fro and the patrons engage in conversation,
houses without adornment and who have no few give more than casual glance to the ven-
need for gardens or parks or greenery of any erable feline that curls in front of the fire, its
kind. Nor do they care for the words of poets tail twitching as it dreams of wars of old and
and singers, whose droning has no function. forgotten gods. Too elderly for fighting, it has
Indeed, the gods of Teloth demand that the become something of a sage to its feline kin.
people must toil. Ceaseless toil is ultimately its
own reward, they say, and it will be rewarded
with rest in the next life. Activities such as music Ulthar
and poetry and storytelling profit no one and
beauty is a distraction to the senses and mind. Mythos Tale: The Cats of Ulthar, The
Ensuring the laws are obeyed in both letter Dream-Quest of Unknown Kadath

176
Gazetteer of the Dreamlands
Strange is the geography of the Dream- piles of books are impressively high and whose
lands, for whatever route one takes to Ulthar contents speak of eldritch lore, or engages in
requires one to cross the great bridge over games of chess or philosophical discussion
the River Skai, in whose central pier ancient with Atal the High-Priest of Ulthar.
masons placed a living human sacrifice. Never, though, will he set foot across the
Ulthar is a quaint village of fenced farms, great bridge over the River Skai and traffic with
narrow cobbled streets, and picturesque cot- those who make their living on the riverbanks.
tages whose upper floors overhang the streets
and whose red-tiled roofs and chimney stacks Old Cottar’s Cottage
glow ruddy at dusk and dawn.
Two temples stand in Ulthar. The first, On the outskirts of Ulthar, its repellent yard
the circular Temple of the Elder Gods, stands shaded by gnarled oaks, is a small cottage.
atop Ulthar’s hill. Here are kept, among other Long has it been deserted, for it has a dark
works, the last known copy of the Pnakotic reputation and none in Ulthar will claim it as
Manuscripts. Only one priest resides in the home. Centuries ago, before it became illegal
temple, the venerable Atal (p. 191), who trav- to harm a cat in Ulthar and aged Atal was only
eled with Barzai the Wise but who did not seek a boy, it was inhabited by a cottar and his wife
the summit of Hatheg-Kla. of whom none in Ulthar speak.
The second is the Temple of Cats. A mod- A miserable pair of ill-intention and wicked
est building, no humans trespass here, for ways, they abhorred cats of all kinds. Many of
the sanctuary is sacred to cats and where they their neighbors’ cats vanished in the vicinity of
alone give worship and make sacrifices. There the cottage, though none had the stomach to
the cats sit, Sphinx-like in repose, their minds berate them for their wickedness. The last cat
pondering mysteries of which mankind is ulti- they lured into their dingy cottage was a black
mately ignorant. kitten, the only friend of Menes, a young boy
Cats are given great respect in Ulthar and it whose family came from distant lands.
has long been the law that no man may harm As the sun set that night, the teary-eyed
a cat there (see Old Cottar’s Cottage below). youth prayed in a strange tongue. One by one,
No human agency polices the law, for the cats the cats of Ulthar slunk from beside their warm
of Ulthar have their own methods of ridding hearths in heed of the prayer. It was a week
themselves of those who would anger them. before the disappearance of the cotters was
noticed and a further week before their bones,
picked clean of all flesh, were discovered in
Casting Shadows
the cottage.
At the base of the hill on which the Temple
of Elder Gods stands, is a manor constructed in
the Georgian style of the waking world. Casting The Underworld
Shadows is home to the last scion of the Boyd
family, eccentric aristocrats of old whose wealth Mythos Tale: The Dream-Quest of Un-
came from the shipyards of Nova Scotia, and known Kadath
whose direct male line has withered to a single Below the sculpted terraces and orchards,
member, himself without issue. cobbled streets, and magnificent cities is anoth-
Dreamed into being by the last scion of er realm, a place of which few Dreamlanders
that decrepit family, a talented dreamer resides have heard and fewer still have sought. A realm
there whose Dreamlands’ persona uses the of gray phosphorescence, primal mists, and
strange name Runeslinger when his waking reeking odors, this is the Underworld.
body is asleep. It is a dismal place, the haunt of terrors
Here, he sits outside throwing fish to never-known or long-forgotten, and whose
passing cats, pets the many ravens that nest in ghastly appearance dreamers know of only in
the manor’s trees, browses his library, whose fevered nightmares.

177
Cthulhu Codicil: The Dreamlands
Kingdom of the Gugs mountains of the waking world. Their sheer
walls cannot be climbed, but in places they
Beneath the Enchanted Forest is the Land part to form tempting valleys through which
of Gugs. Banished long ago for foul practices the unwary may attempt to pass. Sinister and
abhorrent to the gods, here the monstrous in- greatly feared are those valleys, though, for in
habitants have constructed lofty, round towers their shadows lurk Bholes.
with doorways 30 feet high and inner stairs a
yard high. The central tower reaches higher
than its peers, its top nestled against the top of Plain of Ghouls
the giant cavern the Gugs call home. A massive
stone trapdoor in its ceiling would permit the A vast plain of great boulders and bur-
Gugs to once again walk the Enchanted Forest, rows sited above the Vale of Pnoth, the barren
save for the permanent and potent Sign of wasteland is home to the Ghouls resident in
Koth barring their way. the Dreamlands.
Not far from the towers lies a cemetery, a The only way out requires one to traverse
secondary cavern from which stairs descend the labyrinthine warrens, whose nightmarish
deep into the earth. Ghouls haunt the cem- and mold-ridden tunnels end on a featureless
etery, venturing from their warrens in search plain on which stand countless funerary relics
of recently dead Gugs, for a single specimen of the waking world—burial urns, cracked
of that monstrous race would feed an entire gravestones, and broken monuments that have
community of ravenous Ghouls for a year or sunk into the earth and been forgotten by the
more. world dreamers call home.
Scattered here and there are stone circles From here, one might discover a route back
raised in honor of Nyarlathotep and the Other to the waking world and end the nightmare of
Gods. Here the Gugs dance and offer praise to venturing across the Underworld. Braver souls
those eldritch deities, whose worship long ago may opt to move on to the Land of the Gugs
saw the Gugs exiled to the dank depths. or the distant forgotten city of Sarkomand that
lies below Leng, though both destinations are
fraught with dangers.
Vaults of Zin
The cavernous Zin, which borders the
red-litten realm of Yoth in the waking world Vale of Pnoth
(see Leagues of Cthulhu), are inhabited by
Ghasts, the staple food of the Gugs. Save for Beyond the Peaks of Throk lies the forbid-
the Gugs, whom the Ghasts avoid as much as ding immensity of the Vale of Pnoth.
possible, anything that strays into the vaults is Scattered piles of bones line the floor. Some
likely to be set upon by the Ghasts. are the gigantic remnants of Gugs dragged
In this world of darkness, the Ghasts give from their graves, their flesh consumed by
praise before a grotesque statue of indeter- the Ghouls who inhabit the Dreamlands. The
minable age, a monstrous toad-like entity smaller bones are more ghastly to dreamers,
whose oozing, formless spawn still inhabit the for they are the discarded remains of meals
deepest darkest caves of the Vaults of Zin, and thrown into deep pits by the Ghouls of the
whose presence the Ghasts fear more than the waking world and have a recognizable form.
Gugs who prey on them. A dreamer may walk that accursed sun-
less vale for centuries and never find a route
out, save for the hideous valleys that pierce
Peaks of Throk the Peaks of Throk and which are guarded
by Bholes. All the while their senses must be
Towering granite monoliths, the Peaks of alert, for the monstrous Bholes crawl silently
Throk rise to heights that make mockery of the through the utter blackness in search of prey.

178
Gazetteer of the Dreamlands
Dreamers learned in the geography of the the landscape. Here the black galleys from the
Dreamlands know that their only hope of sal- Dreamlands come to rest.
vation is to risk contacting the Ghouls, whose Not even the sky is spared from oddness.
homes lie hours of arduous climbing above Even when the Sun shines its face here, the sky
and which can be reached only by rope ladders is utterly black and the stars shine brightly, the
lowered by the flesh-hungry fiends. sun a flat disc that sheds no glare.

City of the Moon Beasts


The Moon
The Dark Side of the Moon is populated by
the Moon-Beasts, foul creatures who worship
Nyarlathotep and the Other Gods.
Dark Side of the Moon The city begins on the shores of that strange
sea, the wharves of porous rock extending far
Mythos Tale: The Dream-Quest of Un- from the shore. Nestled along the shore are
known Kadath windowless warehouses, where prisoners
Since the earliest times, humans have gazed brought by the black galleys are consigned
up at the night sky with wonder at the Moon. It to slavery until it is their time to be nailed
has inspired poets and madmen and scientists, in crates and loaded onto wagons, and from
yet were the truth about that celestial body to where naked Men of Leng, long enslaved by
be all save the lunatics would avert their eyes
from the silver orb and pray for the Sun to rise
and blot it out from the sky. While the Moon of
the waking world is home to the Selenites, that
of the Dreamlands conceals a terrible secret.
Hidden from the world below, the dark
side of the Moon is an abhorrent and profane
place. Atop its mountains are time-worn tem-
ples of unwholesome size and shape, raised to
the glory of vile deities, while on the summits
are caves in which dwells a blasphemous ava-
tar of Nyarlathotep (the Haunter of the Dark).
To this dark place the Moon Beasts and their
torch-bearing servants come to worship on the
darkest nights.
The cats of Earth and the Dreamlands
sometimes come to play on the gray hills and
talk with ancient shadows, joining their kin
stationed here to watch for incursions of the
larger cats of Saturn, who have a treaty with
the Moon Beasts.
Of vegetation, only two types proliferate.
The first are fields of bulbous, leprous fungus
near which are circular cottages, broad and
low-ceilinged, and without windows. The sec-
ond are the Moon-Trees that cling to the lower
slopes of the mountains but dare not grow
nearer to those forgotten but profane temples.
A sea, its surface covered with an oily sheen
and its waters thick and sluggish, dominates
Cthulhu Codicil: The Dreamlands
the Moon-Beasts, are hauled from their cages, they exist far beyond the civilized lands where-
robbed with turbans and shoes, and forced in lie Celephaïs and cat-loving Ulthar. Mnar and
onto galleys to serve as merchants. its toppled cities is said to lie in the far west of
The city proper is a foul place. Windowless the Dreamlands, whereas Lothar can be found
towers with gaping, black portals rise high, in the icy north, near to dreaded Leng.
their form bent and leaning at angles unpleas- It might also be true that other earthly sites
ant to the eyes, and from which emanates a of great antiquity have shadows in the Dream-
pervasive and perverse odor. lands. Is there a trackless desert where a gigan-
In the unhallowed circular chambers in- tic sphinx eternally gazes at the sunrise, and if
side, away from the sight of others, the Moon so, what do the cats of the Dreamlands know
Beasts who call these towers home “play” and of it? Are the sand-swallowed columns of lost
torture their servants for enjoyment, slicing Irem or the timeless megaliths of Stonehenge
off succulent slivers from the flesh of still-con- to be found here? The answers lie in dreams
scious black-skinned natives of Parg to sate yet undreamt.
their appetite for flesh.

Other Places
Shadow Locales
What of the other cities and lands of which
Students of the Mythos and Dreamlands are Lovecraft wrote? What of the Valley of Narthos
often at odds as to whether certain locations by the frigid Xari, where men will not listen to
exist in the waking world or the Dreamlands. dreams, or Sinara and its drunken dromedary
For instance, the former argue that doomed men? What can be told of onyx-walled Jaren,
Sarnath existed on Earth toward the end of the Stethelos beneath the great cataract, or the
last Ice Age, as did the gray city of Ib and its broad streets of Nir?
flabby-lipped inhabitants, Kadatheron with What too of the builders of the ancient
its library of brick cylinders, and Ilarke and walls whose shattered remains stretch like dot-
Thraa, about which elder lore is mysteriously ted lines drawn by the hand of giants across
silent. Similarly, the land of Lothar and the city the wastelands, or the crumbling temples in
of Olathoë once occupied parts of modern whose hoary precincts were once worshipped
Greenland. gods unknown to humans?
The latter, however, have seen these places Since they were not the focus of the sto-
in the Dreamlands, or at least have heard the ries, Lovecraft spoke of these places only in
names spoken by wise natives of the realm of the vaguest terms and loosest hints. Given this
Morpheus, for it was from Lothar that the last book is supposed detail the Dreamlands, it
surviving copy of the Pnakotic Manuscripts was might seem remiss of the author not to use his
brought to the Dreamlands in ages past. imagination to fill in the blanks for you.
In truth, but parties are correct. Sarnath Leaving such sites out of this chapter was
and its ilk, and hoary Lomar, did once occu- a conscious decision rather than one of space
py the waking world, though all have been or lack of ideas. What the author might have
reduced to rubble and consumed by the ages dreamed and wrote about of mysterious Nar-
and various dooms. Yet they also exist in the thos or enigmatic Nir would be his vision and
Dreamlands. Although also ruined, their walls, likely one not shared by all readers.
streets, buildings, columns, statues, and tem- Instead, these cities and lands are left for
ples are in a slightly better state of preserva- the individual Gamemaster to discover and
tion. explore in their own dreams. As Atal of Ulthar
The cities are shadows of the waking world, hints, every person has a unique dream world
lingering dream memories of the ancient of their own, and this is your opportunity to
inhabitants and those who visited these elder shape the Dreamlands to your own unique
places. Although known in the Dreamlands, vision.

180
Chapter Four:
Inhabitants of the
Dreamlands
“For the cat is cryptic, and close to strange inhabitants. No dreams can reach its distant
things which men cannot see. He is the soul abode outside the universe.
of antique Aegyptus, and bearer of tales from Of the many gods of the Dreamlands, only
forgotten cities in Meroë and Ophir.” —H. P. three are noteworthy.
Lovecraft, The Cats of Ulthar
Bast
Gods Horror Rating: 5
It is not for humanity to know whether
The rulers of the Dreamlands, in name cats, that most secretive of animals, originated
at least, are the Great Ones. Once, long ago, in the Dreamlands and found a path to the
they visited the Earth, inspiring the myths of waking world, or vice versa. In both realms,
the ancient Egyptians and Greeks, and siring cats have long been protected by Bast, the cat-
children of a heritage that was both of Earth headed deity of the Egyptian pantheon. While
and its Dreamlands. Far from wise and omnip- humans have long ceased to pray in her honor,
otent, they were petty and childlike, their intel- cats have never forgotten her name, nor the
ligence below that of the mortals they visited. ancient rituals to appease her.
Long have they abandoned interference At least one cult dedicated to Bastet exists in
in the Dreamlands, and longer still have they the waking world, but no longer does the god-
ceased to visit the waking world, save in frag- dess answer their calls, At rare times she may
mented dreams. While they might deign to an- deign to converse with them through dreams,
swer a prayer spoken aloud in the Dreamlands, at least to those who do not abuse cats.
they mostly watch from their black fortress on Associated Rituals: Commune Bast, Form
unknown Kadath. of the Beast (cats only), Summon Animals (cats
Of the Great Old Ones, they either do not only)
know of or do not care for the Dreamlands.
Only Nyarlathotep is known here, for he rules
Nodens
the dread castle on Kadath. His relationship
with the Great Ones is a mystery. Some claim Horror Rating: —
he is their guardian, protecting the gods from Among all the entities that humanity collec-
mortals who seek audience. Others insist he is tively calls gods, Nodens is the most human in
their warden, imprisoning them against interac- form. Whether he visits in person or in dreams,
tion with the Dreamlands and waking world. he appears as an elderly man, with white hair
Of the other Great Old Ones, only the and a gray beard. Appearance is an illusion
name of Azathoth is known by the Dreamlands’ when it comes to gods, however, and despite

181
Cthulhu Codicil: The Dreamlands
the weariness on his face he remains a potent any attempt to discern its true form. Unlike
and vital entity. the Great Old Ones, it radiates no malice or
Nodens has been associated with the sea horror, though it is more than possible that
since the time of the Celts, whose cult once seeing beneath its cloak would reveal a form
held power in the waking world. When he re- so malignant that a mortal’s mind would shat-
sponds to mortal calls he does so only on the ter like glass struck by a hammer.
sea, riding a monstrous seashell chariot pulled Associated Rituals: There are no rituals
by beasts forgotten in human myths. to Call or Commune with ‘Umr At-Tawil. Only
The god despises Nyarlathotep and those those who make the perilous voyage beyond
that serve him. In his aspect of a hunter, Nodens the limit of the Dreamlands may have the
tracks down and eliminates Nyarlathotep’s honor of standing in its presence.
minions wherever he encounters them, placing
especial attention on the vile Shantak-birds.
Within the Dreamlands, only the Night- Horrors
gaunts give Nodens praise. Few now recall his
name in the waking world, but there is a small
League named in his honor.
Associated Rituals: Call Nodens, Com- Bhole
mune Nodens, Summon Night-gaunt
Frequently misnamed “dholes” by dream-
ers, not even the ghouls who dwell on the sun-
‘Umr At-Tawil
less slopes above the valleys where the bholes
Horror Rating: — slither and burrow know of their appearance,
The exact nature of ‘Umr At-Tawil is some- no creature has witnessed one.
thing of a mystery. First described by the mad Their existence is known only from their
Arab Abdul Alhazred, it is accorded titles such slithering as they crawl atop the littering of
as Guide and Guardian of the Gate, and Most bones that cover the Vale of Pnoth and from
Ancient One. Some scholars of the Mythos their slimy touch as they move past. Even with-
have declared it nothing more than an avatar out sighting one, merely knowing that a bhole
of Yog-Sothoth, for the entities boast similar is close is enough to terrify dreamers witless,
titles. As with many matters of elder lore, the for they are monstrously huge abominations
answer is perhaps forever denied humanity. that have a right to exist only in the minds of
‘Umr At-Tawil guards the Ultimate Gate. the most troubled dreamers.
To step beyond that barrier is to transcend Any who must cross the seemingly end-
beyond the known universe, into a dimension less Vale of Pnoth, or any of the valleys tow-
where space-time are the playthings of beings ered over by the Peaks of Throk, should avail
of unimaginable power and malevolence. Only themselves of multiple torches or lanterns, for
through the guidance of ‘Umr At-Tawil can one bholes creep about only in utter darkness.
hope to achieve the ultimate goal—to harness Reaction to Summoning: The main draw-
that power of travel in time and space. back to summoning a bhole is its aversion to
Abdul Alhazred describes the entity whose even the faintest light. While the ritual can
appearance carries a terrible price for all who wit- be invoked anywhere, the caster must be in
ness it. Perhaps the mad Arab had mistaken ‘Umr a place utterly devoid of light if he expects a
At-Tawil for Yog-Sothoth, or perhaps he wrote of bhole to answer.
the horror because he lacked the courage to pass In truth, there is little point in summoning a
beyond the Ultimate Gate and thus sought to bhole. They are unintelligent creatures, incapa-
discourage others from surpassing him. ble of understanding speech and with only the
Regardless, the entity is humanlike in gen- basest motive—to survive. If one could some-
eral form, though its true appearance is con- how control one, it would be a potent weapon,
cealed beneath heavy, gray robes that prevent capable of demolishing mighty buildings with

182
Inhabitants of the Dreamlands
ease. Due to its abhorrence of light, a bhole much of the underworld for many hours before
would favor tunneling up from beneath the having to retreat to their sunless halls. Dreamers
earth, rather than slithering along the surface. will find that while the brighter light of torches
and lanterns pains ghasts, it is not truly harmful.
Bhole Reaction to Summoning: A ghast’s first
instinct when summoned is to attack the sum-
Follower 2 moner. A source of light and an intimidating
Archetype: Dreamlands Monster; Motiva- manner should provide safety, but the ghast will
tion: Survival; Style: 0 certainly be watchful for any signs of weakness.
Primary Attributes: Body 12, Dexterity 2,
Strength 12, Charisma 0, Intelligence 0, Will- Ghast
power 5
Secondary Attributes: Size 8, Move 14, Per- Follower 2
ception 5, Initiative 2, Defense 6 (10)*, Stun Archetype: Dreamlands Monster; Motiva-
12, Health 25, Horror 5 tion: Survival; Style: 0
Skills: Brawl 17, Stealth 6**, Survival 5 Primary Attributes: Body 4, Dexterity 4,
Talents: Direction Sense (Never gets lost), Strength 4, Charisma 0, Intelligence 1, Will-
Skill Aptitude (+2 Stealth rating) power 3
Resources: — Secondary Attributes: Size 1, Move 8, Per-
Flaws: Bestial (Cannot speak or use tools) ception 4 (8), Initiative 5, Defense 8, Stun 5,
Weapons: Crush 17N Health 9, Horror 4
* Thick hide grants +4 Passive Defense. Skills: Athletics 6, Brawl 8, Stealth 6 (Sneaking
** –8 Size penalty on Stealth rolls. 7)*, Survival 5 (Tracking 6)
Talents: Jump (Jumping distance is doubled),
Keen Sense (+4 Perception with smell)
Ghast Resources: —
Flaws: Very Primitive (–2 penalty on any Skill
Ghasts are an elder race that have long roll related to technology; +1 Style point
dwelt in the Dreamlands. The size of a small whenever its primitive nature hampers it or
horse and bipedal, they move by leaping us- causes trouble)
ing their long, powerful hind legs. They are Weapons: Bite 8L
unwholesome creatures, with faces that hint of * –1 Size penalty on Stealth rolls.
human origins, but lack both a nose and fore- Nocturnal: Ghasts ignore all penalties for
head, and have yellow-red eyes. Despite no darkness.
visible nose, they have a keen sense of smell. Pained by Light: Ghasts suffer a –2 penalty
Although strong and agile, they are coward- to all rolls when in light.
ly and venomous, favoring strength of numbers
when hunting for their favored prey—Gugs
and Ghouls. When neither are available, the Ghoul
vile monstrosities turn on each other to sate
their ravenous appetites. With their anthropological forms, forward-
Ghasts are intelligent, but they are ex- slumping posture, loping gait, unpleasant
tremely primitive, having not developed even rubberiness, and dog-like faces, ghouls are a
the most rudimentary technology. They are twisted parody of humans.
capable of speech, but only in their coarse The origin of ghouls has been much de-
coughing, laughing tongue. bated by scholars of the Mythos. One theory
Ghasts are native to the stygian Vaults of Zin. holds that they are the product of unions be-
While the true light of the surface world in anath- tween the elder ghasts of the Dreamlands and
ema to them, for it spells instant death, they can humans. Certainly there is some similarity
endure the gray twilight that filters through between ghouls and ghasts. Another holds that

183
Cthulhu Codicil: The Dreamlands
ghouls are a primitive offshoot from human- Primary Attributes: Body 3, Dexterity 3,
ity, distant kin whose evolution was stymied at Strength 3, Charisma 1, Intelligence 2, Will-
some ancient time. power 3
That ghouls have been known throughout Secondary Attributes: Size 0, Move 6, Percep-
history is clearly evident, for they are the basis tion 5, Initiative 5, Defense 6, Stun 3, Health
of many legends concerning revenants and 8, Horror 2
vampires. It is also possible, perhaps even Skills: Acrobatics 4, Athletics 5, Brawl 5,
probable, that the canine-like creatures, which Dreamlands Lore 5, Elder Lore: pick one 5,
haunt cemeteries and subterranean places, Stealth 7, Survival 4
spawned the myths of fierce beasts guarding Talents: Robust (+2 Health rating), Skill Apti-
the underworld. Anubis, the Egyptian god of tude (+2 Stealth rating)
the dead, was distinctly dog-like, while the Resources: —
hounds Garm and Cerberus prevented mortals Flaws: Very Primitive (–2 penalty on any Skill
from entering the realms of the dead in Norse roll related to technology; +1 Style point
and Greek mythology. whenever its primitive nature hampers it or
Ghouls are also likely the origin of myths causes trouble)
concerning changelings. They have been known Weapons: Claws 4L
to swap their offspring with human babies, rais- Nocturnal: Ghouls ignore all penalties for
ing the latter as their own, while the swapped darkness.
child grows up in a human environment, at
least until its unnatural nature takes hold.
Ghouls are the only known race that not Gug
only exist in both the waking world and the
Dreamlands, but which frequently pass be- Swathed in black fur and with short fore-
tween the two realms physically. That said, arms that end in monstrous paws sprouting
they are a subterranean race, seeking solace in deadly talons, Gugs stand around 20 feet tall.
the comforting darkness. Two pink eyes protrude from each side of
Their intelligence level is higher than that of their head, the orbs shaded by bony protuber-
ghasts, but they also are a primitive race—even ances overgrown with coarse hair. Their great,
simple weapons such as spears are beyond toothed maw extends from the top to the bot-
their ken. Although they are carnivorous, much tom of their head and opens vertically.
of their diet comes from corpses scavenged Gugs understand many tongues but have
from graveyards or the wounded and dying on no vocal cords, instead communicating via
battlefields. Not even their own kind is spared facial expressions. At best, dreamers must use
the latter. Like ghasts, ghouls are capable of Empathy to establish any kind of rapport. Not
speech. Unlike their cousins, they converse in that Gugs have much interest in anything but
a meeping and gibbering language. eating. They are known to hunt Ghasts, but
Reaction to Summoning: Ghouls are not are wary of Ghouls. Unfortunately for dream-
adverse to entreating with humans. They are ers, creatures from the waking world are their
poor combatants, hardly suitable as assassins, preferred prey.
but are learned in both the lore of the Mythos Gugs inhabit the subterranean halls of the
and Dreamlands. They are prepared to share Dreamlands, their cavernous home located
their knowledge, but freely do so only if gifted between the Enchanted Wood of the surface
human carrion. and the stygian Vaults of Zin below. Once, they
inhabited the surface, but were cast down into
the underworld for performing abominable
Ghoul
acts. Among the lesser of these evils was the
Ally 2 worship of Nyarlathotep.
Archetype: Dreamlands Monster; Motiva- Reaction to Summoning: A Gug’s only
tion: Survival; Style: 1 response is to try and devour the caster, es-

184
Inhabitants of the Dreamlands
pecially if they are a dreamer. It would take a Archetype: Dreamlands Monster; Motiva-
formidable will, plus some way to convince the tion: Survival; Style: 0
creature that the caster can seriously harm it, Primary Attributes: Body 6, Dexterity 4,
to bring one to heel. Strength 6, Charisma 0, Intelligence 2, Will-
power 5
Gug Secondary Attributes: Size 1, Move 10 (20),
Perception 7, Initiative 6, Defense 9, Stun 6,
Follower 2 Health 12, Horror 5
Archetype: Dreamlands Monster; Motiva- Skills: Empathy 5, Intimidation 11, Stealth 8,
tion: Survival; Style: 0 Survival 7
Primary Attributes: Body 6, Dexterity 2, Talents: Fearsome Attack 3 (Uses Intimidation to
Strength 5, Charisma 0, Intelligence 1, Will- attack), Skill Aptitude (+2 Intimidation rating)
power 5 Resources: —
Secondary Attributes: Size 2, Move 7, Per- Flaws: Bestial (Cannot speak or use tools)
ception 5, Initiative 3, Defense 6 (8)*, Stun 6, Weapons: Bite 11L
Health 14, Horror 5 * –1 Size penalty on Stealth rolls.
Skills: Athletics 8, Brawl 9, Stealth 4**, Sur-
vival 5
Talents: Keen Sense (+4 hearing-based Per- Man of Leng
ception rating), Robust (+2 Health rating)
Resources: — The Men of Leng are a cruel race of cannibals
Flaws: Bestial (Cannot speak or use tools) once native to that thrice-accursed northern
Weapons: Bite 9L, Claws 10L plateau. Their black galleys are common sights
* Coarse hair grants +2 Passive Defense. in the great city-ports, where the turban-headed
** –2 Size penalty on Stealth rolls. Men of Leng trade rubies for slaves from Parg,
who they buy by the pound, and for gold.
Save for oddly small feet and wide mouths,
Hunting Horror the Men of Leng appear human, though of
coarse features. Remove their shoes, clothes,
Only a mind as alien and malignant as that and turbans, however, and their inhuman form
of Nyarlathotep could conceive of a creature so becomes clearly apparent.
profane as a Hunting Horror. The abominable Their feet are hooved, small horns protrude
fiends are nebulous but tangible, a boiling, black from their heads, dwarfish tails stick from the
cloud of utter malice and hatred born aloft on lower end of their spine, and they are covered
ragged, batlike wings, given life only by the will in light fur. Many dreamers have equated them
of the Crawling Chaos to serve as his hounds. to satyrs, and it might well be proven one day
Wickedly cunning rather than truly intelli- that the Men of Leng were the nucleus for such
gent, the only noises they make are the rustling mythological creatures.
of their wings and a bloodcurdling scream that Reaction to Summoning: Men of Leng
echoes through the sky like the wailing of a cannot be summoned.
thousand insane souls.
Reaction to Summoning: Give a Hunting
Man of Leng
Horror a target to terrorize and rend, and it
will do so to the best of its formidable abilities. Follower 2
Fail, or hesitate too long, and the summoner Archetype: Dreamlands Monster; Motiva-
will become the fiend’s next victim. tion: Survival; Style: 0
Primary Attributes: Body 2, Dexterity 3,
Hunting Horror Strength 3, Charisma 2, Intelligence 2, Will-
power 3
Follower 4 Secondary Attributes: Size 0, Move 6, Percep-

185
Cthulhu Codicil: The Dreamlands
tion 5, Initiative 5, Defense 5, Stun 2, Health 5, Primary Attributes: Body 3, Dexterity 2,
Horror — (2 if unmasked) Strength 6, Charisma 2, Intelligence 3, Will-
Skills: Athletics 5, Brawl 4, Con 6, Dreamlands power 3
Lore 4, Empathy 4, Intimidation 4, Melee 4, Secondary Attributes: Size 1, Move 8, Percep-
Streetwise 4 tion 8, Initiative 5, Defense 8, Stun 3, Health
Talents: Skill Aptitude (+2 Con rating), Skill 7, Horror 4
Aptitude (+2 Streetwise rating) Skills: Athletics 7 (Throwing 8), Brawl 7, El-
Resources: — der Lore: Great Old Ones 4 (Nyarlathotep 5),
Flaws: Bad Reputation (+1 Style point when Intimidation 5, Linguistics 5, Melee 7, Perfor-
their bad reputation causes problems) mance 4, Stealth 4*
Weapons: Punch 4N, Scimitar 6L Talents: Alertness (+2 Perception rating),
Strong (+1 Strength rating), Strong Defense
(Uses Strength for Active Defense)
Moon Beast Resources: —
Flaws: Semi-Bestial (Cannot speak)
The loathsome, greyish-white, slippery Weapons: Punch 0N, Javelin 10L (thrown),
denizens of the Dreamlands’ moon are toad- Javelin 9L (thrusting)
like in form. Their true size and mass are * –1 Size penalty on Stealth rolls.
difficult to judge, for the abominable things Expand and Contract: Moon Beasts can
can expand and contract at will. Through just alter their Size by one point higher or lower
the muscles of their limbs, they can perform at will. This alters their Health rating by the
feats on inhuman strength. Moon Beasts lack equivalent amount.
eyes, and instead sense the world around them Sensitive Tentacles: Moon Beasts treat
through the mass of short, pink tentacles on their Stun rating as 1 when struck on the snout
the end of their blunt snouts. (Called Shot with a –8 penalty).
Like many intelligent species in the Dream-
lands, conventional speech is beyond them.
Only through the shrill notes of pipes can they Other God from Outside
converse with other beings.
Decadent beyond measure, Moon Beasts The Great Old Ones may be the most pow-
lack the barest hint of compassion for other erful alien entities in the universe, but there
races, seeing them only as potential servants are other gods of lesser power. Aside from the
(like the Men of Leng) or sustenance (like the Other Gods, who once set themselves above
men of Parg). They have little interest in the humanity, there are monstrous creatures col-
greater Dreamlands, save as a source of food. lectively known as the Other Gods from Out-
Reaction to Summoning: Moon Beasts side (more commonly just the Other Gods).
have little interest in the affairs of other creatures. Gigantic and terrible, the blind, mindless,
When summoned, they despatch Men of Leng to and voiceless entities can be found at the
meet the caster and learn what he desires. For a Court of Azathoth, where they dance wildly
fortunate few magicians, their ultimate fate is to to the insane piping of the Daemon Sultan’s
be dismissed as an irrelevance. Those who ap- courtiers, and in Kadath in the Cold Wastes,
pear weak are more likely to be captured, bound where they guard the Great Ones against those
in the hold of a black galley, and transported to who seek their wisdom.
the moon to serve as a slave or a meal. Lacking sight and reason, the Other Gods
may appear harmless, yet they are formidable
opponents, swatting and pawing, groping and
Moon Beast
grasping blindly and wildly at anything they
Follower 3 perceive to be close through their other, alien
Archetype: Dreamlands Monster; Motiva- senses.
tion: Survival; Style: 0 Each is a unique being with its own name,

186
Inhabitants of the Dreamlands
but these are left to the Gamemaster to decide. primitive way. Not only can they fly through the
Rarely, these terrible beings are venerated by skies of the Dreamlands and waking world, but
cults in the waking world and the Dreamlands. Shantak-birds are capable of flight through the
Reaction to Summoning: While animals outer reaches of space. They are the favored
can be trained to obey and sentient beings can prey of Nodens, whose faceless Night-gaunts
be bargained with for services rendered, the cause terror in Shantak-birds.
Other Gods have no mind. When summoned, The intelligence of Shantak-birds is limited,
their only instinct is to lash out at whatever is but they are capable tittering, rasping speech.
closest—usually one or more sacrifices offered Not that they are known for their conversa-
by their insane followers. tion—much of their speech is reserved to
whispering the many names of Nyarlathotep,
Other God from Outside whom they serve.
Reaction to Summoning: The foul-smell-
Follower 4 ing Shantak-birds are accustomed to serving
Archetype: Monster; Motivation: Survival; as mounts. Unlike with horses, the rider need
Style: 0 only tell the creature the desired location, and
Primary Attributes: Body 13, Dexterity 2, then hold on tight as its flaps through the sky.
Strength 13, Charisma 4, Intelligence 0, Will-
power 5 Shantak-Bird
Secondary Attributes: Size 8, Move 15, Per-
ception 5, Initiative 2, Defense 7, Stun 13, Follower 2
Health 26, Horror 6 Archetype: Dreamlands Monster; Motiva-
Skills: Athletics 18, Brawl 18, Intimidation 11, tion: Survival; Style: 0
Stealth 2*, Survival 5 Primary Attributes: Body 6, Dexterity 3,
Talents: Fearsome 2 (Temporarily frighten Strength 6, Charisma 0, Intelligence 1, Will-
foes), Flurry 2 (Make two attacks at an oppo- power 3
nent with no penalty) Secondary Attributes: Size 0, Move 7 (Fly
Resources: — 28), Perception 4, Initiative 2, Defense 6, Stun
Flaws: Bestial (Cannot speak or use tools), 5, Health 8, Horror 4
Blind (–8 penalty to attack rolls) Skills: Brawl 8, Elder Lore: Great Old Ones 4,
Weapons: Various appendages 10L Stealth 6*, Survival 6
* –8 Size penalty on Stealth rolls. Talents: Fly (Move rating is doubled when
Summoning: The Other Gods have no as- flying), Mobile Attack (Move and attack simul-
sociated Call or Commune rituals. Rather, they taneously)
are conjured through the Summon (Other Resources: —
God) ritual in the vein of lesser horrors. Flaws: Semi-Bestial (Cannot use tools)
Weapons: Bite 9L, Talons 9L
* –2 Size penalty on Stealth rolls.
Shantak-bird Fear of Night-gaunts: Shantak-birds must
make a Willpower x 2 roll (Difficulty 4) when in
Larger than elephants and hippocephalic proximity to Night-gaunts or flee. A rider may use
(horse-like head), the winged Shantak-birds Diplomacy: Leadership, Intimidation: Threats, or
are unlike bats or birds in appearance. More Riding: Exotic Animals as a Teamwork bonus to
akin to wyverns from folklore, slippery scales prevent his mount from fleeing in terror.
cover their bodies, while a serpentine tail
whips and writhes behind them.
Despite their noxious smell and unwhole- Spider of Leng
some mien formed of short tentacles, they are
summoned as mounts, especially by cultists Though smaller than the average human,
of Nyarlathotep, whom they worship in their Spiders of Leng are the arch-predator on the

187
Cthulhu Codicil: The Dreamlands
Plateau of Leng, feared even by the savage in obscure secrets of the Dreamlands, Zoogs
humanoids who call the blasted wasteland have, on rare occasion, been known to wander
home. Monstrously bloated compared to wak- into the waking world. Sightings of them have
ing world spiders, the fanged, purple-hued likely been partially responsible for talk of faer-
fiends are typically three to four feet in width ies or “little people.”
(not including the legs), though much larger Zoogs primarily eat fungi, which they harvest
specimens have been recorded. from the forest, though they have been known
While more than capable of killing prey to consume small quantities of meat on special
larger than themselves using only their fangs, occasions. Typically, the meat is that of kittens.
it is their venom that is most feared. Once As a result, cats have a deep-seated enmity to-
coursing through their veins, victims have a ward Zoogs that has lasted for millennia.
matter of hours to live as their flesh begins Zoogs are appreciative of those with great
turning necrotic. wisdom, so much so that their society is ruled
Reaction to Summoning: Spiders of Leng by a Council of Sages. The word of these elders
are predatory animals. In much the same way is law, and to go against them is to be banished
only a fool would attempt to strike a bargain from the Enchanted Wood. Alone, a Zoog has
with a wild lion, only the insane call forth Spi- little chance of avoiding marauding cats and
ders from Leng to serve as minions. Even if a being torn limb from limb.
magician could cower one, the creatures lack Zoogs have their own tongue, a strange
the intelligence to understand even the most fluttering sound that rises and lowers in pitch
rudimentary commands. with the speaker’s mood.
Reaction to Summoning: Fearful of being
Spider of Leng set upon by cats, Zoogs only answer Summon
rituals if the magician is in the Enchanted Forest.
Follower 1 Lest the summoner be dangerous, the Council
Archetype: Dreamlands Monster; Motiva- of Sages sends only a single delegate. Usually it
tion: Survival; Style: 1 is an unfortunate Zoog who has offended them
Primary Attributes: Body 2, Dexterity 3, in some manner. Only if the Zoog is entirely
Strength 3, Charisma 0, Intelligence 1, Will- convinced of the magician’s benevolent nature
power 3 will it guide them to the Council of Sages.
Secondary Attributes: Size –1, Move 6,
Perception 4, Initiative 4, Defense 6, Stun 2, Zoog
Health 4, Horror 4
Skills: Brawl 6, Stealth 8*, Survival 4 Follower 1
Talents: Climb (Doubled climbing speed) Archetype: Dreamlands Monster; Motiva-
Resources: — tion: Survival; Style: 1
Flaws: Bestial (Cannot speak or use tools) Primary Attributes: Body 2, Dexterity 2,
Weapons: Bite 6L + Venom (Toxin rating 4L, 8 Strength 2, Charisma 2, Intelligence 2, Will-
successes required) power 2
* +1 Size bonus on Stealth rolls. Secondary Attributes: Size –1, Move 4,
Perception 4, Initiative 4, Defense 4, Stun 2,
Health 4, Horror 2
Zoog Skills: Athletics 4, Brawl 4, Dreamlands Lore 6
(Obscure Lore 7), Stealth 4, Survival 4 (Forage 5)
Native to the Enchanted Wood, Zoogs are a Talents: Skill Aptitude (+2 Dreamlands Lore
secretive and furtive race, seldom leaving their rating)
leafy home to explore the wider Dreamlands Resources: —
or the strange realm we call the waking world. Flaws: Semi-Bestial (Cannot use tools)
The small and brown-skinned Zoogs live in Weapons: Punch 4N
burrows and the trunks of trees. Well-versed * +1 Size bonus on Stealth rolls.

188
Inhabitants of the Dreamlands
cultist. In his eyes, he is a businessman engag-
Cults ing with customers—customers who pay very
well for his services.
Sooner or later, dreamers seeking some exot-
ic object or obscure information will be pointed
Cults of the Other Gods in Nhygo’s direction. The broker may come to
like the globetrotters, welcoming them into his
Not even the wisest sage knows how many circle of friends. Friendship will never get in the
cults serve the various Other Gods, for the way of acquiring more wealth, however.
number of perverse deities is immeasurable Although he lacks the courage, not to
and their influence is often sly and insidious. mention the skill, to murder dreamers on the
What is known is that devoted worshippers orders of his otherworldly masters, he knows
can be found in the waking world and the people quite prepared to perform such an act
Dreamlands, and likely on worlds humanity for a few coins. Equally, he is known to many
has yet to discover. masters of the feared black galleys who would
Mindless and voiceless, they work their will be more than happy to take possession of new
through Nyarlathotep, who serves as both their slaves.
messenger and their soul. In return for loyal Patron 2
service, cultists are favored by Nyarlathotep. Archetype: Businessman; Motivation: Greed;
The Other Gods have modest goals. Most Style: 2
often, they seek only information concerning Primary Attributes: Body 2, Dexterity 4,
dreamers and Dreamlanders who seek the Strength 2, Charisma 4, Intelligence 3, Will-
home or the places of revel of the Great Ones. power 3
Sometimes information is enough, for the Secondary Attributes: Size 0, Move 6, Percep-
gods are more than capable of handling mere tion 6, Initiative 7, Defense 6, Stun 2, Health
mortals. Sometimes they demand the seeker 5, Sanity —
be destroyed for their audacity. Such are the Skills: Bureaucracy 6, Con 7, Diplomacy 7,
vagaries of insane gods. Dreamlands Lore 5, Empathy 5, Spying 6,
Within the Dreamlands, true cults are rare, Streetwise 7 (Black Market 8, Rumors 8)
especially those focused on a single Other Talents: —
God. Typically, their worshippers are solitary in Resources: Contacts 1 (Black Market; +2 bo-
their veneration, unaware of who else around nus), Fame 1 (Can get things done; +2 Social
them might serve the same twisted masters. bonus), Status 1 (Broker; +2 Social bonus)
Rituals: Commune Nyarlathotep
Nhygo the Broker Flaws: Secret (+1 Style point if he is confront-
ed with the truth or goes out of his way to
A native of Dylath-Leen, Nhygo works as a protect the secret)
broker for merchants seeking to buy and sell Weapons: Punch 0N
cargoes at the best rates. His beaming smile,
colorful robes, and excessive amounts of jew-
elry make him stand out from the crowd, but Order of the One Mind
it is his jovial nature and reputation that draw
customers to his office near the wharves. It is In whatever passes as eyes in Nyarlatho-
commonly known that Nhygo can find a sup- tep’s many and varied forms, the Dreamlands
plier for anything, if the price is right. in an abomination, a realm of beauty, wonder,
Nhygo has long served the Other Gods, and hope. Unable to affect the Dreamlands
passing them information regarding dreamers in person, the Crawling Chaos has elected
who cross his path through the Crawling Cha- to destroy dreamers, for without dreams the
os. Aside from burning incense and muttering Dreamlands cannot exist.
a few prayers, he does not consider himself a With the Dreamlands destroyed, or at least

189
Cthulhu Codicil: The Dreamlands
isolated from the waking world, humanity tion 6, Initiative 6, Defense 6, Stun 3, Health
will have little choice but to exist only in the 6, Sanity —
mundane, its collective soul crushed, its hopes Skills: Alienism 5 (Psychology 6), Art: Writing
and aspirations forever abandoned in place of 4, Athletics 5, Con 8 (Lies 9), Elder Lore: Great
compliance. Without imagination there will be Old Ones 4 (Nyarlathotep 5), Firearms 4,
no art or beauty, no sudden breakthroughs in Investigation 5, Linguistics 5, Spying 5, Street-
science. There will be only existence without wise 5 (Rumors 6)
purpose. The entirety of humanity will become Talents: Combat Aptitude (Exchange attack
drones, toiling for the sole benefit of the few and Defense dice), Natural Leaders (Can boost
who rule in the name of Nyarlathotep. Allies as if it were a Talent), Skill Aptitude (+2
Through this one mind, so higher-ranked Con rating)
cultists believe, they will guide humanity Resources: Status 2 (Order of the One Mind;
into the future. Nyarlathotep’s true endgame +2 Social bonus)*
remains a mystery for now, for the Messenger Flaws: Addiction (–2 penalty on all rolls until
of the Great Old Ones does not share its true she sobers up or overcomes her addiction; +1
vision with mere puppets and stooges. Style point whenever her addiction hurts her
or someone she cares about), No Imagination
Natalie Jones (+1 Style point whenever her lack of imagina-
tion causes serious problems for her)
Jones never knew the name of the drug-ad- Weapons: Punch 0N, Light revolver 6L
dled tramp who sat on the corner of her street, * She has a bonus Resource from her Status for
but she sat enraptured as he spoke of a won- the Gamemaster to assign.
drous land found only in his dreams. By day, she
failed to capture his words in prose and poetry, Typical Member
as she lacked the imagination to do them justice.
By night, she inhaled the fragrant aroma of Typical cultists are an unimaginative lot,
the dream-poppy and willed herself to enter content to live in the drab, humdrum reality
the Dreamlands, but she glimpsed not a sign that is the waking world. Few know the Dream-
of that strange land. When she did dream, her lands actually exist, believing instead that they
thoughts were of mundane things. are the harbingers of death for those who rebel
Desire turned to frustration, frustration to against the established order—anarchists, free-
anger, and anger to hate. Thus the seeds of dark- thinkers, and the like.
ness within her soul grew to maturity, leaving her Ally 1
ripe for the twisted words of Nyarlathotep. Archetype: Everyman; Motivation: Destruc-
Jones isn’t an assassin. Posing as an author tion; Style: 1
in search of new stories, she serves the Order Primary Attributes: Body 2, Dexterity 2,
by locating true dreamers, hunting them down Strength 2, Charisma 2, Intelligence 2, Will-
through rumors in artistic circles and the power 2
records of lunatic asylums. Once convinced Secondary Attributes: Size 0, Move 4, Percep-
they are a true dreamer, she alerts the lesser tion 4, Initiative 4, Defense 4, Stun 2, Health
members of the Order, those prepared to com- 4, Sanity —
mit murder without question in return for the Skills: Athletics 4, Brawl 4, Firearms 4, Melee
favor of Nyarlathotep. 4, Stealth 4
Patron 2 Talents: —
Archetype: Failed Artist; Motivation: De- Resources: Status 1 (Order of the One Mind;
struction; Style: 2 +2 Social bonus)
Primary Attributes: Body 3, Dexterity 3, Flaws: No Imagination (+1 Style point when-
Strength 3, Charisma 3, Intelligence 3, Will- ever their lack of imagination causes serious
power 3 problems for them or their allies)
Secondary Attributes: Size 0, Move 6, Percep- Weapons: Punch 4N, Heavy revolver 7L

190
Inhabitants of the Dreamlands
Resources*: Status 3 (High Priest; +4 Social
Notable Persons bonus)
Flaws: Elderly (–2 penalty to any roll where
strength, speed, or endurance is a factor; +1
Style point whenever his age slows him down
Atal or she is taken advantage of because of it)
Weapons: Punch 0N
The son of a humble innkeeper, Atal was * Atal has a bonus Resource from his Status
apprenticed to Barzai the Wise, the wise man for the Gamemaster to assign.
who sought to find the old gods and was never
seen again or mourned by Atal. Before his fate-
ful voyage, Barzai whispered many secrets to Captain of the White Ship
his protégé, including the knowledge of where
black cats go on St. John’s Eve. Known only by his title, the master of
Now High Priest of Ulthar, and with three the White Ship is a robed and bearded man
centuries of life and learning behind him, of indeterminate years. An enigmatic figure
Atal is regarded as the wisest inhabitant of the who speaks nothing of his homeland or past,
Dreamlands. While his flesh is weary, his mind he and his crew have sailed the waters of the
remains as keen as ever, and he has never for- Dreamlands and waking world in equal mea-
gotten a single fact he has learned. Such is his sure, and gleaned much lore concerning the
depth of knowledge that he can forecast the remote lands of both realms.
weather for days ahead with a casual glance at There is only one place he has not, and in-
the skies and tell the time without needing to deed will not, travel—beyond the Basalt Pillars
see the skies above. of the West, wherein lies an impenetrable mist.
It is fair to say that while Atal knows much, While it is said the fabled Land of Cathuria
there are equally things of which he will not lies far beyond their border, there is nothing
speak, for there are dangers in the Dreamlands beyond them for men but terror and death in
that should be avoided at all costs. equal measure.

Atal Captain of the White Ship


Patron 3 Patron 2
Archetype: Clergyman; Motivation: Truth; Archetype: Explorer; Motivation: Truth;
Style: 3 Style: 1
Primary Attributes: Body 2, Dexterity 3, Primary Attributes: Body 4, Dexterity 3,
Strength 2, Charisma 4, Intelligence 5, Will- Strength 3, Charisma 3, Intelligence 2, Will-
power 5 power 3
Secondary Attributes: Size 0, Move 5, Percep- Secondary Attributes: Size 0, Move 6, Percep-
tion 10, Initiative 8, Defense 7, Stun 2, Health tion 5, Initiative 5, Defense 7, Stun 4, Health
7, Sanity 5 7, Sanity 6
Skills: Academics: Philosophy 8, Bureaucracy Skills: Athletics 5, Brawl 4, Diplomacy 5,
6, Con 6, Diplomacy 6, Dreamlands Lore 8, Dreamlands Lore 5 (Places 6), Expeditions 5,
Empathy 7 (Motives 8), Elder Lore: Great Old Linguistics 5, Pilot: Nautical 8 (The White Ship
Ones 8, Investigation 7, Linguistics 7, Street- 9), Streetwise 5
wise 6 (Rumors 7) Talents: Acclimated (Can resist extreme tem-
Talents: Calculated Defense (Uses Intelligence peratures for longer), Skill Aptitude (+2 Pilot:
for Active Defense), Time Sense (Always knows Nautical rating)
the time), Total Recall (Never forgets a fact), Resources: Status 1 (Ship captain; +2 Social
Weather Sense (Knows coming what weather bonus)
is coming) Flaws: Loyal (+1 Style point whenever his

191
Cthulhu Codicil: The Dreamlands
unswerving loyalty to his crew causes trouble Commune Nyarlathotep (Yellow King avatar),
for himself or his companions) Harm, Mark of Madness, Mark of Withering,
Weapons: Punch 4N Summon Hunting Horror, Summon Other
God, True Name of Azathoth
Flaws: Inscrutable (+1 Style point whenever
High-Priest Not to be it is misunderstood or its mysterious motives
cause trouble)
Described Weapons: Punch 0N

The sole inhabitant of the prehistoric, win-


dowless monastery and keeper of the pharos Kuranes
that stands on the Plateau of Leng, the High-
Priest Not to be Named is an enigmatic figure, Lord of Ooth-Nargai and the Sky around
mysterious even to the Men of Leng who bow Serranian, and chief god and king of Cele-
and scrape in its timeless service. phaïs, the man known as Kuranes was born
Clad in loose robes of yellow silk figured of the waking world. Raised in Cornwall, En-
with red, its face concealed by a silk mask of gland, Kuranes was a dreamer. His ancestral
the same colors, nothing is known concerning lands and wealth spent, and caring little for the
the High-Priest’s form. ugly reality around him, Kuranes became a re-
A most intelligent being, whose knowledge cluse, content to dream of beauty and wonder
of the Dreamlands and Mythos runs deep, the though use of drugs.
High-Priest bows to no-one save its deity—the An ardent explorer of the Dreamlands and
Yellow King avatar of Nyarlathotep. Despite its beyond, he alone has stood in the court of
knowledge of many tongues, some of which Azathoth and returned with his mind intact,
have not be spoken in the waking worlds for though it not an experience he desires again.
millions of years, the High-Priest speaks only His life in the Dreamlands, should he wish
through using an ivory flute. it, is one of marvelous pageants, endless festivi-
Reaction to Summoning: The High-Priest ties, and excitements lesser men can envisage
cannot be summoned. only in their dreams. Yet Kuranes craves not
these delights. Power, wealth, privilege—all
these Kuranes would gladly abandon to return
High-Priest Not to be Described
the land of his youth for but a single day.
Patron 3 Alas, Kuranes can no longer enter the wak-
Archetype: Dreamlands Clergyman; Motiva- ing world, for his once-self is dead, the drug-
tion: Faith; Style: 3 addled hobo having stumbled to his death
Primary Attributes: Body 4, Dexterity 2, over a cliff.
Strength 4, Charisma 3, Intelligence 4, Will- Vital and majestic, Kuranes has cast aside
power 4 the trappings of kingship, spending his days
Secondary Attributes: Size 0, Move 6, Percep- clad in a common dressing gown in his small
tion 8, Initiative 6, Defense 6, Stun 4, Health manor house, gazing over the relentless waves
8, Horror 2 that pound the shore beneath and thinking
Skills: Dreamlands Lore 8, Elder Lore: Crea- fondly of the green hills of Cornwall, forever
tures 7, Elder Lore: Great Old Ones 7 (Nyarla- now beyond his grasp.
thotep 8), Empathy 8, Intimidation 12 (Threats
12), Linguistics 6
Kuranes
Talents: Fearsome 3 (Can frighten foes)
Resources: Artifact 0 (Incense Cones, Type Patron 3
I), Artifact 0 (Powder of Ibn Ghazi), Status 1 Archetype: Aristocrat; Motivation: Justice;
(High-Priest of Leng; +2 Social bonus) Style: 3
Rituals: Call Nyarlathotep (Yellow King avatar), Primary Attributes: Body 4, Dexterity 3,

192
Inhabitants of the Dreamlands
Strength 3, Charisma 4, Intelligence 3, Will- welcome, silently nodding their acquiescence
power 4 of passage, and speaking only when asked a
Secondary Attributes: Size 0, Move 6, Percep- question.
tion 7, Initiative 6, Defense 7, Stun 4, Health Of the Dreamlands, there is little they do
8, Sanity 8 not know, save for the location of Kadath in
Skills: Academics: Law 6, Academics: Phi- the frozen north and where the old gods dance
losophy 6, Art: Writing 5, Bureaucracy 6, Con- and sing merrily.
noisseur 4, Diplomacy 6, Dreamlands Lore 8,
Empathy 6, Linguistics 6, Streetwise 6 Nasht & Kaman-Thah
Talents: Inspire (Grant allies a +2 bonus),
Natural Leader (Can boost Allies Resource as if Patron 2
a Talent), Skill Aptitude (+2 Dreamlands Lore Archetype: Dreamlands Clergyman; Motiva-
rating), Well-Connected (Can boost Contacts tion: Duty; Style: 2
rating as if a Talent) Primary Attributes: Body 2, Dexterity 2,
Resources: Status 5 (King; +8 Social bonus)* Strength 2, Charisma 4, Intelligence 4, Will-
Flaws: Malaise (+1 Style point whenever his power 4
lethargy causes him to lose an opportunity or Secondary Attributes: Size 0, Move 4, Percep-
give up an advantage) tion 8, Initiative 6, Defense 6, Stun 2, Health
Weapons: Punch 0N 8, Sanity N/A
* Kuranes has two bonus Resources from his Skills: Academics: Philosophy 7, Academ-
Status for the Gamemaster to assign. ics: Religion 7 (Great Ones 8), Diplomacy 7,
Dreamlands Lore 11, Empathy 8 (Motives 9),
Linguistics 7
Nasht & Kaman-Thah Talents: Calculated Defense (Use Intelligence
for Active Defense), Robust (+2 Health rating),
High lords of the Cavern of Flame and Skill Aptitude (+2 Dreamlands Lore rating)
guardians of the entrance to the Dreamlands, Resources: Status 1 (Priests; +2 Social bo-
Nasht and Kaman-That have stood vigil since nus)
the formation of the Dreamlands in an age Flaws: Code of Conduct (+1 Style point
long before the recorded history of humanity. whenever they convince others to follow their
That they are priests is known to any code of conduct)
dreamer who stands before them, and yet Weapons: Punch 0N
which deities they honor remains unknown.
Perhaps they honor the Great Ones, whose
interest in the affairs of others have long since Lesser Persons
ended. As guardians of the Dreamlands, their
muttered prayers, spoken only in each other’s
company, are only to Morpheus, the Great One
who once sent dreams into the waking world. Burghers of Ulthar
Clad in archaic robes, sporting beards of
the kind not seen on Earth since the days of
Sumer’s glory, and wearing crowns of a style Old Kranon
was borne by the pharaohs of Egypt, they have
the power to deny dreamers access to the Burgomaster of Ulthar, Old Kranon, albeit
Dreamlands by sending their dreams back to with guidance from Atal, has ruled Ulthar wisely
the waking world. and justly for as long as anyone can remember.
Dreamers they deduce are unworthy of Certainly he was in post when the rule ban-
the Dreamlands, such as those with violence ning the killing of cats was enacted, an event
or cruelty in their hearts, are banished from almost three centuries old by the standards of
the Dreamlands forever. Most dreamers they the Dreamlands.

193
Cthulhu Codicil: The Dreamlands
Patron 1 whenever they convince others to follow their
Archetype: Government Official; Motivation: code of conduct), Skinny (–2 penalty to any
Duty; Style: 1 roll where strength or toughness is a factor;
Primary Attributes: Body 2, Dexterity 2, +1 Style point whenever his weak physique
Strength 2, Charisma 3, Intelligence 3, Will- causes difficulty)
power 3 Weapons: Punch 0N
Secondary Attributes: Size 0, Move 4, Percep-
tion 6, Initiative 5, Defense 4, Stun 2, Health Shang the Blacksmith
5, Sanity 6
Skills: Academics: Law 8, Bureaucracy 5, Di- Ulthar’s burly blacksmith is renowned lo-
plomacy 6, Dreamlands Lore 6, Empathy 5, cally for his prodigious strength as much as his
Performance 5 skill at the forge. A jocular fellow with a boom-
Talents: Skill Aptitude (+2 Academics: Law ing voice, he is a favorite of children, who beg to
rating) be carried on his broad, muscular shoulders.
Resources: Status 3 (Burgomaster; +4 Social Ally 2
bonus) Archetype: Everyman; Motivation: Duty;
Flaws: Elderly (–2 penalty to any roll where Style: 1
strength, speed, or endurance is a factor; +1 Primary Attributes: Body 3, Dexterity 2,
Style point whenever his age slows him down Strength 5, Charisma 2, Intelligence 2, Will-
or she is taken advantage of because of it), power 2
Judgmental (+1 Style point whenever his swift Secondary Attributes: Size 0, Move 7, Percep-
judgments cause trouble) tion 4, Initiative 4, Defense 5, Stun 3, Health
Weapons: Punch 0N 5, Sanity 4
* Old Kranon has a bonus Resource from his Skills: Athletics 7, Brawl 7, Craft: Blacksmith-
Status for the Gamemaster to assign. ing 7, Diplomacy 4, Gambling 4, Streetwise 4
Talents: Strong (+1 Strength rating)
Nith the Notary Resources: Status 1 (Notable citizen; +2 So-
cial bonus)
Dreamers needing binding contracts or Flaws: Obvious (+1 Style point whenever he
deeds drawn up or witnessed are advised to fails to conceal his motives or draws negative
consult with Nith, Ulthar’s notary. Skinny but attention to himself)
of robust health, Nith is a stickler for bureau- Weapons: Punch 7N
cratic rules, for his name is well known and he
has no wish to see his good name besmirched
Thul the Stonecutter
by sloppy work.
Ally 2 A master mason, Thul carved the stones
Archetype: Everyman; Motivation: Honor; that make up the circular Temple of the Elder
Style: 1 Ones and the engravings that adorn its interior,
Primary Attributes: Body 2, Dexterity 3, and more than one noble villa boasts a marble
Strength 2, Charisma 3, Intelligence 3, Will- statue carved by his rough hands.
power 2 Thul was witness to the cats’ vengeance on
Secondary Attributes: Size 0, Move 5, Percep- the evil cotters who terrorized Ulthar’s felines
tion 5, Initiative 6, Defense 5, Stun 2, Health of old, and has never forgotten the sight of
6, Sanity 5 their cleanly picked bones. Although he has
Skills: Academics: Law 6, Bureaucracy 8, Di- never harmed a cat, nor has wish to do so, the
plomacy 5, Empathy 5, Streetwise 6 terror of what cats can do if angered has made
Talents: Robust (+2 Health rating) him fearful of the enigmatic creatures.
Resources: Status 1 (Notable citizen; +2 So- Ally 2
cial bonus) Archetype: Everyman; Motivation: Duty;
Flaws: Code of Conduct (+1 Style point Style: 1

194
Inhabitants of the Dreamlands
Primary Attributes: Body 3, Dexterity 3, city of Celephaïs dreamed into existence by
Strength 3, Charisma 2, Intelligence 2, Will- that most potent of dreamers before he left
power 2 behind the waking world forever, the knights
Secondary Attributes: Size 0, Move 6, Percep- are the most powerful military force in the
tion 4, Initiative 5, Defense 6, Stun 3, Health Dreamlands—not that their master has set his
5, Sanity 4 sights on conquest.
Skills: Art: Sculpture 5 (Marble 6), Athletics Clad in shining armor that does not ham-
4, Craft: Stonemasonry 7, Diplomacy 4, Ride 4 per their movement and cloth-of-gold tabards
(Vehicles 5), Science: Geology 4, Streetwise 4 emblazoned with curious sigils and signs, each
Talents: Skill Aptitude (+2 Craft: Stonema- rides a roan mount.
sonry rating) The knights command the ability to enter
Resources: Status 1 (Notable citizen; +2 So- the waking world, but do so only on the rarest
cial bonus) of occasions and with restrictions they cannot
Flaws: Phobia: Cats (–2 penalty on all rolls bend or break—they may only enter at dusk
until his is able to get away; +1 Style point and return home at dawn. As they ride through
whenever his fear gets the better of him) the waking world, they exist as a blur caught
Weapons: Punch 0N only in the peripheral vision to mortals, save
those who have visited the Dreamlands be-
Zath the Coroner fore.
Any mortal in their strange company sees
Old Kranon’s right hand man in matters of reality give away to the perceptions of the
law, Zath has loyally served Ulthar for decades, knights, with modern streets and buildings giv-
having taken up the post after his father’s ing way to narrow cobbled roads and leaning
death. For a coroner, he has a loose tongue. townhouses of a time several centuries ago,
Ally 2 and castles shattered by cannon and weather
Archetype: Everyman; Motivation: Duty; by time returned to their splendor of old.
Style: 1
Primary Attributes: Body 2, Dexterity 3, Knight of Celephaïs
Strength 2, Charisma 3, Intelligence 3, Will-
power 2 Ally 1
Secondary Attributes: Size 0, Move 5, Percep- Archetype: Soldier; Motivation: Duty; Style:
tion 5, Initiative 6, Defense 5, Stun 2, Health 1
4, Sanity 5 Primary Attributes: Body 2, Dexterity 2,
Skills: Academics: Law 8, Bureaucracy 6, Di- Strength 2, Charisma 2, Intelligence 2, Will-
plomacy 5, Empathy 5, Investigation 6, Street- power 2
wise 5 Secondary Attributes: Size 0, Move 4, Per-
Talents: Skill Aptitude (+2 Academics: Law ception 4, Initiative 4, Defense 4 (7)*, Stun 2,
rating) Health 4, Sanity 4
Resources: Status 1 (Notable citizen; +2 So- Skills: Athletics 4, Brawl 4, Intimidation 4,
cial bonus) Melee 4, Ride 4
Flaws: Gossip (+1 Style point whenever Talents: Parry (Can Parry as reflexive action)
he spreads gossip that inadvertently causes Resources: Rank 1 (Knight of Celephaïs; +2
trouble) Social bonus)
Weapons: Punch 0N Flaws: Loyal (+1 Style point whenever their
unswerving loyalty to their king, city, and com-
rades causes trouble for themselves or their
Knight of Celephaïs companions)
Weapons: Punch 4N, Sword 7L
Protectors of the benevolent King Kuranes * Knights wear armor that grants them +3
(see above) and guardians of the magnificent Passive Defense.

195
Cthulhu Codicil: The Dreamlands
Archetype: Dreamlands Animal; Motivation:
Animals Survival; Style: 0
Primary Attributes: Body 1, Dexterity 4,
Strength 1, Charisma 2, Intelligence 2, Will-
power 2
Cat of Ulthar Secondary Attributes: Size –2, Move 5 (10)*,
Perception 4, Initiative 6, Defense 7, Stun 1,
Despite appearances, the cats of Ulthar are Health 1, Sanity 4
not ordinary felines. For a start, they are intelli- Skills: Acrobatics 5, Brawl 3, Dreamlands Lore
gent creatures. They understand the common 4, Stealth 7**, Streetwise 4, Survival 4
tongue of the Dreamlands, but speak only in Talents: Flurry (Can make two attacks at –2)
their own language (which must be learned Resources: —
through Dreamlands Lore). Some wear collars, Flaws: Semi-Bestial (Cannot use tools)
but these are not signs of ownership. Rather, Weapons: Bite 3L, Claws 3L
they are indicators of rank, for the cats of
Ulthar have a hierarchy of their own. Lorekeeper
Like their lesser kin, they know many se-
crets. They know secret paths that lead to the These elderly cats are entrusted with mem-
moon, where they leap around the hills and orizing the history and customs of their kind
converse with ancient shadows and their kin and imparting their wisdom to generations
who inhabit the Dreamlands of other worlds. of young kittens. They use the same statistics
They know ways to enter the waking world, as above except for their Skills, which are as
where they converse with their earthly kin and follows.
yowl in memory of the time when cats were Skills: Brawl 3, Diplomacy 4, Dreamlands
worshipped as gods and howl of the time Lore 6 (History 7), Stealth 7**, Streetwise 5
when their cousins were persecuted by fanati- (Rumors 6)
cal witch hunters.
Dreamers who befriend the cats of Ulthar Cat Officer
have access to their gossip network, for cats
hear much though are loathe to speak to out- Patron 1
siders. Ask for information, and the cats will Archetype: Dreamlands Aristocrat; Motiva-
rapidly spread the word among the kin, with tion: Duty; Style: 1
messages racing across the Dreamlands from Primary Attributes: Body 1, Dexterity 5,
cat to cat. Given time, their messages will filter Strength 1, Charisma 3, Intelligence 2, Will-
through to the waking world. power 3
Individually, a cat of Ulthar is little threat Secondary Attributes: Size –2, Move 6 (12)*,
to a dreamer—its bites and clawing no more Perception 5, Initiative 7, Defense 8, Stun 1,
deadly than the standard house cats that curl Health 2, Sanity 6
in front of countless fires, their eyes reflecting Skills: Acrobatics 6, Athletics 4, Brawl 6, Di-
the flickering flames as they ponder things far plomacy 5, Dreamlands Lore 4, Intimidation 5,
beyond the ken of humans and their limited Stealth 8**, Streetwise 4, Survival 4
insight into the universe. Gathered as a host, Talents: Finesse Attack (Uses Dexterity with
however, they are a formidable force, as the Brawl), Flurry (Can make two attacks at –2)
cruel cotters of the deserted cottage in Ulthar Resources: Status 1 (Chief; +2 Social bonus)
who dared to kill a kitten learned to their Flaws: Semi-Bestial (Cannot use tools)
cost. Weapons: Bite 3L, Claws 3L
* Creatures with four or more legs double
their Move rating when running.
Cat of Ulthar
** Cats of Ulthar have a +2 Size bonus to
Follower 1 Stealth rolls.

196
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CTHULHU HAS RISEN & TERRIFYING


SECRETS SHALL BE REVEALED!

Are you ready to step beyond


reality and explore the profane lore
eldritch Great Old Ones and the
wonders of the Dreamlands?

The Cthulhu Codicil adds a wealth


of new material to Leagus of
Cthulhu, the award-winning game
of the Lovecraft Mythos set in the
late Victorian Age.
But be warned, for once seen, the
elder lore inside this book can
never be unlearned.

Step across the tenuous border of reality and inside you’ll find:
New bloodline Talents and a trio of Leagues
A plethora of rituals, tomes, locations, and dread horrors
Expanded dvice for playing in the Lovecraft Mythos.
A detailed exploration of the mystical Dreamlands, including rules
for dreamers and altering the landscape of the Dreamlands, rituals
and tomes unique to that fabled land, a complete gazetteer, and a
bestiary of its notable human and inhuman denizens.

Cthulhu Codicil is a supplement for the award-winning Leagues of


Cthulhu and is part of the Ubiquity-powered Leagues of Adventure line.

www.tripleacegames.com

© 2019 Triple Ace Games Ltd. Leagues of Cthulhu and all related marks and logos are trademarks of Triple Ace Games Ltd.
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