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Original & Obscure Deities/Monsters Contribution Thread

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Just opening up a new thread for a topic I, Victimizer, The_Silent_One and Kuroi Bozhu were discussing, hoping to catch some more entries/interest. This is a thread for people to post their own most convincing original Mythos/Lovecraftian entities, or to share information writeups on obscure ones from other stories/supplements/other sources which don't appear in the main rulebooks. (If posting this latter, please make sure to give credit to the original author & book or supplement).


Now, to recap:


Victimizer contributed the following from German supplements and stories:


Victimizer said:


He's one of the mindless gods that twists and dances in the court of Azathoth. His amorphous form slightly resembles a spinning hurricane like thing with strings of violet and golden colors across it's form; it constantly emits sickening smacking and screeching noises and every now and then the contours of painstricken faces appear on Suc'Naath's body.


Suc'Naath's essence is currently split into three parts; one of these is in the comet Aiin, the other in some sort of statue while the third has been genetically passed on for aeons through the prehuman (and now human, mostly middle eastern) races of earth (This part is referred to as the black seed of Suc'Naath). The carriers of this gene are said to have done great magics and/or to have been quite insane, and it is thus possible that such people as the old man of the mountain, jesus christ and Abdul Alhazrad have been carriers of the black seed.


Should the three parts ever be combined, Suc'Naath will be freed. Each of the parts on it's own is only capable of acting as a conduit for the powers of Suc'Naath allowing it to envelope victims and attack their nervous system, causing them to enter a sort of contnous macabre death spasm, curiously remniscent of a dance, until death sets in (and sometimes longer than that).


Suc'Naath is served by a small middle eastern cult known as "the Golden Hands of Suc'Naath", a small band of intellectuals and trained Assassins that wish to free Suc'Naath. They may have connections to the old Hashashin cult as well.


Suc'Naath springs from the story "Die goldenen Hände Suc'Naaths" from Cthuloide Welten #2 written by Peter Schott.


Victimizer said:

The Singer from Dhol

(lesser outer god)

from Florian Hardt's "Der Sänger von Dhol" printed in Cthuloide Welten#3


This obscure god may be one of the flautists of the court of Azathoth; it's appearance is a hazy outline of a perhaps cat-sized figure which uses a sort of tentacle or elephantine trunk as a means of sight (this sprouts somewhere from it's head).


It is known that an artefact, the flute of Dhol, exists which can summon the Singer. This artefact is a trunk-like device made of a porcellan-like substance which is played on by "donning" it much like a gas mask. Upon playing it (which one does with every breath one takes) the flute (actually a part of the Singer itself) melds with the flesh of the player and summons the Singer from Dhol, whom appears and begins it's horrifying screeching and wailing...erm...playing it's own unique tune, causing all listeners to go completely insane; but to them the music appears to be a wonderful melody and they will set upon their surrounding peers with the goal of feeding upon their tasty innards.


Other, less affected beings may try to block out the sound with any means that they have available to them, be it exit doors from the current building or a convenient pencil.

Unborn children may also be permanently affected with varying results; should the horrid (or not quite so horrid) beings survive birth, they shall hear the call of the Singer eternally and try to reach the dimension of the Singer for the rest of their lives.

After being satisfied with his performance, the Singer of Dhol leaves the dimension to which he was called.


Kults to this being are unheard of, yet some cannibalistic rites may include or have included the summoning of this being.


Victimizer said:


(Great Old One)

from Christoph Steines's "Jahrhundertsommer" printed in "Berlin - im Herzen der grossen Stadt" Cthulhu Supllement.


This extradimensional entity appears as a gigantic, legless burd swathed in flames which moves via all sorts of strange winding and spasmic motions. Instead of a head, it's long neck is topped by formless black lump, half of which situates a big glowing eye, the other being covered in innumerable tentacles.


Swarog lives in the Dimension of Ra'dalma, a paralell cosmos to the one in which we reside. The other Earth's northern Hemisphere is the abode and unchallenged "kingdom" of Swarog and is the reason for it's inability to be summoned in our southern hemisphere. Even then this is an enormous feat and would require an immensely powerful ritual or spell.


On earth Swarog is named after the slavic firegod of old ("Swarog"), though these two do not seem to be related in any other way than name.

It's earthly worship stems from the Tartar- and Turkish nomad tribes, but it is unknown whether that region still houses any Cultists of his.


Ra'dalma's earth consists of one huge landmass covered only in endless sand dunes and flatter regions of sand. Some stone buildings akin to temples occasionally cover the landscape of Ra'dalma such as the city of Zvatamia which houses Swarog's people, the legendary Sandwalkers (or possibly "Sand-goers").


Swarog and the sandwalkers cannot stand cold temperatures, though while eventually fatal for the latter, Swarog is merely bothered and is only dispelled by it after several months.


Victimizer said:


(Great Old One)

from Michael Marrak's "Imagon"


Sedmelluq dwells (or dwellt) in the Antarctic region, it's form is that of a collosal glowing worm with a starfish shaped head. It also has several tentacles (though where they sprout I know not).



It appears to be one of the great old ones' associated with Inuit worship, called Ishmagon's. It was or still is worshipped by the Mi-go who have helped it to capture humans from different timelines and to manipulate their offspring genetically into servants of Sedmelluq, which are then sent back to their respective times. These Mi-go and Sedmelluq may have lived in a city of the elder things.


Sedmelluq's aims are unknown, but it is capable of the usual Great Old One dream-influencing. He may also be an enemy of Cthulhu.


Hm...that last one doesn't convey the coolness of that particular Great Old One. The Novel that featured him was really good, and I recommend it to any who are capable of reading german, or, if it should ever be translated, pick it up in your language of choice.


The_Silent_One contributed his own Unique Entity:


The_Silent_One said:


Unique Entity



CON 350

SIZ 20-100

INT 21

POW 80

DEX 25

Move 60 HP 350


Weapons: Hallucination, damage 1D10/2D10 SAN, Induce Panic, damage 3D6/3D10 SAN (+1D3 CON if an impale), Confusion 100%, damage 1D4 SAN, Entrance Sentient Being, Possess Sentient Being

Spells: All pertaining to dreams, thought, altered perception, and suggestion, plus Power of Nyambe, Dread Curse of Azathoth, Fist of Yog-Sothoth, Journey to the Other Side, Call/Dismiss Daoloth, C/D Magnum Innominandum, C/D Yog-Sothoth, and Augur. However, barely ever teaches or uses them.

Armor: Incorporeal; Uneffected by non-magical weaponry.

Sanity Loss: 1D3/1D6+1 to see Laghoora in the Dreamlands, 1D6/1D20 in our world; 1D8/2D8 to see Laghoora possess an individual.

Other Information: Laghoora is a curious being in both senses of the word. This shimmering, misty, strangely beautiful creature, although shocking, does not at first seem dangerous. In fact, due to its lack of communication and odd nature, like the Colour out of Space, one would doubt if it was even sapient. How we know it is in fact a highly intelligent lifeform is because of its nasty habit of possessing people.

Whether Laghoora possesses or entrances a human or other creature is determined by rolling a fraction of its POW equal the victim's INT against the victim's POW. If the victim's roll is failed, Laghoora may possess the individual, who will remember nothing from that period. If the god's roll fails, it loses 1D6 POW.

Laghoora may also expend 1D8 magic points to attack the victim with dreadful hallucinations, or 1D20 to afflict them with a massive, uncontrollable panic attack. To do so, Laghoora must match its INT against the investigator's, then go through the POW procedure as with Entrance or Possess. If the entity suceeds, the rather unpleasant curse takes effect, as described above. If it fails, it loses POW equal to the magic points it would have spent. This sort of attack is rare, unless one angers Laghoora. How one may do so is the Keeper's decision.

This being also has the ability to deduct small amounts of Sanity from unwary investigators, making them confused or irrational.

Laghoora is not adversly effected by the Elder Sign. However, it can be injured by magical weapons. Upon reaching zero POW, Laghoora becomes docile and may, as a truce, give up a spell or two. Then again, Laghoora may, in time of need, transform some of its CON points into POW. However, if its CON or HP reach zero, the entity will retreat.

This one-of-a-kind being is neither unintentionally inimical nor consciously beneficial to humanity. It is simply curious. It may, as an investigator may discover, be appeased by an offering of a magical object, a piece of alien technology, or a seemingly useless artifact.

Laghoora may be encoutered:

1. A desolate city filled with books in a strange, seemingly unreadable language (1D3/1D6 SAN to decipher some of them) in the Northeastern part of the Dreamlands.


2. A cave on a rocky island in the North Atlantic. You know you're close when you start finding body-length silver mirrors and incomprehensible fragments of parchment lying around.


3. A set of huge oak doors in the back of a Sussex manor house. From the gibbous to the waning moon in October from 12:00-4:00 AM. If one unlocks them, one finds oneself in the aforementioned city. Lock the door behind you, but make sure you lock the door behind you and return by false dawn. If you miss it, the door becomes just another door in the city, except on full moons (it's always midnight in the city), at which one may possibly return (chance is 35% on a D100 roll). However, due to altered time in this place (not unlike Celephais), one may arrive a month, three month, six months, or a year later (roll 1D4 to determine this), although the person trapped there will experience little passage of time, at most a week, at least a night. If the person misses their chance again, night by night their sanity will whittle away to zero.


And I myself contributed the following, ridiculously long entry on my own GOO:


MisterEntropy said:

Khaeropsis--"The Scavenger", "That Which Waits"

Great Old One


Khaeropsis exists in a sort of 'dream reality', but one inaccessible by any known means from the Dreamlands proper; it is more akin to the nightmare realm of the Hogge (Sa'aitii)--a pocket reality created from the god's will alone in order to feed. Any psychically sensitive person may be drawn into this realm while asleep.


The Half-drowned City

The dreamer will find themselves, quite possibly in a 'body' which is not their own, in a labyrinthine, flooded--but not completely submerged--city, pursued by fast-moving things just beneath the surface which they will typically only catch glimpses of at first. The city is a mishmash of architechtural styles/eras, and materials, but all of it is covered in lichen, mold and algae, and most of it at least slightly deeper in murky water than will allow them to stand on the bottom. The dreamer might (on a successful idea roll or somesuch) at some point make out a recognizable building as one they remember being destroyed in the waking world, whether a notable structure destroyed in war or demolished, or simply a building from their neighboorhood lost in a fire. Some are old beyond recorded history, while others date from the modern era with the . The dreamer may be allowed to wander for a time, but will likely eventually find themselves pursued more and more as time wears on, systematically, as if they were being...herded.


Servitors--the Jhih-Pa'ar T'chuul

These are the swift and hidden things which give chase to the dreamer, usually visible only as a flash of pale chitin and jagged legs in furious motion. They are the 'spawn' of Khaeropsis, and if seen for more than an eyeblink, will resemble some horrible admixture of an amphipod swollen to monstrous proportions, a mantis shrimp, and a prehistoric anamalocaris or eurypterid(sea-scorpion), and are a foot or two longer than a typical human being. They have countless rows of short, paddle-like limbs with which the swim, and two sets of limbs for catching prey--one set of pincers like a lobster or scorpion, and one set of lightning-fast, serrated mantis-like claws on the underside. They also have a stinger coiled beneath their flattened body and prodigious mandibles flanking the head. Their bodies are heavily armored with overlapping plates of chitin and a pale, nearly transparent white, like some cave-dwelling crawfish, and they have no readily apparent eyes. They are also fast, voracious, and deadly poisonous, but will typically attempt to drive their victims inexorably towards the center of the city without outright killing them. Memories of the Jhih-Pa'ar T'chuul from the time when they inhabited our own oceans have ben passed down as legends of the Babylonian scorpion-men created to guard their mother Tiamat, and Scorpio slaying Orion the Hunter. On point of this latter there is an apocryphal biblical text--under lock and key in the Vatican--dating from the earliest days of Christianity, which seems to overlay this myth with the crucifixion, and attributes the death of Christ not to his wounds, but to the bite of a 'strange and terrible scorpion', which crawled from beneath the field of bones and thereafter vanished. Naturally the validity of this account is rejected on its face by the Church; however Mythos scholars which have heard of it (nearly no one including a fair number of Popes has ever laid eyes on it) wonder if it is not sign of a point of contention between Khaeropsis and Yog-Sothoth.


The Face of the Beast

Once the prowling servitors corner the dreamer into the underhalls of the large (but rather nondescript) concrete complex at the center of the mazelike city, they will be coming into the domain of Khaeropsis itself. The series of concrete tunnels wind above and below the water, and the spawn will be particularly aggressive in chasing the victim further in, but will retreat once the water is blocked by a wall. This leads the unlucky dreamer into the heart of the nightmare; a large, dark chamber, seemingly a warehouse, scattered with rusting machinery and a small strip of 'shore' made up of a pale white porous sand which might be bone dust amassed in the far corner, with a pale orange luminescence hanging over the room from a series of very strange 'lamps'... The dreamer may see what they believe is another person in here, but upon inspection reveal themselves to be merely bodies floating in the water...and cleanly chewed off below the waist or so. The entire room seems to throb and resonate like a drum, and strange wafts of sound--dissonant bursts of static white noise, noise, disembodied voices, or even strange and haunting music, seem to come out of nowhere. There are cracks in the walls which seem to vibrate and kick out dust with each resonating 'drumbeat'. While inside this chamber, the dreamer will be subjected to a series of psychic attacks; flashes of actions, impulses the Great Old One is attempting to impress on their mind. These come in a white-red flash of mental pain, and come down to a POW vs POW contest between Khaeropsis and the dreamer, which the latter must win to resist giving into these psychic urges, their will overridden. The impulses are always harmful; generally attempting to lure the dreamer into committing involuntary suicide via some peice of industrial machinery that still works, or taking some sanity-draining action.

Should the dreamer do the sensible thing and swim for the 'shore', they will continue to be mentally battered by steadily more terrifying psychic emanations, hallucintions and compulsions; a sense of crippling fear, of being watched like a trapped animal, and of brooding, ever-present potential danger hangs over the place. Set into the 'shore' is a large metal structure inset with a sort of porthole, a rusty iris large enough to admit a human being, which can be wrenched open by hand with some effort, which Khaeropsis may attempt to prompt them to do. Whatever is within, or through this porthole, it is utterly hope-shattering--what exactly is in there is left up to the individual keeper. Suffice it to say that none has ever opened it and not gone totally and irrevocably insane, generally becoming completely catatonic. There is also a tremendous wooden door with strange glyphs painted on it in something very like blood, half-buried by the pale white sand, which cannot be opened by any readily available means, and in front of it a small decaying walkway or pier of rusted metal and rotted wood jutting out midway into the dark water.


Khaeropsis is a psychically powerful Great Old One which 'feeds' on POW and Sanity as much as flesh and blood. It is completely sessile, buried in the floor of the complex; the 'drumbeat' audible in this building is its' heartbeat, and the strange hallucinatory sounds are the effluvia of its' thoughts interacting with the dreamer's mind. Its' body is completely hidden and assimilated with the building itself; the only portion of it which is visible at all is its face--which, if a dreamer is so unlucky as to gaze under the water in this room, is dimly visible as a great house-sized, chitinous, vaguely crustacean monstrosity, with two rows of glassy black eyes like pools of dark water and countless twitching mandibles and mouthparts, working with an obscene hunger. Seeing the face of Khaeropsis, especially as one must be in the water with it to do so, costs a good deal of SAN, which the god devours. Khaeropsis is all but unmentioned in any of the major works concerning the Great Old Ones, but obscure and mostly unpublished accounts of it in dream-journals may be found, some of which may hold useful information. The oldest of these works, titled Aquae Tenebrosum and preserved from the Roman era, is the most complete, with a full and detailed account of repeated forays to the realm by , and hints at Khaeropsis' origin as a son of Nug(often interpreted as the source of the legend of Tiamat); while one small sect interprets Khaeropsis as an avatar of Cthulhu, however this is mostly based on dodgy astrlogy and numerology. Khaeropsis rarely deigns to attack except mentally, though its' mandibles might make short work of anyone foolish enough to venture within their reach, and it's face--except for the eyes--is very heavily armored with thorny plates of chitin. Between its isolation from the material world, lack of documentation, and the fact that it is an extremely primordial, sadistic and inactive entity, more interested in drawing the tortured essence from anthing that enters its realm than attempting to communicate or garner worship, Khaeropsis has no human following to speak of and very little among other species, though survivors of his nightmare realm damaged just enough by their experiences without slipping into catatonia may become particularly obsessed cultists.



Should the dreamer be lucky enough to awaken before being outright mentally destroyed, Sanity and POW loss incurred in the dream-city are permanent; worse, any substantial loss makes it far more likely that the dream will be a recurrent one, and the character may quickly develop into a compulsive insomniac. 'Physical' damage will not carry over into the 'real' world, but strange psychosomatic effects may; a scar where there was none before, a horrible tingling sensation or even paralysis in a limb or digit lost in the dream. If the character's dream-self is killed in the dream, their body in the waking world lapses into a vegetative state, effectively braindead, their mind consumed by the god. Those who survive the dream may remember their experience in crystal clarity, only recall fragments and impressions, or even completely supress it except for the lingering sense of dread and unease, at the keeper's discretion.


Naturally, the Keeper should feel free to add details as they see fit and allow clever players some leverage in this admittedly sadistic scenario--carrying out plans to outwit the pursuers, finding a wat to climb out of the water, or using the 'sacrificial machinery' lying around Khaeropsis' lair against it are some examples, though none should not be an easy task. Drawing multiple characters into the dream simultaneously is another possibility, as is allowing them to utilize 'found weaponry' of some kind. The dreams are lucid but seem to strictly follow most of the familiar laws of physics, so dreamers attempting to will themselves to fly or somesuch will have little luck, but any spells characters have memorized should work as normal. Characters who thwart the manipulations of the god and survive with most of their sanity intact should be free of the nightmare realm for good; there is always other, easier prey.


So that's what we have so far. Anyone else feel like adding something?

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Here's a Deity and his servitors that I created to flesh out and connect a few campaigns.




Shul-Kintor is a great old one who fell along with Cthulhu in his kin. He appears to be a great insect, although his head lacks eyes and his abdomen lacks appendages. He hangs from the top of his great cave by four segmented tendrils; the thick black carapace that covers the rest of his body becomes claw like at their tips. Like them, he is entombed, but unlike the others, he is able to have direct contact with the cultists that have chosen to follow him.


Through dreams he sends selected humans the location of his whereabouts: an ancient cave hidden deep below the Earth. Located somewhere in Egypt, the entrance to this cave has always been a point of power. Currently it is a mosque, but it has formally been a Christian outpost during the crusades, a Greek temple build by Alexander, an Egyptian temple dedicated to the Black Pharaoh, and even before that, a deep pit into which sacrifices were thrown.


His purpose is unclear, although in his un-death he is still able to receive sacrifices. People, both willing and unwilling, are brought to his great chamber. There his servants are set upon them dragging them up the wall and down Shul-Kintor body, until they reach his mouth and they are hand fed to him


Servators of Shul-Kintor.


The servants of Shul-Kintor appear to be much like their master, although they are obviously free to wander, while he is not. Structurally, they mimic him exactly, save for the inclusion of cat-like eyes covered by a thin, clear layer of exoskeleton.


Found in both the waking world and the dream lands, they have the unique ability to take the shape of humans, contorting their limbs to form four appendages and casting an illusionary spell. They use this ability to find sacrifices, and often cultists will employ them to apprehend bothersome investigators who’ve learned too much.

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The Tsalal

Enigmatic Being, possible avatar of Azathoth or the Magnum Tenebrosum

From Thomas Ligotti's "The Tsalal", in Noctuary


The word Tsalal is Hebrew for the concept of darkness. It was used by Poe to describe an island and its inhabitants, a strange, dark race. The Tsalal, in Ligotti's tale, is the darkness that predates all other gods and trancends all things, the all-enveloping blackness beyond time and space. This force has, in the tale, a "bone-seed", a god-spawn, an Antichrist of sorts, that is to summon it unto this world. That is Andrew Maness (see next post).

If used in a game, this entity is a very mysterious arm of the god Azathoth.

There is, in the story, a book about it. If one reads this rare tome in CoC, implement a 1D4/1D8 SAN check and +5 C.M. skill.

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Andrew Maness

Half-Human Seed of Azathoth


Son of a minister who was in truth part of the Elite of the Tsalal, Andrew did not learn of his true identiy until he was in his late childhood. His existence was modified via a strange ritual at his birth, killing his mother. This ritual fulfilled the prophecy that the Tsalal would be let into our plane by a super-human individual

Appearance: Maness appears to be in his late thirties, although he is at least eighty. He has hair that, in full sunlight, shines with many hues, from crimson red and straw yellow to mossy green and fiery orange. He is charming, very clever, and more than fairly handsome.


STR 14

CON See special rules below

SIZ 12

INT 17

APP 15

POW 30

DEX 13

Move 13 HP See rules below SAN 10

Weapons: None known, but probably several.

Spells: None known, excepting a very special form of Call Azathoth. He may, however, learn them. In fact, he may know one or two, but that is at the keeper's discretion.

Armor: The most bizarre thing about Andrew Maness is the fact that it sis extremely hard to actually kill him. He basically has a constitution and HP of 13, and one may assume he is dead after a thorough beating. However, if the living, and due to his Azathothian nature, undying flesh is not buried and kept far from the bone, he will fully recover in 1D10 hours, probably rather annoyed (unless it is while he is sleeping).

Sanity Loss: No sanity point lost to see Andrew Maness; To see him summon the Tsalal and transform into a true half-human horror, a good 3D6/3D10 will do.

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Hey, cool, a new one already. Nice job on it too, kinda thing-hanging-in-the-void meets Giger. :D


(Edit: And the Tsalal stuff too...Sweet.)


Here's a few from some short stories I've read--if not Mythos proper, then at least definitely Lovecraftian in tone and implication--MAJOR SPOILER ALERT, btw, but I haven't seen the books available for a few years now:








Grayer's Fossils

Lesser Independent Race

(from the story, "Breeding Ground", by Francis J. Matozzo)

Small but fearsome parasites, these creatures are like not quite like anything else in either the fossil record or contemporary biology. A chaotic brew of evolutionary stages, adult specimens are roughly four inches in total diameter, with a shiny, flattened, insectile main body, oval-shaped rather like a cockroach. Surrounding this thorax, dangling and spreading from the underside of the body, are crowds of tiny, dark grey spiralling filaments or tentacles, armed with tiny hooks and pincers with which it entwines and latches itself onto the brain tissue of its host. Finally, projecting upwards from the front of the thorax is a long, narrow, scaly reptillian dual head, like an eyeless miniature alligator's, lined with numerous needle-sharp teeth. Unsurprisingly, these creatures have no accepted taxonomy as of yet. Apparently parthenogenic, the adult parasite will lay a mound of small, glistening eggs in a gaping cavity dug in the cerebellum, and--fiercely protective of its' brood--flatten its body over the clutch, adhering its gelatinous tendrils to the living brain tissue like a second layer of skin. Unsurprisingly, this causes a great deal of swelling and pressure, and a victim of infestation will be in formidable, if not excruciating pain, perhaps almost constantly.

Infestation appears to take place with a mature specimen depositing a single larva into the intended host by way of an abdominal ovipositor; the larva then burrows its way up to the brain cavity. Surgical removal of an adult specimen typically results in death, so tenaciously are they attached to the brain tissue.

The only known pockets of still-living examples of the species are largely sealed beneath the earth, within a series of highly unstable, long-disused anthracite mines in Shelton, Pennsylvania; the area is honeycombed with steaming fissures and pockets of sulfrous gas, and also contains deposits of the same species' fossilized remains from the early Quaternary--possibly a number of them were stranded ashore as the seas retreated, with only a few making it into survivable environment.The creatures are named for the discoverer of these fossils. They do not appear to have any real intelligence, only fierce survival instincts.

*Note: This story also has some great bits about a faceless man in black emerging from the prrotagonist's dreams, becoming more and more real 'until he blots out the stars' (sounds like Nyarly to me!) who's face is a like a mirror ala Tezcatlipoca and sort of serves as a metaphor for the beastliness of human nature--It's an interesting psychological/character study as well as a gruesome brain-parasite yarn.


The Ocean's Machines

Greater Independent Race?*

(from the story "The Ocean and All Its' Devices", by William Browning Spencer)

Very little is known about these mysterious beings; are they organisms, machines, both, neither? Are they one or many? They are referred to in the plural, but are they individuals or some kind of colonial mind?

Primarily encountered, or at least reported, on the Atlantic coasts, these enigmatic entities appear to have a sophisticated written language of spidery runes or glyphs, incomprehensible to anyone who has so far had the opportunity to study them and resembling no human characters. They apparently occasionallty make deals or contracts with humans that know the correct way of contacting and communicating with them; but these agreements may come at a very steep price to the petitioners, --perhaps in exchange for some unthinkable service--and must be renewed yearly.

For instance, it is known that they are capable of returning the drowned to life, though the person 'resurrected' in such a manner will never be wholly in this world; moving in an odd, fluid economy of motion, perhaps speaking in a bizarre tongue which is not any human language--the spoken equivalent of the strage glyphs--and they will likely be extremely pale, seem to draw water to themselves as if by some uncanny magnetism, and occasionally have attacks of vomiting up stinking brine and seaweed. It seems ha;f of their being is always in some other, detatched reality, where the machines come from. Paticipants in such contracts may be 'marked' with vivid and detailed series of tattoos of the strange alien glyphs, highly realistic but expressive detailed illustrations of sealife, and other appropriate motifs, as if the contract were written and signed on their very skin.

The prescence of the Ocean's Machines may be heralded by an unseasonably high incidence of storms and bitterly cold weather, strange things washing ashore such as the diced-up bodies of fish and clumps of seaweed that liquifies into a stinking black effluvia, and a generalized, palpable sense of ominous foreboding, the sea and sky seming to unite in a single, stark black wall. The beings themselves are massive, any part of them rising from the water towering over and dwarfing human beings. They seemingly have the innate ability to 'edit' themselves from the sight of lesser beings--it may take a Spot Hidden or resisted INT roll to see them at all if they do emerge--and even when seen plain, any witnesses will find it difficult to describe, and possibly even recall, precisely what they have seen in any detail. Perhaps the mind shrinks from the memory, refusing admittance of the image of something so ancient and hideous, substituting some other image for what was actually seen, repressing the precise memory of something their reason cannot acgnowledge. Thus, an observer may describe them in vague, allegorical terms, recalling the impression of 'flesh growing over a ruined framework of rusty metal', 'maggots winking from the glassy eye of some dead animal', "smooth glittering surfaces that fester and writhe", "or a vast network of moving, uncanny machinery, a living city". The beings radiate an uncanny sense of unfathomable ancientness, and appear to 'communicate' with loud, rasping bellows that seem to shake the very earth, a sound like the metal hull of a ship tearing on a crag of rock or reality splitting open that rattles the nerves. Needless to say, SAN loss should be heavy for anyone unlucky enough to witness these horrible shapes.

Due to their immense size and strange, half-living composition, it should probably be nearly impossible to damage the creatures in any menaingful way, short of extremely powerful explosives. They do not often attack due to this near-invulnerablity, but if they feel whatever inhuman objectives they have are threatened, they are more than capable of retaliating; striking out with some manner of bladed appendage or device easily capable of slicing a man in half which moves in a blur too fast for the eye to catch. They also may be capable of manipulating the movement of water via some sort of psychokinesis, and most likely know any number of other powerful Mythos spells.

*Note:Whether these things are an extremely powerful, possibly extradimensional 'race' of half-mechanical creatures, some sort of bizarre homunculi constructed by the Great Old Ones in antedeluvian times, or a single. powerful unique entity or god is left open by the story itself , so feel free to classify as you see fit.


And finally, one from another of my weird dreams--brief, not nearly as fully-developed, but still kind of interesting I think:


Turpa (Variably known as Rudra)

Lesser Independent 'Race'

Thought by cryptozoologists and UFO conspiracy buffs to be one of a few extraterrestrial species to have regular activities on Earth, and by parapsychologists to be some sort of especially strange poltergeist phenomena, the Turpa are actually a form of 'Tulpa', thought-form beings created by force of collective will or belief alone, which have become independent. Known to the folklore of local Amerindian tribes for years, the name 'Turpa' actually stems from the fact that the languages of major tribes in the region have no distinct L-sound, their own name for the creatures is 'Rudra', and they consider them particualry bad omens and a malevolent expression of imbalance in the natural order.

Turpa, or Rudra, have a small (roughly rat-sized) and awkward, seemingly nearly helpless physical form which resembles a squirming, featherless, mewling embyonic bird, with perhaps a touch of the features of a beetle larva in the hindquarters and several pairs of underdeveloped limbs, like naked wing nubs tipped in small claws. Their only real threat comes from the extremely invidious psychic and paraphysical fallout they cause--for one thing, their prescence seems to emit high concentrations of Radon isotopes, which kills plantlife and small animals in the area and may cause severe radiation burns and birth defects in larger ones, and which some reports suggest they may be able to concentrate and direct against percieved threats. They are also known to emit an uncannily terrible and eerie squalling cry, which can throw any who hear it into a state of irrational fear and unrest beyond reason, possibly causing extreme anxiety and depression, even suicide, in the long term. Animals such as livestock have been observed to starve themselves to death in close proximity or after repeated exposure to the creatures.

Turpa are apparently limited to certain isolated areas of the U.S. Midwest and apparently prefer wooded areas and those with nearby bodies of water, including around Crater Lake in Oregon, the Pine Barrens of New Jersey, and Quake Lake in Montana. As noted, their physical frames are weak and frail, but they will most certainly let loose with one of those sanity-shaking calls when threatened, possibly summoning others of their ilk to their aid; and if killed, their body dissolves and vaporizes within minutes--and releases a nasty dose of radiation.

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These guys aren't very original, they really come from an Arthur C Clarke novel, I can't remember which...


The Last Humans (also called Omegans):


These beings exist millions of years into the future, and represent perhaps the last evolutionary stage of mankind. Resembling normal men with abnormally huge eyes they float in zero gravity at the heart of a massive spherical chamber, attended continuously by horrible floating egg-shaped robots with artificial, female-looking human arms.


Their age is protected from time travel by the psychic and temporal equivalent of firewalls; even the Yithians cannot penetrate it, and are unaware of the Omegans' existence. Those who have tried have not returned.


These creature are linked to vast psychic engines which allow them to project their minds across time and space, much as do the Great Race, but where the Great Race do this to study new ages, the Last Humans do it for fun, possessing humans across history and experiencing all that they do. Often for older Omegans the only experiences they enjoy are the most base acts of sex and violence, or the thrill of power of the most heinous dictators, or the worst extremes of pain - indeed Omegans often possess the dying, since being immortal themselves they have no idea of what death is like. Often to gain the experiences they desire they will take control of their hosts, driving them to fulfill desires they can no longer achieve.

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I thought you were talking Matheson's "I am Legend" until I actually read through the text...


For anyone interested, it appears Shoggoth.net is writing up 'a monster a day' leading up to Halloween, all the entries marked "Octobernomicon"



Most aren't overtly Cthulhoid, mostly ghosts and cryptoid/urban legends, but a couple of little-used critters oout of Lovecraft are in there, like the Custodes from Reanimator and the Unnameable.

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I thought you were talking Matheson's "I am Legend" until I actually read through the text...


Yes, The Omega Man certainly crossed my mind as I wrote that - however Arthur Clarke refers to the entity in his story as 'Omega', so I named the race after him.

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Frank Dominio, alias Domino

Superhuman Wraith

From My Work Is Not Yet Done


Frank Dominio was once a normal, obsessive-compulsive human in an anonymous, dead end supervisor job, his only solace being his friends, Lillian and Frank (yes, another Frank), photographing desolate buildings, and his very special plan for his company. However, after years of pent-up hatred of his co-workers (especially their leader, Richard, who always calls him "Domino"), he finally snapped and, with very carefully, methodically, decided to kill them. However, after all his planning, he realised he had no paper left to type his final statement.

Upon buying the paper and crossing the street, without knowing it he was hit by a bus.

As a result he was reduced to a wraith consisting of pure focused will power, his buckskinner hunting knife also made semi-incorporeal. However, in his ghastly half-dead state, Frank has gained incredible powers over physical matter. In this state he kills off each of his co-workers, each more impossibly and grotesquely, from distilling the contemptable Sherry into a terrible image in an unreflecting mirror, to the bizzare transformation of the piggish Barry. Dominio is a formidable opponent, but is more preoccupied with the destruction of the Seven, as they are known, than any investigator.

This character is well suited as part of a background stocenario, indirectly connected by some means.

Appearance: Average looks, dark hair, amber-tinted glasses, a black trenchcoat, and matching turtleneck, jeans, and boots. When flying, however, he is quite similar to a huge, black, spectral bird composed of smoke and soot.



CON See below


INT 19

APP 12

POW 140

DEX 45

Move 20/Fly 45-95 HP See below SAN 12 and decreasing

Damage Bonus: +1D4

Weapons: Alter Reality 100%, Alter Matter 100%, damage varies, Buckskinner Hunting Knife 100%, damage 1D4+1D3+db

Spells: None.

Armor and Special Rules: Being a Wraith of sorts, Dominio cannot be injured. However, although he does not know it, he does have a body. After being hit by a bus head on, it has a HP of 2 (easily killed), an APP of 1 (Full-body cast, horribly twisted), a STR of 0 (bedridden), and a POW of 0 (in a permanent coma). If one were to kill Dominio's body, he would be destroyed. On the flip-side, you would be charged with murder and incarcerated. Sucks, doesn't it?

Sanity Loss: 1D2/1D4 to see Frank Dominio in flight; 0/1 to see his body.

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MisterEntropy said:

For anyone interested, it appears Shoggoth.net is writing up 'a monster a day' leading up to Halloween, all the entries marked "Octobernomicon"



Most aren't overtly Cthulhoid, mostly ghosts and cryptoid/urban legends, but a couple of little-used critters oout of Lovecraft are in there, like the Custodes from Reanimator and the Unnameable.


I'm the one responsible for that (interpret that as you will). I've gotten rather behind, after I suffered a bit of an accident that makes it very hard for me to type. But, hopefully, I'll be caught up by today.

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Each of the following come from Don D'Ammassa's Servants of Chaos, a sort of re-telling of the “Shadow over Innsmouth,†in which an isolated town on the Massachusetts coast is seized by the worship of the Great Old Ones, and the townsfolk forced into unholy unions with monsters from the sea. While on the surface it seems like a direct rip-off of the aforementioned Lovecraft story, the nature of the cult, the monsters, and the union between the humans and the creatures in Servants of Chaos is quite different. Though it is not the best novel or mythos tale by any measure, I will reluctantly admit I enjoyed it. The story, as well as the monsters therein, should give a Keeper a great deal of inspiration, making Servants of Chaos worth picking up.


The Chaos, Great Old One


“In some ways it resembled a giant coral reef, an intricate series of body parts that moved independently of one another. Some resembled tentacles, other the limbs of giant crustaceans, still others were draped in what seemed to be matted fur, although the coat moved with a life of its own...The human eye tried to trace the line of those forms and failed, and that failure was unsettling and nauseating.â€Â

-- Don D’Ammassa, Servants of Chaos


The Chaos is never named, only described. For simplicity’s sake, we give it a name here.


Whether the Chaos is a singular entity or one member of an entire race is never made clear. What is certain is that the Chaos is unique, currently, to the Earth. As powerful as the Great Old One is, ultimately, the Chaos is a servant, serving a race of entities trapped “outside†of the Earth, but once ruled our world and desire to return. The may be other creatures like the Chaos, or they may be the Old Ones spoken of in the Necronomicon. In its role of the “hand that turns the key,†the Chaos gives birth to the Children. Once a critical mass of these Children is reached, the barriers trapping the Chaos’ masters will be torn open.


The description of this Great Old One matches some of those given of Ghatanothoa, though because of the nature of both entities, this is near impossible to verify. The Chaos’ ties to the ocean may suggest a connection to Cthulhu and those that serve that Great Old One. Particularly brave investigators may want to further explore any connections between the Chaos and other Great Old Ones.


Cult: For several generations, the Chaos was worshipped by the townsfolk of Crayport, Massachusetts. However, Crayport was destroyed in 2000, and it doubtful the cult has continued elsewhere. While the Chaos is spoken of in the Necronomicon, but no evidence suggests it was worshipped before the cult of Crayport was founded. The Chaos cares nothing for human worship, only for the sacrifices the cult provides for it. Humanity is merely a tool to be used in achieving the Great Old One’s goals. The Chaos is served by the Passengers, Children of Chaos, and the Kraken. The Chaos may also find servants among the Deep Ones and other creatures of the sea.


Attacks and Special Effects: Due to the alien form of the Chaos, parts of which exist outside of human perception, the human eye is unable to completely absorb the entire form of the Chaos. Because of this, any attempts to attack the Chaos have a -20% penalty. In addition, any human seeing the Chaos is temporarily paralyzed in fear, for a number of rounds equal to the amount of sanity lost when seeing the entity for the first


Birth Child of Chaos: Presented with a sacrifice, the Chaos pulls it’s bulk forth from it’s home deep within a pit, and extends an appendage that is both mouth and birth-canal. It is from this hideous orifice that the Chaos gives birth to its Children. The Child will shamble forth from the hideous appendage, seeking to merge with the sacrifice. The Chaos can only give birth to one of these creatures per day.



The Chaos, Hand That Turns the Key


STR: 80 CON: 80 SIZ: 90 INT: 20 POW: 35

DEX: 10 Move: 6 HP: 85


Damage Bonus: N/A


Weapon: Tentacle/Pincher 70%, damage 8d6


Armor: Invulnerable to mundane weapons, but takes damage as normal from fire, electricity and enchanted weapons.


Spells: Knows all Summon/Bind spells for creatures connected to him, such as the Passengers and Children, as well as Deep Ones, Star Spawn of Cthulhu. The Chaos also knows all contact spells associated with the Great Old Ones.


Sanity Loss: 1d10/1d100 to see the Chaos


Frog-Fingers, Lesser Servitor Race


“This time I saw clearly that there was something wrong with her fingertips. At the end of each shiny black filament protruded from under the nail, a filament that visibly elongated and swelled as she approached...Something emerging from the woman’s fingers, something dark and wirelike and clearly animate.â€Â

- Don D’Ammassa, Servants of Chaos


Also called Those Who Serve, these are humans possessed by the Passengers, servants of the Chaos. Most are effectively zombies, serving the Chaos’ cult as guards, soldiers and laborers. A slight few retain some of their intelligence and humanity, however. It all seems to hinge on whether one struggles during initial possession. Those who struggle are likely to have their psyche and any traces of their humanity destroyed. Those that willingly accept possession are allowed to keep some trace of the personality.


It is the physical effects of the possession that lends these creatures the nickname “Frog-Fingers.†The fingers become fat and thick, and touching them makes one feel as if he is “clutching a handful of frog-legs.†The stinging filaments can be retracted or extended as the Frog-Fingers desire, much like the claws of a cat. These filaments act as miniature tentacles, extending the reach of the creature to twice that of a normal human being.


Frog-Fingers are effectively immortal, dying only through violence. If the possessed-body becomes damaged beyond use, the Passenger inside violently rips its way out, blindly attacking any human nearby.


Frog-Fingers Attacks: In combat, the Frog-Fingers will attempt to grasp a target, and sting with the finger-filaments. The sting does 1d4 damage. Once stung, the target will tremble and sweat profusely, and must make roll under POW x 5 on a d100 or cower in fear. Any limb stung will go numb, and be useless for 1d4 rounds.


Frog-Fingers, Those Who Serve


char - rolls - average

STR - 3d6+3 - 13-14

CON - 3d6 - 10-11

SIZ - 2d6+6 - 13

INT - 3d6 - 10-11

POW - 3d6 - 10-11

DEX - 3d6 - 10-11

Mov 8 - HP: 12


Av. Damage Bonus: +1d4


Attacks: Grasp 45% damage 1d4+ special

Bash 40% damage 1d4


Armor: None, but all attacks only do ½ damage. A Frog-Fingers continues to attack until reduced to 0 hit points, and suffers no ill effects from losing hit-points.


Sanity Loss: 1/1d4 to see a Frog-Finger, 1/1d10 to witness a Frog-Finger attack.


Passengers, Lesser Servitor Race


“…from inside what I perceived to be a ruined, nearly bloodless shell, there erupted a creature like nothing I had ever imagined in even my darkest nightmares. It was as though a coil of rubber-coated wire had been fashioned into an elaborate and ever changing stick figure. There seemed to be no central body, but rather a series of nodules scattered randomly throughout the writhing mass of blackness. The individual strand whipped back and forth, blindly I think, slapping against the floor and nearby wall.â€Â

- Don D’Ammassa, Servants of Chaos


The name of these creatures seems to be a sick joke, a reference to the species ability to possess a human being. They are primarily creatures of the ocean, and are only found on land when they have possessed a human. Being out of the water naked, sort to speak, seems to have no ill effect on them. They have no senses as humans comprehend them, rather perceiving their surrounding through vibrations in the air or water.


The Passengers are the most numerous of the Chaos’ servants. It is unknown how many exist, but the one colony encountered on Crayport may have had a population in the hundreds or even the thousands. There may be other such colonies in the ocean, waiting for the time the “Hand that Turns the Key†opens the door for the Old Ones. On that day, they will swarm out of the ocean, possessing any human they find. It is possible that the Passengers themselves are a population of the Old Ones that remained on Earth. This is, of course, just a theory.


A Passenger Attacks: A Passenger gets 1d10 attacks per turn, one attack per thrashing tentacle. Each tentacle may either lash out at victims, or attempt to grapple a victim. On a lash attack, the target suffers 1d6 damage, and will being to tremble and sweat profusely. The victim must roll under POW x 5 on a d100 or cower in fear. Any limb struck goes numb for 1d4 rounds. On a successful grapple attack, the Passenger will draw the target into its mass, and either attempt to possess or devour the unfortunate. When devouring a victim, the Passenger wraps its entire form around the target; the target can attempt to break free by matching STR vs. STR on the Resistance Table. Those who are unable to break free are consumed in 1d6 rounds. When attempting to possess a target, the victim and the Passenger match POW vs. POW on the Resistance Table. If the victim loses, the Passenger forces itself into the body via any orifice it can get it’s tentacles into.


The Passengers, Servants of Chaos


char - rolls - average

STR - 3d6+3 - 13-14

CON - 3d6 - 10-11

SIZ - 2d6 - 7

INT - 3d6 - 10-11

POW - 3d6 - 10-11

DEX - 4d6 - 14


Mov 6 - HP 10


Av. Damage Bonus: N/A


Attacks: Lash 45% damage 1d6+special

Grapple 45% damage Devour or Possession


Armor: None, but only the nodes scattered throughout the mass are vulnerable to attack. Attempts to strike these nodes amidst the writhing-form of a Passenger are taken at ½ skill. Tentacles may be served, but a Passenger can re-grow 1d4 tentacles per turn.


Sanity Loss: 1/1d10 to see a Passenger.


Chaos, Children of, Greater Servitor Race


“A Child had emerged…a hulking, vaguely human shape that seemed almost too big to be contained in the room. The misshapen head swung back and forth, as though attempting to pick up our scent, mandibles making a moist clicking sound as they opened and closed, and the oversized jaws were spread wide. Worst of all…was the sight of its broad chest, within which I easily recognized (her) contorted face...â€Â

-Don D’Ammassa, Servants of Chaos


The Children of Chaos serve the Great Old One as sorts of conduits. Once enough Children have been birthed, the feeble walls barring the Old Ones will weaken. The number of Children needed for this critical mass is unknown, and it is not clear if the Children alone will release the Old Ones from their prison. The Necronomicon contains a ritual to this end, one that employs the Children. It has been hinted that the Children of Chaos share more in common with the Old Ones than the Chaos does.


Though they are powerful creatures, they cannot exist for long in our world without a human sacrifice. Presented with a sacrifice, the Chaos produces an appendage that is both mouth and birth-canal, birthing a Child of Chaos, a monster of vaguely humanoid shape, composed of a clear gelatinous matter. Shambling away from its parent, the Child will assimilate the victim. The sacrifice is absorbed into the Child, stretch and contorted to provide the monster with a horrid solidity. The victim’s face will be stretched across the chest of the Child, with an expression of terrible recognition of the situation. The creature needs this sacrifice to exist in our world, the human inside it acting as an anchor. If the Child cannot absorb a human sacrifice within 1d6 rounds, it will shamble apart and disintegrate.


Any human spending more than one day within a distance equal to the monster’s POW in feet will form a psychic connection with the Child. The human will lose 1d4 sanity per day, as the alien thoughts of the creature invade the human’s mind. The connection can be broken, if the human moves outside range of the monster’s POW, and will fade over 1d4 days.


Child of the Chaos, Destroyers of the Wall


char - rolls - average

STR - 12d6 - 42

CON - 8d6 - 28

SIZ - 8d6 - 28

INT - 3d6 - 10

POW - 5d6 - 17-18

DEX - 3d6 - 10-11


Mov 8 - HP 32


Av. Damage Bonus: +3d6


Attacks: Mandibles 60% damage 1d10

Crush 45% damage 1d6 + db


Armor: None, but due to the alien composition of the Child, all attacks do only ¼ damage. Electricity, fire, and magical attacks do full damage. Cold attacks do no damage, but will force the Child to retreat.


Sanity Loss: 1d6/2d6 to see a Child of Chaos. 1/1d10 to see a sacrifice absorbed by a Child.


Kraken, Unique Entity


“It looked less like a giant squid now that I could see more detail by the light of the fire. The central body was roughly barrel shape and rose about twenty meters above the water level like a giant cactus. The tentacles were not fixed; that is, their bases were mobile and slid around the bulk of the body...I could dimly see a concavity that might have been a mouth, except that from it came forth comparatively fragile fibrous limbs the size of my thigh, but immensely long and multiply-jointed.â€Â

- Don D’Ammassa, Servants of Chaos


The Kraken is the guardian of the Chaos, haunting the oceans around the Great Old One. Unless summoned by the Chaos, or a faithful servant of the Great Old One, the Kraken remains dormant. This is most fortunate for the world, as the Kraken is possessed by a blind rage, and a hatred for all life. When the Chaos is threatened, the Kraken comes, and destroys everything within the reach of its titanic tentacles; it will not discriminate between the Chaos’ followers, or the entity’s worshippers.


It is possible there is more than one Kraken. Even if the Kraken is not a unique entity, it is unlikely more than a handful of Krakens exist worldwide. A lone Kraken is terrible enough. The Kraken can destroy a small town, and kill everyone living there, in just a matter of minutes. The devastation left in the wake of such an attack resembles that of a freak storm, leaving almost no clues of the Kraken’s role.


The Kraken Attacks: When attacking, the Kraken will remain in the waters just offshore, waving its massive tentacles several hundred yards above the ocean surface. The Kraken will attack with 1d6 tentacles per turn, bringing them down to Earth with such force small tremors will be felt for miles. Each tentacle possesses a peculiar adhesiveness; any human touching these appendages becomes stuck, and will be drawn into the monster’s mouth and devoured.


The Kraken will continue attacking until reduced to zero hit points, or all human life in the area has been killed. If reduced to zero hit points, the Kraken will dissolve into an oily cloud in the ocean, reforming in 20d10 days, within 35 miles of the Chaos.


Kraken, the Leviathan


STR: 100 CON: 80 SIZ: 100 INT: 10 POW: 15

DEX: 10 Move: 8 swimming HP: 90


Damage Bonus: +12d6


Weapon: Tentacle Smash 80% 10d6 + db to everything within 10 yard radius


Armor: 10 points of thick hide and muscle.


Spells: None


Sanity Loss: 1d10/2d10 to see the Kraken.


New Spells


Summon Child of Chaos: While most Children of Chaos on Earth are born of the Great Old One, this spell allows a sorcerer to bring a Child across the “outside.†The magic point costs varies; for each magic point sacrificed, increase the chance for success by 5 percentiles; a result of 96 – 00 is always a failure. The spell also costs 1d3 sanity points, and 1d6 POW. The caster must provide a human sacrifice for the Child, and recite an incantation found only in the Necronomicon. It is possible to summon a Child without the appropriate sacrifice, but the creature will die within 1d6 rounds of being summoned.


Summon/Bind the Kraken: The Chaos grants this spell to chosen followers, and it cannot be learned from any other source. By sacrificing 2 points of POW, the Kraken is bound to the caster. Whenever the caster is threatened, and is near the ocean, the Kraken will be automatically summoned to protect him. The spell requires no other effort on part of the caster, until the Kraken is summoned. Once summoned, the Kraken’s bindings are exceedingly difficult to maintain, requiring the caster to both sacrifice 1 magic point, and make a Luck roll each round. If the roll fails, or the caster reaches 0 magic points, the Kraken’s will kill the caster, and retreat back into the abyss.


Free the Old Ones: With this spell, the Old Ones are released from their prison, freed to rule the Earth once again. At least one Child of Chaos must be present when this spell is cast. Each Child present increases the chance of success by 10%; result of 96 – 00 is always a failure. The caster must sacrifice 1d10 magic points, and 1 POW. A massive human sacrifice is also required; for each sacrifice present, the chance of success increases by 1%. Fortunately for the caster, the sacrifices need not even know their part in the spell; as the ritual is performed, the sacrifices will become entranced and unable to must any resistance. This spell is found only in the al’Azif, and the Philetas and Wormus versions of the Necronomicon.

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In the mid-ninties, Millennium Comics produced a series loosely based on the Mythos works of Lovecraft. Creatively titled H. P. Lovecraft’s Cthulhu, Millennium published six issues in two volumes. Each volume ran three issues, and told two distinct stories. The first of these volumes was The Festival, though there were few similarities between it and the Lovecraft story of the same title. You may be able to find The Festival (along with the second volume, Whisperer in the Darkness, which featured an excellent first issue very faithful to the beloved Lovecraft tale) in the back-issue bins at your favorite comic book store. Be forewarned, however; it may take some searching; rarely will you find every issue of even a single volume at one store. Complete volumes will occasionally appear for auction on eBay. Overall, the series as mediocre at best (except for the aforementioned Whisperer in the Darkness #1). The artwork ranges from fairly decent to sub-par, the narrative can be confusing at times, and the artists’ representation of many mythos creatures is highly questionable. Despite this, the series is worth the time and money of the Keeper to seek out. Not only can Keepers exploit them for ideas, or even base a scenario around an issue or two if you’re pinched for time, you can find each issue for the cheap. I bought mine for only $0.95 an issue!



West, Dr. Herbert


“Carter, this…man is an abomination. His work is an offense…nothing good will come of it!â€Â

- Roy Thomas and R.J.M. Lofficier, H.P. Lovecraft’s Cthulhu: The Festival #2


Herbert West finally found the success with his re-animation solution that he had desperately searched for: himself. As the fiends he resurrected attacked him, Dr. West was injected with his own re-animation solution. The fiends ripped Dr. West apart, leaving his scattered remains in Arkham’s sewers, yet West still lived. After many years down trapped in the sewers, a homeless man rescued West, re-assembling his torn body. Dr. West now resembles a living patchwork, a pattern of scars and stitching visible across his body. While in the dark of the sewers, Dr. West came to believe he had been granted a second chance at redemption. West has now dedicated his brilliant, yet shattered, mind and hideous immortality to aiding those who struggle against the Mythos. Dr. West operates under an assumed identity out of the Kingsport Hospital.


Herbert West, Re-Animated


STR 11 - CON 13 - SIZ 9 - INT 18 - POW 18 - DEX 15 - APP 5 - EDU 23 -SAN 0 - HP 10


Damage Bonus: N/A


Weapon: Scalpel 90% damage 1d4

Hypodermic Syringe 80%*

Throw Acid 85%**

*impale result enters vital organ or releases POT 16 poison.

** an impale roll indicates the target is completely coated in the acid, suffering 1d6 damage a round until the acid can be washed away. On a normal success, the target suffers a one time 1d6 reduction of HP.


Skills (skills differing from West’s entry in the Call of Cthulhu rulebook are italicized): Anatomy 80%, Bargain 75%, Chemistry 75%, Credit Rating 65%, Cthulhu Mythos: 10%, Dodge 55%, Electrical Repair 55%, Fast Talk 55%, First Aid 75%, Hide 40%, Library Use 60%, Listen 5%, Make Plausible Excuse 70%, Mechanical Repair 45%, Medicine 89%, Occult: 69%, Pharmacy 80%, Photography 20%, Select Best Nervous System 55%, Sneak 40%, Spot Hidden 70%, Track 18%, Torture 55%


Armor: Due to the re-animator solution running through his veins, West is effectively immortality. Though he can be damaged, he cannot be killed, short of being dissolved in acid, or burned to ashes on a pyre. Impaling weapons only do 1 point of damage; other weapons and attacks do full damage. West can regenerate HP from damage, but it is a slow process, regaining 1d4 HP a day.


Wilcox, Henry


“From the grotesque object that had once been mad sculptor Henry Wilcox’s head spews a blasphemous revelation…â€Â

- Roy Thomas and R.J.M. Lofficier, H.P. Lovecraft’s Cthulhu: The Festival #2


Sculptor Henry Wilcox never truly recovered from his delirium, brought on by the dream-call of Great Cthulhu. His sanity broken, the dreams led Wilcox to the worship of an entity known only as the Superior Unknown (which may be an avatar of Yog-Sothoth or Nyarlathotep). Killed in a battle with Randolph Carter and his allies, Wilcox was resurrected for interrogation by Dr. Herbert West. Rebelling against his re-animators, Wilcox was dosed with acid, which ate away his body, leaving only the head. The head of Wilcox now floats in a jar of formaldehyde, babbling blasphemies and prophecies.


Henry Wilcox, Demented Artist and Disembodied Head


STR 0 - CON 10 - SIZ 3 - INT 18 - POW 18 - DEX 0 - APP 0 - EDU 16 - SAN 0 - HP 5


Damage Bonus: N/A


Weapon: Bite: 70% 1d3 + disease*

*treat as a POT 15 poison, causing nausea and high fever.


Armor: None, but impaling weapons only do one point of damage. All other attacks and magic do full damage. Wilcox is immortal, and short of being disintegrated with acid, or burned to ashes, Wilcox cannot be killed. Wilcox will regenerate lost HP, but very slowly, at a rate of 1d4 a day.


Skills: Cthulhu Mythos 60%, Distract 55%, Unnerve People 80%, Occult 60%, Prophesize 60%


Sanity Loss: 1/1d10 to see Wilcox’s disembodied, decaying head.


Lords of the Deep, Lesser Independent Race


“Welcome sister of the air. I am Ph’ragn’thtul of the Deep Lords!â€Â

- Roy Thomas and R.J.M. Lofficier, H.P. Lovecraft’s Cthulhu: The Festival #2


In the evolution of human/deep one hybrids, Deep Lords are the pinnacle. They resemble perfectly sculpted humans, beautiful in almost all respects. Their skin, the color of muted teal, is flawlessly smooth and unblemished, except for the scales running along the ridges of their limbs. Lords of the Deep are amphibious, equally at home on land or the water, though they prefer the depths of the ocean. On land, with the proper clothing, Deep Lords can easily pass as a normal human. Deep Lords are the result of hybrid-hybrid matings, and are born fully-formed; they do not go through the transformation process like hybrids.


Among the deep ones, the Lords of the Deep are the priest-kings. They are cruel tyrants, dictators of any deep one community where they may be found. While typically they are a cold and emotionally stunted race, the Deep Lords do care passionately about their kind. Nothing raises their anger more than those who would bring harm to the deep ones. Woe be it to the one who invokes such an emotional response. Each Deep Lord may command legions of deep ones.


Raised as the nobility of the deep ones, the Lords of the Deep grow into supremely arrogant beings. They tolerate no dissent. The Deep Lords do not even consider themselves subservient to the Great Old Ones. They only worship the terrible beings, chiefly Dagon, as long as it meets their own self-serving ends. Many regard the Great Old Ones as tools to be used and discarded as the Deep Lords desire. Some Lords of the Deep have even rebelled against Dagon to pursue their own unfathomable goals.


Special Qualities: Telepathy. A Deep Lord may communicate with any human, deep one, or deep one hybrid via telepathy, at a range of one yard per point of POW. This requires no effort on part of the Lord of the Deep, as long as the target is willing. If the target resists, the Deep Lord must check its POW against the targets POW on the Resistance Table. Attempting telepathy with an unwilling target costs the Deep Lord one temporary POW.


Lords of the Deep, Hybrid Perfection


char - rolls - avg.

STR - 3d6+3 - 13-14

CON - 3d6 - 10-11

SIZ - 2d6+6 - 13

INT - 3d6 - 10-11

POW - 4d6 - 15

DEX - 3d6+3 - 13-14


Mov 10/Swim 10 - HP 12


Av. Damage Bonus: +1d4


Attacks: Trident 35%, damage 1d6+db


Armor: Some Lords of the Deep wear armor vaguely reminiscent of that worn in ancient Greece, worth 5 points of protection.


Sanity Loss: 1/1d4 to see a Lord of the Deep.


Lord Dagon, Great Old One


“Slavering and gibbering, it attacked blindly. Three among the deep ones and one of my men were swept up by the flabby claws…â€Â

- Roy Thomas and R.J.M. Lofficier, H.P. Lovecraft’s Cthulhu: The Festival #3


Issue three of the Festival presents an alternative interpretation of Dagon.


Lord Dagon does not resemble a fully-formed being; from the chest up it is a solid being; below the Great Old One’s chest, Lord Dagon's body and solidity taper down to nothing but a trail of pink-tinged wisps. A titanic entity, Dagon appears emaciated, like that of a mummified corpse, though it feels rubbery to the touch. The monster’s terrible fanged-filled maw, set within an eyeless head, gapes wide, opening larger than Dagon’s body. It seems impossible that Dagon’s desiccated body and ridiculously thin neck could support such it’s hideously large head.


Lord Dagon is imprisoned within a pink jewel the size of a man, within an ancient temple deep in a watery abyss. Only with the proper ritual can it be released; what that ritual may be is vague, however. Freed of its prison, Dagon blindly attacks anything nearby, devouring even its worshippers. It is said that Lord Dagon will be the first of the Great Old Ones to be freed, and will herald their return. There is a ritual to imprison Dagon in the event of his release, delaying the return of the Great Old Ones.


Cult: Dagon’s cult is widespread among the deep ones and Lords of the Deep. There is no indication any humans worship it. Lord Dagon may make promises to its worshippers, but ultimately those promises are lies. Cultists may be granted minor spells, to further tempt them and keep their loyalty. Dagon cares nothing for his worshippers; they are to be used in his lust to be freed, and to feed his ravenous hunger on the day he is loosened upon the world.


Attacks and Special Effects: Each round, 1d4 investigators will be seized up in Dagon’s claws to be devoured. If reduced to 0 hit points, Dagon will dissolve, and once again become trapped within its jewel-prison.


Lord Dagon, Herald of the Great Old Ones


STR 80 - CON 60 - SIZ 75 - INT 10 - POW 30 - DEX 20

Mov 10 swimming - HP 85


Damage Bonus: +8d6


Weapons: Bite 80%, damage 6d6

Claw 90% damage 10d6


Armor: 10 points of rubbery hide; additionally, Lord Dagon regenerates 10 points a round.


Spells: whatever Call/Dismiss or Contact spells the Keeper desires.


Sanity Loss: 1d10/2d20 to see Lord Dagon.


New Spell


Trap Lord Dagon: “Per adonai eloim, adonai jehova, adonai sabaoth, metraton ou agla methon…Verbum pythonicum mysterium salamandrae…coventus sylvorum…â€Â

- Roy Thomas and R.J.M. Lofficier, H.P. Lovecraft’s Cthulhu: The Festival #3


This spell returns Lord Dagon to its jewel-prison, and is found only in certain editions of the Key of Solomon. The ritual requires multiple participants, with at least one reciting a prayer from the book. In order for the ritual to be successful, the total combined POW of the participants must be greater than Dagon’s POW x 3. Casting the spells costs each participant 1 permanent POW and 1d4 Sanity.

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Servitors of the Great Annihilator, Greater Servitor Race



These beings are rather enigmatic and quite unusual. They are a rarely-seen, very powerful race allied with Yog-Sothoth, in the avatar of the Great Annihilator. In appearance, they may take form as a blinding, smoldering, strangely ambient light. If one were to attempt to look directly at these a Servitor, one would be blinded or, if it is contained, see a terrible, glowing, hyperdimensional terror composed of living plasma, costing 1D8/5D10 SAN. This race may be the souce of many myths surrounding destroying angels.


These beings are intermediaries with Yog-Sothoth, summoned usually by those schooled in John Dee's theories on the occult, who believe they are summoning angels.


These beings are able to use the same silver bolt power as Yog-Sothoth, but in a smaller radius and less effectively.



Servitors of the Great Annihilator

Godlike Destroyers


Roll Average


CON 20D20 200

SIZ 0 0

INT 1D20+3D6 19

POW 1D100 50

DEX 1D3 2

Move 100 HP 20D20

Weapons: Silver Bolt 75%, damage death in 3-yd. diameter, Set Ablaze Inanimate Object 95%, damage 1D8 per round.

Armor: None; Immune to non-magical weaponry.

Spells: Many, but far fewer than their master; Keeper's decision.

Sanity Loss: 1D8/5D10 to see a Servitor of the Great Annihilator successfully bound.


The Great Annihilator, Avatar of Yog-Sothoth


This embodiment of the All-in-One is spoken of in many mystical circles and is often associated with the Indian god Shiva. It is probably another name for Aforgomon. To see the heart/eye/face of the god supposedly means instant death or insanity. Said to be a vast, living, all-destroying golden-white conflagration.

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That's actually quite a neat idea, since Yog-sothoth is already associated with the thing from mount sinai. You could have it be connected to the egyptian Sun Disk god Aton as well (also a mask of Yog-sothoth and has even more meaning to people who are into the Moses myth cycle), the great Annihilator sounds sort of like it.

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Yeah, I figure in the Mythos Yog=Yahweh is pretty much a gimme.


Love the description of the Chaos and friends Chemisit, and I dig the Bruce Reports as well...especially 'the Strange Case of Doctor Rajanna'. :lol:


Perhaps when I get some time I'll write up a few Clark Ashton Smith creations that for some reason didn't seem to make it into the Malleus...

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Yep. And the version of Yahweh in Exodus reeks of Azathoth, while the Messiah/Gabriel/Immanuel is a rather fitting version of Nyarlathotep.

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Great thread. I'll have to look through my old gaming notes and see if I can find anything worth contributing. I definitely enjoy seeing other people's write-ups.

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Is it possible that this thread could be made sticky? It is an extremely good source of ideas.

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Is it possible that this thread could be made sticky? It is an extremely good source of ideas.


Does a moderator have to do that I suppose?


Three sort of obscure ones from CAS:


The Dweller in the Gulf

"Eidolon of the Blind"

Great Old One (from Clark Ashton Smith's story of the same name)

The Dweller in the Gulf, so called for lack of a more specific name, is a native of Mars (or at very least, a longtime inhabitant), living deep beneath the "Chaur", a ferrous desert wasteland infamous for its frequent sandstorms, in a half-buried cavern rumored to contain rich deposits of a precious, pale white gold.

This cavern opens on an unfathomably deep, lightless subterranean abyss, roughly elliptical in shape and so wide it is difficult to make out the far side. A path about three meters wide, carved into the sheer rock of the cavern itself, spirals tortuously down the chasm. In the lower reaches, the rocky rim of this pit begins to breaks up into shelves and pilliars, with rough, narrow corridors receding into the pitiless dark, and eventually, at the very bottom, lies a tremendous, columned chamber carved with horrible bas-reliefs and overgrown with strange, polypous plants or fungi. At the end of this chamber is an altar of seven pyramidal tiers, upon which rests the idol of the Dweller, shaped in its' likeness from pale white gold. Below the chamber, the wide circular pit descends to the mephitic and slightly phosphorescent waters of the underground lake in which the Dweller makes its home, and from which it emerges at intervals.

The creature is worshipped by a thoroughly degenerate sub-race of Aihais, named Yorhis by their civilized brethren, reduced to dwarfism and imbecility by generations of inbreeding; albinism and eyelessness by a combination of generations of adaptation to their troglodytic existence and the god's weird depredations.The blind white creatures will attempt to accost anyone entering the caverns and lead them to the statue, which emits powerful narcoleptic vibrations as the Yorhis ritually adulate it by tracing its' outlines with their hands. (It will take a successful POW roll to resist the soporific influence of the statue, failure results in a numb and catatonic state not unlike the effects of opiates for perhaps thirty minutes to an hour--it is in this state that the creature feeds on its' worshippers). Actually touching the statue itself, which is cold and clammy to the touch, makes resisting its influence more difficult. Companions under the influence of this statue may possibly be roused, but only with persistent effort, and they will be extremely groggy and slow to think and act (half normal reaction times, idea/know rolls and most skills that require any degree of mental or physical dexterity).

The god-monster this statue faithfully represents is about two yards across, and probably at least six in length, not counting the full length of its' tail. Announced by a dank, tepid bestial smell and the unnerving sound of multiplied suction and hollow metallic scraping its' numerous feet and tail make as it moves (and which may be heard, distantly, from further up in the cavern), the Dweller shows itself as a bizrarre, millipodal creature, pure white in color; it's torso covered in a humped, glistening carapace like that of a tortoise or glyptodon, and carried along by dozens of short, insectile legs tipped in suction cups. Behind the main body, a forked double-tail, a bit like a silverfish's, curls under its' ridged belly, slithering along the ground, which the beast uses to rear itself up on its hindmost sets of legs. The flat, eyeless and venomous-looking head, roughly triangular in shape, is thrust forth from the shell on a highly flexible arching neck, looking something of a cross between a cobra and giant tapeworm. From the drooping corners of its' cruelly slitted mouth, a pair of yard-long antennae or probiscis, also tipped in suction cups, wave and arch slowly through the air as it seeks prey.

The Dweller in the Gulf emits the same tranquilizing vibrations as its' statue, can climb sheer surfaces at the same speed as if walking on level ground with its suckered feet, and is heavily armored in bony carapace and leathery skin. It may attack by biting--it's saliva is likely poisonous or brimming with infectious bacteria--or by attempting to crush victims under itself, or may attempt to attack with it's cupped and segmented antennae, which strike almost more rapidly than the eye can follow. On a successful antennae-strike, the cupped ends will come to rest on the eyes of it's victim, and swifty suck them out of their sockets (it is not known precisely WHY the creature does this, perhaps simply to disable it's victims and make them easier captives; at any rate, losing eyes in this manner costs a great deal of sanity). If successfully reduced to 0 Hp, the Dweller retreats to its' stinking lake to regenerate itself; it is effectively immortal.


The Beast of Averoigne

Unique Entity (from Clark Ashton Smith's story of the same name)

A seemingly supernatural being which is recorded as having descended upon the French principality of Averoigne, particularly Vyones and Ximes, from an ominous red comet which appeared in the sky in 1369. (It was defeated, but may have simply fled and could return; others like it may exist as well, as it is mentioned as "belonging to a race of stellar devils" which at that time had not visited Earth "since before the foundering of Atlantis".)

This creature, or creatures, have no true body of their own, and must take possession of the body of another to feed. This possession transfigures the host body, reshaping it like molten wax in a new and hideous form; that of a pitch-black semi-humanoid figure, standing at a height greater than any human and surrounded by a hellish nimbus of changing, fiery light, dimly revealing it's shape; now a venomous green, then blood-red, then the orange of a candle-flame, then the fungal pale blue of moonlight. The limbs of this reconfigured body sway and writhe like boneless serpents, and grow sharp, hard claws. The neck similarly extends to a serpentine length and flexibilty, weaving and swaying; the head turning flat and reptillian, earless and noseless, with only small, low, close-set and lidless eyes that glow like embers for features, along with the gaping mouth inset with rows of serrated teeth like a bat's, capable of shearing through bone. The beast lives on spinal marrow, sucking it from the shattered vertebra of victims ripped open from head to tail, and it is ravenous, perhaps killing three or more a night.

This demonic entity has physical capabilities beyond that of any human; strength enough to shatter the spine of an ox, and sufficient agility to crawl effortlessly along sheer walls, it can also move in utter and complete silence regardless of its surroundings. While not wholly immune to physical weapons, these entities regenerate damage almost instantaneously, however; they are forced to discorporate and flee their host body in the daylight, and are quite vulnerable to fire; however, exorcising the beast in this manner is typically fatal to the host, who is usually unwilling, unwitting, and has no memory of their nightly transfigurations. It may be possible to find a 'dismiss' spell for these particular entities, but it is likely to be very difficult to track down, especially in the modern age.


Hunters from Beyond

Greater Independent Race (from Clark Ashton Smith's story of the same name)

Hunters from Beyond are not, strictly speaking, 'material' beings, as humans understand the term. They appear to have a visible body, but seem not to be able to directly interact with physical beings or objects outside their own dimension; hazy visions of which appear, sometimes, as the creatures manifest--seemingly comprised of nothing but a vast, undulating vista of gray plains of oozing, bubbling filth, and skies of writhing, hellish vapor.

The creatures radiate an intolerable stench, equal parts mold, rotting carrion, and a sort of reptillian musk, and are equally loathesome in appearance; hunched, slouching apelike figures, twisted hands ending in black hyena claws dragging the ground at the end of long arms, their hairless gray skin wrinkled and shrivelled, like the parchment-flesh of a mummified corpse, marked with faint etiolated rings like some vermin that has lived its whole life in darkness. Their faces are bestial, with a vaguely anthropic forehead and brow, but the jaws are canine, leering half-open and slavering with a gray-green foam, bristling with gangrenous stained fangs, and the skull-like, sunken eye sockets burn with slits of sulphurous yellow phosphorescence. They constantly move their lips in a sort of voiceless gibbering.

Hunters from Beyond feed upon the minds and souls of madmen, and devour the disembodied spirits of the irrevocably corrupt, those who have "fallen from the cycles of reincarnation, beyond the possibilty of rebirth". They attempt to mesmerize anyone from our world they come into contact with, overcoming the POW of the target with their own by means of a snaky mental 'pull', success allows them to drag the mind and soul of the victim into their own world, where it is devoured; and victims of such an attack become mindless, catatonic shells, essentially brain-dead in all but medical fact.

The extradimensional predators may be the source of Hindu legends of Rakshasa, or the African folk tales of Chemosit. They cannot, as noted, physically attack anything, at least in this dimension; but conversely, normal weapons and indeed all purely physical effects, including fire and the like, have no effect on them (electricity and other things which are manipulations of energy may be a different matter). They may move, or appear to, nearly instantaneously across distances in our world.

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Is it possible that this thread could be made sticky? It is an extremely good source of ideas.


Seconded. This is the most interesting and usefel thread I have seen on this site! Although my opinion is probably swayed by the well thought out and written contributions. I suppose this thread could get embarassing in the wrong hands.....

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Is it possible that this thread could be made sticky?




Not sticky...slimey perhaps would be better for the sort of material being presented :lol: :lol: :lol: .

But seriously I find the beings presented to be fascinating and hope to see some more fiendish GOOs.


Kuroi Bohzu :lol:

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I still haven't written down the Malleus Creatures, but I don't have the Malleus (again), so sorry about that.


I have however, finished reading "Tales of Awe and Terrible Beauty", the Mythos Collection of Walter C. Debill, so I think I'll post some of that Info over the next few days. I'll start with the deities, as there are way too many creatures for them to go first.




Mlandoth (Outer God)

from "Where Yidhra Walks" among others, by Walter C. DeBill jr..




Mril Thorion (Outer God)

from "Collector's Item", by Walter C. Debill jr..


Radiant Mlandoth and the All-Mother Mril Thorion (also known as Yidh Nak) are two entities which were spawned in the explosion that created the Universe; he ceaselessly seeks interaction, both destructive and creative with Mril Thorion, and these actions sometimes birth matter and creatures into the Universe. Mlandoth is a presence which lies within and beyond all reality, as does Mril Thorion. Mlandoth and Mril Thorion do not appear to have any Goals as immediate as those of the Great Old Ones, simply existing until their joining at the end of all.




Ngyr-Korath (Outer God)

from "Ngyr-Korath", by Walter C. DeBill jr..


Ngyr-Korath is one of the entities spawned by Mlandoth and Mril Thorion's joinings. It began to awaken when other life sprung up around it (our region of space apparently) and has been increasingly angered by our presence. This has led it to create a servant to interact with, and destroy all life: 'Ymnar.

There are 2 known methods of summoning Ngyr-Korath, but since it comprehends on a totally different level of "thought" these "meetings" usually end destructively for the summoner. In Astral form one can also seek this being out, and it appears as some sort of blue-green mist which causes a mounting sense of terror as it approaches. Once very close, something which has been described as "an eye of flame" forms within the Mist. Ngyr-Korath often possesses those it comes into contact with and drives them into either killing frenzies, or if the possession isn't complete, it sometimes takes over, much like a split personality might, stalking out victims and killing them, but making sure the host is somewhat safe from reprisal.

Ngyr-Korath's fiercest enemy is the Elder God known as Paighon, whom resides within our Earth.




'Ymnar (Great Old One)

from "From the Sea" by Walter C. DeBill jr..


'Ymnar is a protean monstrosity, able to take the form of any creature in order to interact or communicate with them, usually to the end of destroying them or other life forms opposed to the ones he deals with. He is able to grant magical abilities and has a massive amount of knowledge and power, yet he is somewhat limited in what he can do, though it is not known how this is exactly meant.

'Ymnar was created by Ngyr-Korath 2.6 billion years ago for the express purpose of destroying all life. 'Ymnar has had many cults devoted to it, but due to his destructive nature these have either been fairly small or not very long lasting, the most powerful of which are the aquatic Rloedha. When 'Ymnar doesn't act, he doesn't exist, so he isn't always aware of everything that goes on around him. He is also not immune to fear, as he has once known fear when 500 million years ago the entity Poseidon arrived on earth to battle Paighon (he feared Poseidon in this case).

When appearing in Human form, he tends to use names such as Ramny or other plays on words hinting at his true name.

He is also the creator of the fearsome Ngrambotha, huge sea monsters whith the purpose of wiping out the Dhraion Throl millions of years ago. The former still exist.




Paighon (Elder God)

from "Collector's Item" by Walter C. Debill jr..


Paighon is a fiery, nuclear force entity which came from the Andromeda Galaxy and settled in the earth's core soon after it had formed. It has so far opposed Ngyr-Korath in it's attempts to destroy planets and life, and he has spawned a race of beings to serve himself. In modern times, there is a secret society called "The society of Paighon" which combats the Rloedha and their cults.


More in my next post...[/i]

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Poseidon (Great Old One)

from "He who comes at the Noontime" by Walter C. DeBill jr..


Simply mentioned as an extra-galactic creature which battled the Elder God Paighon. It's power must have been terrible, as the Great Old One 'Ymnar feared this creature, and Paighon itself is a powerful Elder God. Besides what is known in greek mythology, I know nothing of Poseidon.




Ayi'ig (Great Old One)

from "A movement in the Grass" by Walter C. DeBill jr..


This being is the son of Yig and Yidhra, an octopoidish creature Not more than 12-15 feet tall with the ability to detach it's tentacles and have them scurry along the landside seeking prey (these are mistaken for snakes and referred to as his servants, but are really only arms), which they do by an unknown means, often sitting up and weaving around hypnotically like a cobra. It currently resides somewhere in a hidden valley in the boulder region, though skimming the story I dunno where that is. Texas maybe? It also appears to have resided elsewhere in history.




Yorith (Great Old One)

from "The oldest Dreamer" by Walter C. DeBill jr..

A huge crytalline being which resides in the seas of the planet Yilla. It has hypnotic abilities, forcing those who stray too closely to plunge into the depths of it's sea.




The Horned one (Avatar of Shub-Niggurath)

from "Lament" by Walter C. DeBill jr..


This Avatar can speak and behaves somewhat like a archetypical Demon. It also looks like the Archetypical Beast-Man/Devil. It is not as powerful as the other forms of Shub-Niggurath (though still capable of tearing a man to shreds with a few blows and powerful magics), and acts as a sort of Keeper for "The Lamentations of Sheol", a Mythos tome.




The living spiral galaxy/Nebula (I guess Outer God)

from "Homecoming" by Walter C. DeBill jr..


Mentioned only a few times, it is unknown what it really is supposed to be, besides a living thing. It has gas clouds of pulsating color and "myriads of supernovae flashing diamond sparks". Even the space around it seems alive somehow.




There are two other entities which may be gods, and I'll mention them some other time in the context they are mentioned, as they were both responsible for the downfall of the city of Duga-Luz

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