Weirdness Overflowing: Cults of the Mythos

Strange Cults exist in the Mythos

Art by John Anthony Di Giovanni

 

As mentioned in our last update on the subjectWeirdness Overflowing is a PDF supplement that grows with the campaign, adding new chapters as we go. The first chapter, which qualified backers will be receiving, since we have unlocked the first Weirdness Overflowing stretch goal, is Cults of the Mythos. This is exactly the kind of thing suited for an expansion because the core books mention the following cults and other groups:

· Carter-West Agency

· Children of R’lyeh

· Church of Starry Wisdom

· Court of the Dead

· Enfants du Prêtre

· Face of the Sphinx

· Esoteric Order of Dagon—and its later manifestation, Thalassology

· Illuminated Fraternity of Azathoth

· Implicit Cartography Group

· LOCK

· Mass Cult

· Pickman’s Shelter

· Red Mask

· Society For a Brighter Tomorrow

· Society of the Silver Key

· Society of the Yellow Sign

· Sons of Arkham

· Temple of the Faceless and Unnamed

· Three-Lobed Burning Eye

· Unnamed Conspiracy of the Reanimated

· Unnumbered Directorate

While each group gets varying degrees of coverage in the core book, Cults of the Mythos will describe these groups, and possibly others (we had to cut some from the core, and this would be a decent time to bring them back!) using a common format for reference. Furthermore, we’ll add systems for running cults and other organizations so you can chronicle how cults and conspiracies rise, prosper, fight, and fall.

And now that we have  funded this? Keep going, because next up is the Demimondes Gazetteer, a guide to alternate universes reachable through the mysterious Corridor. We’ll have more to say when it approaches closer!

The Gregarian – Cthulhu Awakens Entity Preview

The Gregarian!

Check out the Cthulhu Awakens Kickstarter for more details!

When insects and worms feast on the remains of certain psychics, sorcerers, and certain strong-willed individuals, they sometimes copy the residue of that individual’s personality, and a Gregarian is born. These flesh-eaters develop a collective will, and even acquire some of the deceased’s knowledge. Here are the Cthulhu Awakens statistics for these entities.

Gregarian

Abilities (Focuses)

Accuracy 1, Communication 3 (Deception, Disguise), Constitution 4 (Tolerance), Dexterity 0 (Forgery, Stealth), Fighting 1, Intelligence 5 (Occultism, Research, Theology), Perception 2, Strength 1 (Climbing, Intimidation), Willpower 3 (Self-Discipline)

SpeedFortuneHealthDefenseArmor RatingTough-ness
10424210015
WeaponAttack RollDamage
Ritual Blade+01d6 + 2 IW

 

Qualities

Combat Stunts: Trickster

Alienating: When it reveals its true nature to an individual or establishes a hive contact (see below), the Gregarian provokes a TN 11 Entities Alienation Test. It usually hides its true nature with a mask, and although this might be discomforting, a masked Gregarian doesn’t provoke Alienation.

Absorbed Occultism: A Gregarian knows one eldritch working, but no praxes, after absorbing this information from whoever it devoured, or from whatever eldritch lore it instinctively hoards.

Hive Contact: By concentrating on an individual within 20 yards, the Gregarian can use the Activate action to contact that person’s mind. The target can resist contact with a TN 15 Willpower (Self-Discipline) test. If they succeed, they shut out contact for the rest of the encounter. If the Gregarian makes contact, they can communicate with the target through projected images and other sensory perceptions, though not words. This exposes the Gregarian’s true nature to the target, activating its alienating quality if the target hasn’t already witnessed its undisguised form.

Living on the Fringe: Gregarians are practiced at covering their tracks. Other characters suffer a penalty of -2 to any tests to find information about Gregarians or their activities.

Swarm: As they comprise of a swarm of insects, worms, and other small vermin, a Gregarian is impervious to bullets taking no damage, and takes half damage, after applying Toughness, from all other forms of damage except for fire, electricity, and attacks or hazards that target an area, such as grenades or sudden flooding. Area-effect hazards and damage sources inflict double damage after applying Toughness.

Equipment: Dagger, Fragments of Occult Lore, Tattered Robes, Wax Tablet and Stylus. Notepad and Pen, or Smartphone.

Threat: Moderate

Blue Rose Meets Cthulhu Awakens!


What does Cthulhu Awakens have to offer players and Narrators of Blue Rose? A great deal, as it turns out, even if you don’t want Outer Gods and Great Old Ones threatening the world of Aldea. Let’s look at some of the possibilities:

Bonds

While Blue Rose has Relationships, Cthulhu Awakens has Bonds, a development and expansion of the basic concept of Relationships to “represent your character’s special ties to other characters, ideals, obsessions, and more.” In particular, there are Personal Bonds, which are much like Relationships, but can also include your ties to ideals and beliefs. There are also External Bonds, which are largely involuntary and can be detrimental to your character.

If you want to expand upon the basic system of Relationships in Blue Rose, then Cthulhu Awakens has done some of the work for you.

Cthulhu Awakens on Kickstarter now!

Live on Kickstarter now!

Talents

Cthulhu Awakens has talents spanning the Weird Century (from 1920 to the 2020s) and some of them would be right at home in a Blue Rose game, such as Dreamer, Esthete, Improvisation, Strange Inheritance, or even Inhuman Legacy (for those affected by the work of the Sorcerer Kings).

Conditions

Cthulhu Awakens includes various character conditions, shorthand for packages of game mechanics to describe things from being blinded, defenseless, or at a disadvantage, to name a few. These would be easy to import into a Blue Rose game to use for similar quick-use and -reference in play.

Alienation

Whereas Blue Rose has Corruption, Cthulhu Awakens has Alienation, the bending of the human mind towards the inhuman and the alien. It offers inspiration for modifying the Corruption system, or introducing a whole new risk associated with the eldritch arts of sorcery (or other forbidden practices). Both Enlightenment and Terror Stunts offer inspiration for similar sorts of stunts for Blue Rose characters wrestling with the temptations of Corruption and Shadow.

Fortune

Cthulhu Awakens offers an optional version of the Fortune system (which originally appeared in The Expanse RPG) as a replacement for Health, representing more the characters’ ability to evade damage than withstand it. Fortune may suit the often swashbuckling and daring style of Blue Rose and offer a more cinematic and fictionalized approach, wherein it is a character’s importance to the story that determines their survival.

Eldritch Workings

This whole chapter of Cthulhu Awakens offers riches for a Blue Rose game: strange rites that some call “magic” (or “arcana” or “sorcery,” perhaps) with far-reaching effects. Eldritch Workings can greatly expand the strange sciences of sorcery in the game and well suit the practices of the Sorcerer Kings. Some Eldritch Workings might see use even among heroes, although they must beware when learning and using them, just as with sorcery.

The Dreamlands

Material on the Dreamlands literally opens up a whole new world for Blue Rose characters to explore, well suited to the kind of psychic talents much of them possess. Even if you don’t want to use the Mythos Dreamlands wholesale, the rules and guidelines for them can easily be adapted for an Aldean version or similar “psychic plane” where characters can travel and adventure.

Artifacts

“The Mythos is rife with strange artifacts, arcane symbolism, dead languages, incomprehensible geometries, and objects beyond human reckoning.” So Cthulhu Awakens offers numerous strange treasures you can use in your Blue Rose game, many of them suited as artifacts of the Old Kingdom or the Empire of Thorns. Envoys may be dispatched to deal with one or more of these artifacts resurfacing, in the possession of a cult leader, or for-sale in one of the Night Markets of the Silence. The material on dangerous texts well suits treatises on sorcery left behind by corrupt adepts to tempt the unwary.

Entities

Cthulhu Awakens offers a chapter of strange, otherworldy, and hybrid entities easily adapted for use in a Blue Rose game as darkfiends, shadowspawn, or even stranger creatures arrived through a shadowgate from … elsewhere. It also includes numerous people as allies or adversaries, including cultists and eldritch scholars.

The Mythos

Last, but certainly not least, Cthulhu Awakens contains a wealth of information about the Mythos adapted for the Adventure Game Engine, allowing you to include pulp-era, eldritch fantasy elements in your Blue Rose game. Perhaps the Mythos has always been a part of the world of Aldea, or perhaps the shadowgates of the Old Kingdom opened onto … something, something that seeped into the awareness and understanding of those ancient adepts, brought about the rise of the Sorcerer Kings and the Empire of Thorns. Something (or somethings) that slumber still, just waiting for the stars to be right and shadowgates to re-open.

Added Ancestries for the Blue Rose Adventurer’s Guide

BRAG and 5E AncestryOther Fantasy Folk for Aldea

The Blue Rose Adventurer’s Guide describes the romantic fantasy world of Aldea for Fifth Edition fantasy roleplaying. Aldea is a bit different from some fantasy settings, including the ancestry of its people: the Adventurer’s Guide describes the humans, night people, sea-folk, vata, and the rhydan (psychic awakened animals) of the setting.

Other fantasy folk common to Fifth Edition settings are not found on Aldea, at least by default. A sidebar in the Adventurer’s Guide talks about adding other ancestries to the setting, if you want them, and this Ronin Round Table takes a closer look at how those folk might fit into the world of Blue Rose.

Dwarf

Dwarves are people of the deep earth, their holds often found in the high mountains or deep underground. In Aldea this means ranges like the Ice-Binder Mountains separating Aldis from Kern or perhaps the Golgan Badlands of the mountains near Jarzon. Their elemental associations and the presence of giants might connect with hidden dwarf-holds there as well. Perhaps dwarves once trafficked with the peoples of the surface world, but the rise of the Shadow Lords and their long reign drove the dwarf clans to close and seal the gates of their holds. Only now, centuries later, do they consider returning to the surface, and some dwarves may have changed during their long exile.

Elf

Elves have some similarities to the arcane Vata: both inherently magical and long-lived folk. Perhaps the elves of Aldea are closely related to the Fey described in the Blue Rose Adventurer’s Guide. Since Aldean fey are elemental spirits (not possessed of souls from the Eternal Dance), elves might be something different: fey who are possessed of souls! If souls of the Dance have incarnated as folk with fey heritage, perhaps this indicates some change within the Fey, or a “bridge” of sorts between their Courts and the peoples of Aldea. It would certainly be a momentous development of interest (and concern) to many.

Halfling

Homey and pastoral halflings would find themselves well-suited for life in Aldis. Perhaps there are halfling communities scattered through the fertile hills and valleys of the Sovereignty of the Blue Rose, with other halflings mixed-in with the people dwelling in the great cities and larger towns. Halflings may have always dwelled alongside the different folk of Aldea, or they may have been created by the experiments of the Shadow Lords, similar to night people or vata’sha. In the latter case, halflings may have originally founded their settlements as refugees, giving them a tendency to keep to themselves and an understandable wariness concerning “big-uns” and larger folk. Regardless of their origins, halflings might also dwell in the other lands of Aldea: They make hardy and devout farm-folk for Jarzon, particularly with their own focus on family, and interesting dwellers on the Rezean plains, either as members of the clans or part of their own wandering bands.

Dragonborn

Although Aldea has no (known) true dragons, it does have draconic and reptilian creatures. Aldean dragonborn might be flesh-crafted creations of the Shadow Lords, intended as arcane warriors, now liberated from their rule. They could be descended from otherworldly visitors who arrived through a shadow gate, who have long since lost the world of their birth, or they might be folk of Aldea, arising from the elemental forces of the Golgan Badlands, the Shadow Barrens, or some land far beyond the shores of Aldis and its neighbors. Whatever the case, dragonborn are likely fairly rare and an unusual sight on Aldea. While they might experience some polite curiosity in Aldis, dragonborn are likely to have a more difficult time in Jarzon, where they’re likely to be mistaken for shadowspawn, or in Kern, where they’re likely to be forced into the service of the Regents or simply killed out of hand as a potential threat.

Gnome

Like dwarves, gnomes might have hidden themselves underground for some time following the rise of the Shadow Lords, such that they have become only legends by the modern age of Aldea. With their talents for artifice and illusion, gnomes could easily remain hidden, only now returning to deal with the other folk of the world. Gnomes fit right in to both the pastoral and urban aspects of Aldis and of Jarzon. Their ability to communicate with certain animals may make them friends and allies of the rhydan, at least of the small and burrowing sort, and they might dwell alongside them in their communities.

Half-Orc

Half-orcs imply the existence of orcs, which also don’t exist on Aldea. Their role in the world is largely assumed by the night people, the occult creations of the Shadow Lords. True half-orcs on Aldea might be visitors from other planes (via shadow gate) or descendants of other experiments or cross-breeding programs initiated by the Shadow Lords, with similar reactions from the nations and peoples of Aldea as to the night people.

Alternately, half-orcs on Aldea might not be “half” anything, but a unique people unto themselves. They might easily have come into being in the rugged mountains, the haunted lands of Drunac, the Shadow Barrens, or the Plains of Rezea, to name a few, and be as populous as you wish in your own setting.

Half-Elf

If there are elves on Aldea, then there may also be half-elves, or at least folk of mixed human and Fey ancestry. In some regards, half-elves would be much like the vata, descendants of human and vatasin ancestors. If there are no Fey with souls (as described under Elves, previously) then it is possible all elves have a mix of human and fey ancestry, with half-elves more equally in-between the two and elves favoring their fey heritage, along with a few of mixed ancestry who have the abilities of humans (perhaps variant humans with a particular feat or other unusual “talent”).

Tiefling

Tieflings are certain to be an oddity on Aldea. The only fiends known there are the darkfiends of Shadow, and any ensouled folk who can claim ancestry to them will be a test of Aldin inclusiveness indeed! Given the long reign of the Shadow Lords, it may well be that tieflings are descendants of ancestors who practiced the occult or otherwise trafficked with darkfiends and the powers of Shadow, now manifest in their heritage. Of course, tieflings are ensouled beings with free will, so they can choose their alignment and their behavior. That won’t stop some from considering them inherently corrupted by Shadow, however, just like night people, vata’sha, and others, perhaps even more so. Tieflings are likely to be persecuted and openly killed in Jarzon, feared and sought in Kern, but treated fairly for the most part in Aldis and Rezea, in spite of the ignorant few who mistrust them because of their heritage.

…and Beyond!

Who knows what other folk might dwell on Aldea, housing the souls of the Eternal Dance in endless varieties of form? You can bring almost any ancestry you wish to your Blue Rose setting, keeping in mind the following avenues:

  • An ancestry might have arrived on Aldea via shadow-gate from a far-off land or other plane. Depending on how long ago that was, they might be populous and well-integrated into the present day lands or relative newcomers.
  • Many ancestries might have arisen as experiments of the Shadow Lords during their rule, now free of their occult overlords to determine their own destinies. Such folk may find others prejudiced against their origins, but enlightened and fair-minded people in the world know better.
  • Finally, you can simply decide any added ancestries have always existed on Aldea, created by the gods alongside all of the other peoples to preserve the souls of the Eternal Dance. In this case, you may want to consider the roles the ancestry has played in this history of Aldea, where they are most commonly found, and what other folk tend to think about them.

And while we’re at it, hey did you know that Blue Rose Adventurer’s Guide already has two adventures you can run for the game?
Be sure to check out Flight of the Snow Pearl and The Night Market in our online store, or on DrivethruRPG!