“Yidhra, the Dream-Witch, clouding the minds
of her followers;
Dream-Witch, hiding her shape in
illusion,
Dream-Witch, cloaking
her shape in strange beauty...”
-Walter C. DeBill, Jr., Where Yidhra Walks
There are two main reasons for which
Yidhra is a Mythos presence in China: the first is the sheer size of the
population and the second is the instilled reverence for ancestors which the
Chinese display. Both of these aspects of the culture feed into the Outer God’s
evolutionary and atavistic urges and provide it with an almost endless supply
of worship and raw genetic matter. There are, most likely, many different
avatars of Yidhra at work in China; however, the best known and most successful
is Madam Yi, as its cult in the
various treaty ports, such as Shanghai, provide it with a greater diversity of
fresh material.
MADAM YI, Avatar of Yidhra
Madam Yi is one of the many avatars of
the Outer God Yidhra. This being appears as a human female dressed in beautiful
white and black robes which constantly billow on some unseen wind. She may
hover or fly on the same phantom wind. Madam Yi’s beautifully delicate face is
like the painted face of a porcelain doll. Its blood-red lips and closed,
almond-shaped, black eyes are forever frozen on a smooth and bone-white face.
Its long black hair is braided into a single plaited queue. The avatar’s hands
both end in very long, razor-like black fingernails.
Cult
The “Mother of Woe’s” cultists are always
led by women. Like all avatars of Yidhra, it requires regular infusions of
fresh genetic material as well as a steady supply of young males with whom it
mates. The products of these unions are, for the most part, simply re-absorbed
by the avatar but, occasionally, the mutated, monstrous offspring are given to
the cultists to raise or eat. The fathers of these creatures are always ripped
to shreds by the avatar during the mating process. As with worshippers of
Yidhra’s other avatars, Madam Yi’s followers take on aspects of the creature:
their skin becomes white, like porcelain, and their nails grow to prodigious
size and sharpness. Like all cultists associated with Yidhra, the avatar
communicates with its followers by telepathy.
Attacks
& Special Effects
Madam Yi’s initial attack is by means of
a hypnotic song: a hauntingly-beautiful melody that entices its victims. The
victim must beat the avatar’s POW on the Resistance Table or else walk calmly
into its waiting arms to be shredded and absorbed.
If the song fails to subdue its
attackers, Madam Yi has two other options. The first is by means of its long
queue, which is actually an animate tentacle, able to strike up to ten feet
away and tipped with a black spike. The avatar will generally deploy this
weapon from a point above her attackers, hovering over them as it strikes.
Occasionally (20% of the time), the avatar’s queue, will have a poisonous tip,
much like that of a scorpion: the venom injected by this stinger is POT 13 and
does 1D6 points of paralysing damage per round for 1D6 rounds if not
successfully resisted. Its second and most deadly form of attack is by means of
its razor-sharp claws, which deal punishing damage.
Madam Yi’s other attack is its ability to
reform living matter and twist it to its own perverse will. By successfully
striking an opponent and spending a minimum of 5 Magic Points (MPs), it can
reform the base structures of living beings, distorting limbs, removing sensory
organs or creating bizarre new growths. A favourite trick is to seal a
creature’s mouth and nose, thereby leaving it to suffocate, but this mutative
power is limited only by the Keeper’s imagination. As a general guide, it costs
5 MPs to affect a single organ (skin, heart, brain) or bodily system (skeletal,
nervous, endocrine); 10 MPs to affect two individual creatures or to blend them
together; 15 MPs to break down a creature into basic components and 30 MPs to
alter a creature’s state from animal to vegetable or vice versa. The victim of such an attack must oppose their CON
against the MPs in the attack on the Resistance
Table to avoid the affects of the mutation. NB: that Madam Yi can use this
effect upon herself or her followers at will, to create interesting features
for use in combat; in such cases, no Resistance
Roll is required.
MADAM
YI, Mother of Woe
STR: 27
CON: 69
SIZ: 17
INT: 25
POW: 60
DEX: 36
Move: 10/15 Flying
HP: 43
Damage Bonus: +2D6
Weapons: Razor
Claws, 90% (or Automatic when Hypnotised), 1D6+db; Spiked Tentacle, 85% (or Automatic when Hypnotised),
1D4+db(+possible Poison); Mutation –
victim’s CON vs. the MPs in the attack to resist the specific effect
Armour: None; but Madam Yi cannot be harmed by
normal weapons
Spells: Any, as desired by the Keeper
Sanity Loss: it costs 1/1D8 Sanity Points to see
Madam Yi; more of she is significantly Mutated.
*****
Sing-song Girls of Madam Yi,
Lesser Servitor Race
These cult leaders of Yidhra, like all of
its devotees, take on aspects of the Elder God’s avatar. The Sing-song Girls
develop long, razor-sharp fingernails and their faces take on a smooth,
porcelain-like consistency. As well they develop individual retrogressive
features giving them strange and unexpected capabilities.
The faces of the Sing-song Girls are
their most alarming feature. They are mostly immobile and their eyes are shut;
however when they snap open their eyes and mouths, the porcelain material of
their faces cracks to expose black eyes maws filled with needle-sharp teeth.
Blows to the heads of these creatures leave depressed fractures, like damage
done to chinaware, which slowly repairs itself as they heal.
Yidhra’s Sing-song Girls pose as madams
of courtesan establishments, engaging human women to work in their businesses
but not conducting such business themselves (because their true natures would
be quickly discovered). Amongst their normal duties is the pursuit of
exceptional genetic material with which to gift Madame Yi: such individuals are
drugged and brought before the Deity for assimilation. At other times the
Sing-song Girls are set to protect and nurture the Children of Woe (q.v.) which
Madame Yi bestows upon them. The Sing-song Girls are all linked by telepathic
contact to Madame Yi and information is instantly shared between them all. This
makes them deadly in combat and dangerous to engage in a long-term strategic
battle.
The older a Sing-song Girl becomes, the
more retrograde she becomes in her evolution. Such creatures develop wings,
gills, poisonous fangs, armoured skin and a myriad other benefits. On average,
for every ten years that a Sing-song Girl has served her particular avatar, she
gains an extra feature. Keepers may roll randomly or choose from the following
list:
1D10
Roll
1
- Sonic Attack: The
Sing-song Girl has noise-making organs that can incapacitate her foes. Everyone
within 20 feet of the ‘Girl must resist their CON with her POW or flee the
area, taking 1d6 points of damage for each round that they stay in range of the
attack.
2
- Reptilian Hide: The
Sing-song Girl has a toughened epidermis that resists 10 points of damage from
every strike by a weapon incapable of Impaling.
3
- Gills: These allow the
Sing-song Girl to breathe underwater for as long as she needs.
4
- Venom: The Sing-song
Girl gains toxic saliva with a POT equal to her CON. She may add this damage to
her Bite attack or she can spit the
toxin up 10 feet away with a base 30% chance of hitting her target.
5
- Wings: These are
paired like a dragonfly’s and are easily burnt. They allow the Sing-song Girl
to Move at a rate of 16.
6
- Nippers: The Sing-song
Girl sacrifices her lacquered nails for an evil pair of pincers that inflict 1D8
points per strike; additionally, she gains two strikes per round (at 30% each)
and, if both are successful, she immediately Grapples her foes.
7
- "Pheromones": With this
attack the Sing-song Girl can subdue any males attempting to harm her. Any male
in her vicinity must pit their POW against her CON: failure means that the
victim becomes highly suggestible to the Sing-song girl’s demands (NB: that
no-one can be made to harm themselves whilst subject to this effect).
8
- Quills: The Sing-song
Girl’s back is covered in a mass of spines which she can fire in three volleys
against her enemies. Each volley affects a 15’ radius directly behind the ‘Girl
and inflicts 1D6+3 points of damage to everyone in the area of effect. Once
fired, she will need to regenerate these spines over the next 24 hours.
9
- Electric Shock: The
Sing-song Girl can shock her opponents like an Electric Eel. She needs to touch
her foes for this attack to work: a successful strike inflicts an extra 1D8
points of damage.
10
- Sting: The ‘Girl has a
wasp-like stinger attached to her lower abdomen. With a successful strike (30%)
she inflicts paralysing poison with a 12-hour duration (CON vs. CON to Resist).
SING-SONG GIRLS OF MADAM YI, Unholy Acolytes
of Yidhra
STR: 3D6+4 (Average 14+15)
CON: 3D6 (Average 10-11)
SIZ: 2D4+8 (Average 13)
INT: 2D6+8 (Average 15)
POW: 3D6+4 (Average 14-15)
DEX: 3D6+4 (Average 14-15)
APP: 4D6 (Average 14)
EDU: 2D6 (Average 7)
Move: 8
HP: 11-12
Average
Damage Bonus: +0
Weapons: Claws, 60%, 1D6+db; Bite, 40%, 1D6
Armour: None; however, a Sing-song Girl recovers
all lost HPs within 24 hours
Spells: Any, as the Keeper desires
Skills: As per normal humans
Sanity
Loss: It costs nothing
to see a Sing-song Girl mimicking a human; seeing one in Combat costs 1d2/1d8
Sanity Points
*****
Children of Woe, Lesser Servitor Race
The Children of Woe are the degenerate
spawn of Madam Yi; they are generally human-shaped, but exhibit retrograde
evolutionary features and present as atavistic reversions to earlier states of
evolution. Further, this devolution is extended into ranges of possibility that
would have been most likely selected against, expressing in features that
should not be possible in any successful lifeform. The Children combine
elements of fish, reptile and mammal, amphibian, bird and insect in the one
body, providing them with unexpected and dangerous capabilities. Children are
normally reabsorbed by Madam Yi, so only the most useful and successful
combinations survive to be brought up by her followers. All Children of Woe
share a telepathic link with Yidhra’s avatar and her servants.
Like Ghosts
and the Spawn of Abhoth, keepers
should craft these monsters individually according to the needs of their story.
Ideas for attacks and basic forms can be gained from consulting the table
appended to the entry for the Sing-song
Girls of Madame Yi and the spell Reversion (see below). Also check out
the novel The Relic by Douglas
Preston and Lincoln Child for ideas, although the 1997 movie of the same name
is just as nice.
Whatever form the Child takes, it is
always extremely monstrous, a blasphemy that should not have manifested.
Keepers should keep in mind that these abominations are often held in reserve
by the Cultists, to be used as a secret weapon or last line of defense, and
they should be constructed accordingly.
CHILDREN
OF WOE, Devolved Offspring of Madam Yi
STR: variable
CON: variable
SIZ: variable
INT: variable
POW: variable
DEX: variable
Move: variable
HP: variable
Average Damage Bonus: variable
Weapons: As outlined by the Keeper
Armour: As outlined by the Keeper
Spells: None
Skills: Any, as the Keeper desires
Sanity loss: It costs 1d4/1d10 points of sanity to
see a Child of Woe
*****
Monks of Mlandoth, Lesser Independent Race
Not actually a ‘race’ per se, the Monks
of Mlandoth are a sect of religious devotees who dedicate their lives to
eradicating the blight of Yidhra from the Earth. The cult sprang up in the
country just south of China called Annam, rising among the Annamese peasants
who sought to drive an outbreak of the Outer God’s presence from their country.
There are associated branches and sects of this cult in south China, Burma, and
VietNam, but there may be more elsewhere in the region.
The cult preaches the philosophy of “Mlandoth”
a strange mythic-cycle of teachings in which some commentators see a foreshadowing
of the principles of Darwinian evolution. Mlandoth is not a benign operative
force however; as far as the followers are concerned, it is a dynamic presence
with will and consciousness. While it would be overly-simplistic to discuss
this faith in terms of ‘good and evil’, on one level Yidhra could be understood
as this religion’s Satan figure.
The Monks dress and superficially behave
in much the same manner as Buddhist monks, begging alms, living in seclusion
and spinning prayer wheels. They dress in similar robes, although of dark red
instead of saffron, and they shave their heads. Things get a little strange from
this point on:
Mlandoth Monks carry daggers, used in
their rituals, and their magical practises rely heavily on the use of tattoos. Woven
threads, worn around their wrists and ankles or knotted to their robes, are a
regular feature. Most interestingly, is the tendency for members of this sect
to develop telepathy, especially as they age within the faith. This ability
allows the one so blessed to read minds but not to project their thoughts into
the minds of others. Most frustratingly, it does not allow them to “hear” the
thoughts of Yidhra or her Faithful, but that absence, in itself, can be
telling.
*****
Yeti,
Lesser Independent Race
The Yeti are devolved humanoids, victims
of the magicks of Yidhra or its adherents, which have escaped capture and have
formed hidden communities out of the sight of civilised eyes. As China became
more and more Westernised over the Nineteenth- and Twentieth Centuries, these
creatures were driven further and further into remote regions of the country to
eke out a primitive living as best they could. Occasionally, they kidnap human
individuals to assist in the procreation of their ‘species’; however these
instances are increasingly rare in the Modern Age.
While mostly dark brown in colour there is
a strong tendency in the ‘species’ towards albinism, resulting in white or blue
grey variations. These individuals tend to move into the high plateaus where
their colouring gives them a natural advantage in the snow. Some lamaseries in
the Himalayas revere relics taken from these creatures, in one notable case,
the scalp and severed hands and feet.
YETI, Devolved Humanoids
STR: 4D6+12 (Average: 26)
CON: 3D6 (Average: 10-11)
SIZ: 2D6+12 (Average: 19)
INT: 2D6 (Average: 7)
POW: 3D6 (Average: 10-11)
DEX: 2D6+6 (Average: 13)
Move: 8
HP:
15
Average
Damage Bonus: +2D6
Weapon: Bite
50%, 1D6+db; Hand 45%, 1D6+db
Armour: 3 points of Skin and Fur
Skills: Hide
90%
Habitat: Remote Fastnesses in Western China and
the Himalayas
Sanity
loss: It costs no SAN to
see a Yeti; understanding it for what it is costs 1D2/1D8
*****
A Yidhran Library
The Black Sutras
Written by U
Pao, one of Burma’s greatest scholars, the Sutras contain an extended
discussion of the creation of life on Earth and its subsequent development;
this in no way correlates to Darwin’s Theory of Evolution but has a
consistent internal logic of its own, touching upon Mlandoth, Ngyr-Khorath,
‘Ymnar and Yidhra. It is notable for being the only source concerning Yidhra
which is unconnected to any process of gestalt mind transference and
unreferenced by any of the other standard Yidhran texts. It is said to contain
certain chants which are potent against Yidhran avatars and its cult followers.
(Source: Where Yidhra Walks, Walter C. DeBill)
Burmese; U
Pao; 700 AD; 1d4/1d8 Sanity loss; Cthulhu Mythos +5 percentiles; 18
weeks to study and comprehend
Spells: “Cutting
the Web” (Close Minds); “Break the Touch of Evil” (Undo Reversion)
*****
Chhaya Rituals
A deeply
esoteric and confronting work which proves challenging for even the most
knowledgeable occultists. The ‘chhaya’ refers, apparently, to the astral,
or psychic ‘shadow’ which must be overcome before the adept comes into the
fullness of his power; an alternative reading of the term suggests that the chhaya
is a malevolent, vaguely-formed nemesis which can seek out a sloppy
metaphysical practitioner. As such, the work is deemed hugely disturbing on a
personal level and must not be approached lightly by the investigator.
Thankfully,
copies of this book are extremely rare: one copy is known to exist in the
Buddhist libraries of Lhasa in Tibet, while a partial copy exists in a yogic
lamasery in Rangoon, Burma. To date all western commentators on this work have
been killed under strange circumstances.
(Source: Hydra, Henry Kuttner)
Tibetan (Lhasa
/ Ü-Tsang dialect), written in the phonetic Devanagari script; author unknown;
date unknown; 1d8/2d8 Sanity loss; Cthulhu Mythos +12 percentiles; 60 weeks to
study and comprehend
Spells: “Call
forth the Chhaya!” (Summon Dimensional Shambler); “The Rite of
Preparation” (Voorish Sign); “A Ward Against Evil” (Pnakotic
Pentagram); “Shed the Soul’s Impurities” (Undo Reversion); “The Lock
of Nine Hells” (Elder Sign)
NB: Every week
that a reader peruses this work, there is a percentage chance equal to their
POW that a Dimensional Shambler will appear and attack them.
Partial copy:
Tibetan (Lhasa / Ü-Tsang dialect), written in the phonetic Devanagari script;
author unknown; date unknown; 1d2/1d4 Sanity loss; Cthulhu Mythos +5
percentiles; 40 weeks to study and comprehend
Spells: as
above, but roll under the reader’s POW as a percentage to see if the spells are
understood
NB: Every
month that a reader peruses the work, there is a percentage chance equal to
their POW that a Dimensional Shambler will appear and attack them.
*****
Chronicles of Thrang
The Chronicles
have not been seen in recorded history; however, they are mentioned in several
ancient – and not so ancient – texts so their existence must be assumed, on
this basis, to be real. No actual authentic copies have been verified and
certainly no recorded copy is known to be held by any reputable library. It is
said that the Chronicles were written before the accepted start of human
history and that they were later amended in the land of Ngarathoë before being
transcribed into the Sumerian idiom.
Several
authenticated copies of the Yidhrani have quoted extensively from this
work and that is mainly how the work is known to have existed. One copy dating
from Cairo in the 1860s filled nineteen pages with the Sumerian cuneiform
script, photographs of which are held in the British Museum; the original was
destroyed in a fire later on. Another instance of the Yidhrani, known
from associated correspondence to have incorporated quotes from the Chronicle,
went down with the Titanic in 1912. All of these speculative copies have been
said to discuss the nature of Mlandoth and especially Yidhra, but exactly in
what fashion is currently unknown. The existence of the Chronicles is
said to be discussed in Cthonic Revelations and is mentioned in the
German work, Uralte Schrecken.
(Source: Where Yidhra Walks, Walter C. DeBill)
Sumerian,
written in cuneiform; ‘Thrang’; late 6th millennium BC; 1d4/1d8
Sanity loss; Cthulhu Mythos +10 percentiles; 40 weeks to study and
comprehend
Spells: Contact
Yidhra; Summon Avatar of Yidhra; Reversion;
Sumerian, 19
pages of photographed cuneiform text; Author unknown; Cairo, 1860s; 1d2/1d3
Sanity loss; Cthulhu Mythos +4 percentiles; 10 weeks to study and
comprehend
Spells: Contact
Yidhra
*****
Cthonic Revelations
The original
text for this work is unnamed. The translation from the original fragments is
the work of a Jesuit priest who used the title ‘Révélations hors de l'Abîme’
for his work. Despite the original print run of the text having been
proscribed, hunted down and burnt where possible by agents of the Catholic
Church, the original fragments are said to be housed within the Vatican.
The few
remaining copies which survived the ban by the Catholics are heavily guarded:
the British Library copy was stolen in the 1930s; the Bibliotheque Nationale
copy in Paris was burnt (along with a wing of religious texts) in 1890; a copy
purchased at auction in 1918 in New York by Miskatonic University was stolen
from the body of the bidding agent en route to its new habitation. The
only other copies – three in total – are in private collections. While it is
possible that the Revelations are simply another incarnation of the Yidhrani
this cannot be determined until the original fragments have been brought into
the light. The text is also rumoured to reference the Chronicles of Thrang
in its discussion.
(Source: Where Yidhra Walks, Walter C. DeBill)
Laotian; Original
fragments on mulberry paper; Thanang Phram; 700 AD; 1d4/1d8 Sanity loss; Cthulhu
Mythos +7 percentiles; 18 weeks to study and comprehend
Spells: Contact
Yidhra; Voorish Sign; Reversion
French; Révélations hors de l'Abîme; translator: Pere Alleau; 1798; 1d4/1d6 Sanity loss; Cthulhu Mythos +5 percentiles; 10 weeks to study and comprehend
Spells: Contact
Yidhra; Voorish Sign
English; Cthonic
Revelations; translator and date unknown; 1d3/1d4 Sanity loss; Cthulhu
Mythos +3 percentiles; 6 weeks to study and comprehend
Spells: Contact
Yidhra; Voorish Sign
*****
Poem
to Yidhra
“Yidhra, the Lonely One, craving the life
of all things;
Lonely One, needing the life of the
Earth.
Yidhra,the Goddess, ruling her avatar
races;
Goddess, of vulturine Y'hath of the sky,
Goddess, of Xothra who sleeps in the
Earth and wakes to devour.
Goddess, of men in strange places who
worship her.
Yidhra, the Hierophant, teaching her
followers mysteries;
Hierophant, teaching strange tongues of
the elder world.
Yidhra, the Bountiful, making the hills
and the meadows green;
Bountiful, showing the way to the desert
springs,
Bountiful, guarding the flocks and the
harvest.
Yidhra, the Lover, needing the seed of
her followers;
Lover, who must have the seed of all
things,
Lover, who must have the seed of change
or die,
Lover, whose consorts are changed, infused
with the seed of the past and changed
to forms not of past, nor of present.
Yidhra, the Mother, bringing forth spawn
of the past;
Mother, of all things that were,
Mother, of children of past and of
present,
Mother, whose children remember all
things of their fathers long dead.
Yidhra, the Life-Giver, bringing long
life to her followers;
Life-Giver, giving the centuries
endlessly
to her children and lovers and
worshipers.
Yidhra, the Restless One, needing the
sons of new fathers;
Restless One, sending her followers forth
to seek new blood for her endless change,
Restless One, craving new lovers outside
the blood of her worshipers,
lest she and her spawn and her followers
shrivel and wither in living death.
Yidhra, the Dream-Witch, clouding the
minds of her followers;
Dream-Witch, hiding her shape in
illusion,
Dream-Witch, cloaking her shape in
strange beauty.
Yidhra, the Shrouder, wreathing the
faithless in shadow;
Shrouder, devouring the errant and
hostile ones,
Shrouder, who hides men forever...”
-The Mad Lama of Prithom-Yang
The Poem is a longish fragment attributed to
‘the Mad Lama of Prithom-Yang’: who this personage is, or may have been, is a
matter of conjecture. The fragment explicitly outlines the nature and
attributes of Yidhra, including two of her more well-known avatars, Y’Hath and
Xothra. The Poem has a shrouded history, appearing in low-circulation
magazines such as Weird Tales, Whispers and Tales of Wonder, and
various collections of poetry, including one put out by the Golden Goblin Press
in 1911. The attribution is usually maintained, although, in some cases,
various individuals have tried to assert their ownership of the work.
Given the Southeast Asian origin of most of the
works on Yidhra, the authorship of the ‘Mad Lama’ is hard to ignore. More
importantly, research has shown that, as far as can be ascertained, the
material does not appear in the Yidhrani where that work has surfaced.
It may well be another work concerning the goddess that is circulating in a
similar, although limited, fashion.
(Source: Where Yidhra Walks, Walter C. DeBill)
English; ‘The
Mad Lama of Prithom-Yang’; date unknown; 1/1d3 Sanity loss; Cthulhu Mythos
+2 percentiles; 1 hour to study and comprehend
Spells: None
*****
Uralte Schrecken
“It is clear that the most
ancient gods, the prototypes of all the gods of man, were known and worshipped
before men existed; and it is further clear that the most ancient gods all
proceed from the one source.
That
source is sometimes called Mlandoth, and all gods are but varied manifestations
and extensions of the One.
But
whether Mlandoth is a place, or a conscious entity, or an inconceivable
maelstrom of unknown forces and properties outside the perceptible cosmos is
not known surely.
Certainly
Ngyr-Khorath, the mad and monstrous thing which haunted this region of space
before the solar system was formed and haunts it still, is but a local eddy of
the vastness that is Mlandoth.
And
is not fabled ‘ ‘Ymnar, the dark stalker and seducer of all Earthly
intelligence’, merely the arm of Ngyr-Khorath, an organ created in the image of
Earthly life and consciousness to corrupt that life and lead it to its own
destruction?
And
does not even great Yidhra, who was born of and with the life of Earth and who
through the aeons intertwines endlessly with all Earthly life-forms, teach
reverence for Mlandoth?
Before
death was born, She was born; and for untold ages there was life without death,
life without birth, life unchanging...
But
at last death came; birth came; life became mortal and mutable, and thereafter
fathers died, sons were born, and never was the son exactly as the father; and
the slime became the worm and the worm the serpent, the serpent became the yeti
of the mountain forests and the yeti became man.
Of
all living things only She escaped death, escaped birth. But She could not
escape change, for all living things must change as the trees of the north must
shed their leaves to live in winter and put them on to live in spring.
And
therefore She learned to devour the mortal and mutable creatures, and from
their seed to change Herself , and to be as all mortal things as She willed,
and to live forever without birth, without death.
Yidhra
devoured the octopus and learned to put forth a tentacle; She devoured the bear
and learned to clothe herself in fur against the creeping ice of the north;
indeed can Yidhra take any shape known to living things.
Yet
no shape can She take which is truly fair, for She partakes of all foul
creatures as well as fair. To her followers She appears in many fair and comely
forms, but this is because they see not her true form, but only such visions as
She wills them to see.
For
as the adepts can send their thoughts and visions to one another over great
distances ... so can Yidhra send her thoughts to men and cause them to see only
what She wills.
Indeed
it is by sending her thoughts that Yidhra remains in one soul, for in body She
is many, hidden in the jungles of the south, the icy wastes of the north, and
the deserts beyond the western sea.
Thus
it is that though her temples are many, She waits by all, combining bodily with
her diverse followers, yet her consciousness is a vast unity.”
-Uralte Schrecken, Graf von Könnenberg
The Uralte
Schrecken or ‘Ancient Fear’ is a monograph written by Graf von Könnenberg
in the Nineteenth Century. In it he outlines his theory that the myth patterns
of all cultures are merely projections of something which he refers to as ‘Mlandoth’;
just exactly what Mlandoth is he fails to mention and this no doubt
explains the work’s poor reception by the academic community. The work also
mentions such entities as Ngyr-Khorath, ‘Ymnar and Yidhra.
The work also mentions, briefly, the Chronicles of Thrang.
(Source: Where Yidhra Walks, Walter C. DeBill)
German; Graf
von Könnenberg; 1800s; 1d3/1d6 Sanity loss; Cthulhu Mythos +6
percentiles; 22 weeks to study and comprehend
Spells: Contact
Yidhra; Summon Avatar of Yidhra; Reversion; Deflect Harm; Voorish Sign
*****
The Yidhrani
“A hundred April winds disperse her fragrance;
A thousand wet Octobers scour her
footprints;
The ruthless years assail the ancient
memory of her presence, yet
Where Yidhra
walks, the hills do not forget.”
-Where Yidhra Walks, Walter C. DeBill
This book is
not a written work per se; some followers of Yidhra in the form of any
of its avatars feel compelled to write down their experiences: research has
shown that this information is identical in each case, the product of some gestalt
mind experience. Wherever there is a concentration of Yidhra worship, this body
of knowledge will manifest itself, as a discrete text, a scribble of inanity
from a madman, or an unrecognised artwork from some native artist. Wherever
this text manifests, it is known that it can bring forth Yidhra in a new
incarnation; the Bibliotheque Nationale de Paris had a copy in the 1920s
but it was destroyed by thieves, possibly causing a new incarnation.
The regular
emergence and promulgation of this text bears comparison the Revelations of
Glaaki and its circulation amongst its worshippers.
Various
languages; Various authors; Various dates; 1d8/1d10 Sanity loss; Cthulhu
Mythos +8 percentiles; 10 weeks to study and comprehend
Spells: Summon
Avatar of Yidhra; Reversion; Deflect Harm; Consume Likeness
NB: Instances
of this work have been known to attract individuals who have a sympathy with
this work. Such individuals will travel great distances to obtain the text (by
methods legal or otherwise) and will do anything to protect it. Such
individuals have been known to have become the vessels or the means of new
incarnations of Yidhra or its avatars
*****
Mythos Magic
For
Yidhra’s faithful, her holy text the Yidhrani is possibly the most sacred relic
of her worship. There are others items mentioned in connexion with it that are considered
holy; the following is the best known of these.
The Mask of the Avatar
These visages are made from whatever
material suits the local culture. The Mask
is an important cult artefact in the worship of Yidhra. It allows a
non-worshipper to tap into the telepathic communications of the nearest avatar
and its followers, connecting them with the gestalt
mind of that being.
Whenever the Mask is worn it allows the wearer to read the thoughts of the
avatar and its minions: these thoughts will be random visions that can reveal
the intents and activities of various of the cult entities. This makes the Mask a potent weapon against the avatar
but it has rather significant drawbacks:
Each time that the Mask of the Avatar is worn it drains 1 Magic Point from the wearer; initially, the telepathic contact has
no effect upon the wearer but soon the visions become hideous and revelatory,
inflicting 1D6 points of Sanity Loss (upon
a failed save) per wearing. Further, once worn, the Mask has a subtle connexion to the wearer, calling to them in
dreams with tantalising visions that lure the victim back to the Mask and tempting them to wear it once
more. These dreams soon become daydreams and visions, intruding upon their
daylight activities as well. The only way to stop this effect is to leave the Mask of the Avatar and travel well away
from its vicinity: after about six months the call of the Mask dwindles to nothing but a distant dread.
Finally, if the current avatar of Yidhra
closest to the Mask is destroyed, the
next person to wear the artefact is immediately consumed by it and their
genetic material used to create a new incarnation of that being. The wearer is
completely destroyed to be replaced with Yidhra’s avatar in all its gruesome
glory.
*****
Yidhran
Spells
Close Minds (Invocation to
Mlandoth)
This spell requires the assistance of a
second person: the caster weaves a cat’s cradle around their fingers using a
red thread while chanting an invocation to Mlandoth and expending 5 Magic Points. Once the ‘cradle has been
completed, the assistant must cut the thread with a pair of scissors or a small
knife. The moment that the thread is cut, all telepathic communication between
Yidhra’s closest avatar and its followers, human or otherwise, will completely
stop for 60 minus 1d10 minutes; the effect covers a mile in radius.
Once completed, the caster then needs to
make a Luck Roll: if they fail, all of Yidhra’s local followers as well
as its avatar, become telepathically aware of the location from where the spell
was cast, once the spell’s effect wears off. Sadly, the caster also knows that
they know, and suffers a 1D4 point loss of SAN...
*****
Reversion
“...Damn
him, whispering even as it is that I’m a sort of monster bound down the
toboggan of reverse evolution...”
-H. P. Lovecraft, Pickman’s Model
This spell causes an entity to
degenerate, from mammal, to reptile, to amphibian, to icthyoid, to arthropod,
depending on the spell’s effect. The spell requires the sacrifice of 1 POW and
a piece of Yidhra’s genetic material, from whatever avatar it is currently
possessing. This substance must be smeared upon a knife or similar weapon and
then used to attack the target. Once infected, the target must resist the
effect of the spell with their CON on the Resistance
Table. The spell has a base 18% chance of working plus 1% for every Magic Point used to power the spell.
If the target fails, determine the extent
of failure and calculate the degree of Reversion
on the following table (NB: these effects are non-cumulative):
Degree
of Failure: 1-5%
The mind of the victim regresses to that
of an infant: language, INT, EDU and social skills are all reduced to 1d10% and
Physical skills are reduced by 50% to a minimum of 1%
Degree
of Failure: 6-10%
The victim regresses to a ‘Cave Man’-like
state: all physical Combat skills – Head
Butt, Kick, Punch, Grapple – are at +20%; all EDU or INT based skills are
reduced to 1d10%; STR, CON and DEX are all increased by 5; INT, EDU and APP are
reduced to minimum: 8, 6 and 3; SIZ is increased by 1d6; POW and SAN remain the
same
Degree
of Failure: 11-20%
The victim has regressed to a
vaguely-humanoid mammalian state: STR increases by 3d6; CON and DEX by 6
points; SIZ increases by 1d4+1; INT, EDU and APP are reduced to minimum: 8, 6
and 3 respectively; POW and SAN remain the same. The victim becomes furry and
displays a variety of mammalian features alien to human physiology: fangs,
claws, hoofs, etc. The following attack modes come into play: Bite 30% (1D8+db); Claw 50% (1D4+db); Horn Gore
30% (1d8+db); Kick 05% (1D8+db). The
victim also enjoys 2 points of Armour
from a combination of altered musculature and hide. All human skills are lost.
Degree
of Failure: 21-30%
The victim regresses even further,
beginning to express reptilian features: STR increases by 3d6; CON by 6 points;
DEX increases by 2d6; SIZ increases by 1d4+1; INT, EDU and APP are reduced to
minimum: 8, 6 and 3 respectively; POW and SAN remain the same. The following
attack modes come into play: Bite 35%
(1D8+Poison – POT equals CON); Claw
50% (1D6+db); Extreme forms are also able to Crush 40% (1D6+db/round). The victim also enjoys 2 points of Armour from scaly hide. All human skills
are lost.
Degree
of Failure: 31-40%
The victim has now regressed to an
amphibian state: STR increases by 2d6; CON by 4 points; DEX increases by 3d6;
SIZ decreases by 1d4+1; INT, EDU and APP are reduced to minimum: 8, 6 and 3
respectively; POW and SAN remain the same. The following attack modes come into
play: Bite 35% (1D8+db); Claw 50% (1D6+db); Extreme forms are
also able to Swallow (40%; 1D6/round)
any human-sized object they successfully Grapple.
They are also able to Hide 60%, Dodge at DEXx5% and Jump at 60% The victim also enjoys 1 point of Armour from leathery hide. All human skills are lost.
Degree
of Failure: 41-50%
The victim becomes grotesquely fish-like:
STR increases by 3d6; CON by 6 points; DEX increases by 2d6; SIZ increases by
1d4+1; INT, EDU and APP are reduced to minimum: 8, 6 and 3 respectively; POW
and SAN remain the same. The following attack modes come into play: Bite 35% (1D8+db); Claw 50% (1D6+db); Extreme forms are also able to Swallow (40%; 1D6/round) any human-sized
object they successfully Grapple.
They are also able to Dodge at
DEXx4%, Swim at 75% and Jump at 55%. The victim also enjoys 2
points of Armour from scaly hide. All
human skills are lost.
Degree
of Failure: 51-60%
The victim is now more arthropod than
human, sprouting extra limbs, wings and an exoskeleton: STR increases by 2d6;
CON by 6 points; DEX increases by 3d6; SIZ decreases by 1d4+1; INT, EDU and APP
are reduced to minimum: 8, 6 and 3 respectively; POW and SAN remain the same.
The following attack modes come into play:
Nippers 30% (1D8+Grapple); Bite 35% (1d6); Extreme forms are also
able to Sting 50% (1D4+Poison –
POT=CON); They are also able to Dodge
at DEXx5%, Fly with a Move of 9 and Jump at 75%. The victim also enjoys 3 points of Armour from chitin. All human skills are
lost.
Degree
of Failure: 61+%
The victim deliquesces into a twitching
protoplasmic puddle which emits a reactive phosphorescent glow if disturbed.
Contact with this substance has a mildly corrosive effect on unprotected skin
causing 1 point of damage per round of contact. For all intents and purposes,
the victim is dead.
The actual appearance of the victim is
largely up to the Keeper, keeping in mind of course that the more dramatic the
failure the more extreme the expression. The full transformation takes about 10
minutes. A victim struck by two or more instances of this magic may blend
several regressive states in one transformation.
The Yidhran substance required by the
spell breaks down quickly after casting so the attacker has only 1d2 attempts
at successfully striking their intended target. Once the effect (if any) has
been determined, the victim must make a Luck
Roll: If successful, the effect is not permanent and will reverse itself in
CON-1D6 days; if unsuccessful, the Investigator is stuck in their new form
forever.
Anyone witnessing the transformation
loses 1D2/1D6 SAN points; the victim, meanwhile, loses 1D6/1D10 points of
Sanity.
*****
Summon Avatar of Yidhra
This
is deadly and dangerous spell
There
are no exact ritual components to this magic; rather it is enough simply call
upon the Outer God with an appropriate degree of devotion and enthusiasm. For
this reason, such ritual objects as the Yidhrani
and the Mask of the Avatar contain
the Summoning forces within their
very substance, and casting this spell may be the unknowing action of an
oblivious reader.
A
basic requirement of this spell is that there be a quantity of raw material
present which the Avatar can use to manifest itself. This material must be living.
Needless to say, the Avatar will destroy and re-combine the caster if there is
insufficient raw stuff nearby for it to create a vessel.
Nominally,
the spell costs 15 MPs and causes a 1D8/1D12 Sanity loss.
*****
Undo
Reversion (Invocation to Mlandoth)
“And
does not even great Yidhra, who was born of and with the life of Earth and who
through the aeons intertwines endlessly with all Earthly life-forms, teach
reverence for Mlandoth?”
-Graf
von Konnenberg, Uralte
Schrecken
This spell requires the burning of
several rare forms of incense found only in Southern China, Indochina and
Burma. The caster makes a set of ritual gestures while performing a rigorous
chant, making an invocation to Mlandoth. When cast in the presence of an
individual who has been permanently affected by the Reversion spell (q.v.), it will undo the effects of that magic.
Note that this spell will also remove the effects of lycanthropy and will purge
a victim of the “Innsmouth Look”.
Due to the loss of human sensibilities
the victim instinctively tries to resist the caster’s efforts and must be
restrained. The victim and caster match CON and expended Magic Points respectively on the Resistance Table and the spell has a base 5% chance of success. The
process takes several hours and the caster is left physically and mentally
weakened, with a decrease in STR, CON and DEX by 1d6 each and a reduction in
all skills by 20% for 1d4 days.
If the caster is successful, the victim
must make a Luck Roll: if successful,
the change back to their normal physiology is successful and lasting; if
unsuccessful, the victim’s reinstatement is only partially effective and their
APP is reduced by 3. Check the following list for other side effects:
Restoration
from Subhuman state:
subtract 1d20% off all the character’s restored INT and EDU based skills; SIZ
is increased by 1. Amnesia: the character needs to make an Idea Roll to remember
facts and skills which pre-date their Reversion.
Restoration
from Animal state:
Lycanthropy – under circumstances which reflect the initial Reversion, the character undergoes
infrequent temporary transformations into a Werewolf; the character is more
hirsute when in human form and is uncomfortable in restrictive garb or overly
enclosed spaces.
Restoration from a Reptilian state: Ophidiophobia; the character dislikes
intense cold and is quick to succumb to hypothermia, falling into a catatonic
stupor in low temperature environments (<16°C / 60°F);
the character is also plagued by recurrent chronic psoriasis
Restoration
from an Amphibian state:
The character dislikes dry environments and becomes distinctly cold and clammy to
the touch; the character becomes plagued by nervous tics and strange
compulsions to do with water – obsessive cleaning, bathing, etc (-20% to Credit
Rating).
Restoration
from an Icthyoid state:
The character has developed the “Innsmouth Look” and will degenerate into a
Deep One over the course of their life from this point onwards.
Restoration
from an Arthropod state:
Entomophobia; the victim experiences constant tinnitus which can require
medication to control; such characters become withdrawn and isolated, sometimes
literally ‘cocooning’ themselves away; characters are plagued with recurring
aphasia, a random inability to produce or comprehend language while under
stress.
I stumbled across this entry based on a discussion being had about 1920's adventures in Southeast Asia which led to a discussion of Yidhra as a suitable big bad for such an adventure or campaign. I want to say, even though it may be two years overdue, that I really thank you for taking the time to assemble this information here in this format. I just acquired de Bill's Mlandroth, etc to read, but you've saved me (and others) a TON of time with this. Thank you again!
ReplyDeleteFascinating treatise on Yidhra and Madam Yi, one of my personal favorites. I look forward to seeing what else you have to say!
ReplyDeleteI'm about to publish an adventure set in Republican China using this material over the next few weeks. I'd be interested to hear your thoughts when that happens!
DeleteI'm the one Jeff Vandine mentioned as setting my Call of Cthulhu adventure in Southeast Asia. The players are pursuing a mysterious woman known only as Madame Chin, which in reality is an avatar of Yidhra. Without your hard work and this page in particular, all of my plotting would have taken a lot longer. Thanks for all your hard work!
ReplyDeleteNo worries! If you prowl further ahead to more recent posts, there's a Republican era Chinese adventure "Creeping Madness" which, if you like, you might want to adapt into your game. It's loaded with Madame Yi's nefariousness! Cheers!
Delete