Saturday, 30 January 2016

Yian-Ho?

In October of last year video footage was taken of a mysterious city which appeared floating in the air over the settlements of Jiangmen and Foshan in the southern Chinese province of Guangdong. The grainy footage, which appears to show tall blocky buildings floating in the sky, was posted to YouTube on the 9th of October, accompanied by reports that hundreds, and later, thousands of witnesses had seen it. Only one of those onlookers apparently had the presence of mind to film the spectacle, since only the one piece of footage exists. Compared to the event in which an asteroid blazed across the sky in Russia the previous year and was filmed and photographed by many onlookers from many different angles and locations, this begs the question of whether or not this phenomenon is a hoax.

Apparently, the floating city was visible for only a few minutes and many locals who saw it declared that it was an instance of magic at work.


Objectively speaking, this appears to be an instance of the rare meteorological phenomenon known as the “Fata Morgana”. This is a mirage caused by temperature gradients where high strata of air are heated by the Sun while the layers beneath remain cool. The effect produces a visual distortion whereby distant objects along the horizon are refracted causing them to look as though they are closer and hovering in the air nearby. The term is Italian and is the name in that language for Morgan le Fay from Arthurian legend: Italian seamen passing through the Straits of Messina named the effect, believing it to be the work of a powerful witch trying to lure them onto the rocks with visions of fantastic cities and floating castles. The effect is also believed to be the source of legends giving rise to the “Flying Dutchman”.


Looking at it through a Mythos lens however, might this have been a materialisation of the hidden city of Yian-Ho, the headquarters of the Kuen Yuin and the worldwide Cthulhu Cult? Perhaps their cloaking magicks failed them on this occasion and they were seen opening their gates, either to admit or expel visitors? Or perhaps an intrepid group of Investigators found a way to enter their hallowed halls unannounced? Either way, we should probably be on the lookout for manifestations of the Xin - avatar of Ghatanathoa - or its loathsome satellites in the immediate vicinity...

Tuesday, 26 January 2016

Rip It & Run! The Onion...


Writing a scenario – or a series of scenarios; that is, a campaign – for “Call of Cthulhu” might seem like a tortuous affair. However, if one keeps in mind a few simple guidelines, then it isn’t really as onerous as one might think. There are many approaches to take – and the Interwebz are full of other people’s views on the matter – but here is mine and I think it’s relatively straightforward and easy to use. It’s a process I call the Onion.

An investigation in this game can be likened to the slow peeling away of various layers of information and obfuscation, trying to penetrate to the heart of what’s going on. In essence, a “Call of Cthulhu” story is like the removal, one by one, of the layers of an onion until the heart of the vegetable is reached. Your players are here to unwrap the story you’ve brought to them; it’s easy then, to think of your plot as a gift that you have to wrap up. You simply have to start with the centre of the narrative and cover it up in layers.

First, you need to think of what’s going on, or rather, what is it that is causing something to take place. This is as simple as flipping through the rule book and looking at the Great Old Ones, or Outer/Elder Gods that there are to choose from. Think of this entity as the heart of the Onion: everything that is about to happen stems – intentionally or otherwise - from this source.

Since “Call of Cthulhu” is based upon a coherent Mythos, it’s easy to make significant connexions once you’ve decided upon the core of your menace. Say you’ve chosen Cthulhu as the Great Old One to feature in your story: there are many creatures and beings associated with Cthulhu that are all possible obstacles which your team of Investigators may well encounter in overcoming the threat which Cthulhu represents. Flipping through the various publications associated with the game, along with the many literary sources, you will see that there are Deep Ones, the Yuggya, Star Spawn, and a worldwide human cult that all work to promote Cthulhu’s insidious aims. These associated entities thus inform the progress of your adventure.

If Cthulhu is at the heart of the Onion, then closest to it would be the Star Spawn, being the next most insurmountable Greater Servitor Race; after these, one layer further out from the Star Spawn, would come the Yuggya; out from them come the Deep Ones – both these last creatures are Lesser Servitor Races associated with Cthulhu; further out from these are the human cultists of the Great Old One; and finally, we have the outwardly-unremarkable skin of the Onion. As you can already see, the further you penetrate into the heart of the Onion, the more dangerous it becomes.


Once this schema of increasing danger as the heart of the onion is neared has been determined, the Keeper can then start organising the locales across which their adventure will progress. As noted, Cthulhu cultists exist worldwide, so this makes roping the Investigators into the adventure relatively simple: it doesn’t matter where the party chooses to kick off. Cultists have fairly distinct goals which inform their activity: they seek ancient tomes or artefacts, strange ingredients for potent spells, victims for sacrificial purposes, or access to forbidden areas. Large cults need headquarters and funds, so many of them will have guarded buildings and connexions to either high finance or street level crime. Odd goings-on in these circles of activity will undoubtedly attract the attention of our heroes.

Soon, while pursuing the cult activity, the party will begin to encounter Mythos strangeness in the form of Half Deep Ones and then fully incarnated Deep Ones. Again, following the capabilities of these horrors, the locations for these encounters will push coastwards, moving the action to seaside towns, abandoned canneries, rum-runner hideouts, derelict oil rigs, and sunken vessels. After the first glimpses of these aquatic horrors, the Investigators will begin to revise their strategies to deal with things outside to the normal run of reality and turn to Mythos tomes for answers.

The Yuggya, or Yuggs if you prefer, are a step beyond the B-movie horror of the Deep Ones. They belong to deeply-hidden cults – connected to Ythogtha and Zoth-Ommog, offspring of Cthulhu - lurking behind the human ones connected to Cthulhu and, while they can manipulate human emotions and thoughts, they are wholly alien from the human psyche, or even the Deep One mentality. They are the first insight for the Investigators into the cosmic nature of the Mythos. The Yuggya are able to breed with half-human Deep Ones to produce strange offspring; they can burrow beneath the earth in all directions, and swim with great facility. In short, they can bridge the gap between the landward parts of the Keeper’s campaign and the final encounters.

The Star Spawn of Cthulhu rarely leave R’lyeh and so, logically, our series of adventures will no doubt tend towards this remote locale. Keep in mind that the events described in Johansen’s Journal are thought by some to reveal the capabilities of a single Star Spawn and not Cthulhu itself, so this should give you some idea of what encountering one of these beasties is like. Here, the adventurers have left normal reality behind and the full cosmic horror will start to reveal itself. After this, if everything goes pear-shaped, the Great Old One itself will appear!

Once this series of levels has been constructed, all the Keeper need do is firm up the locations between each layer; that is, build connexions between each of the layers so that the party can wend their way towards the conclusion. NPCs, incidents and locales will reveal themselves as the Keeper starts to create the links between the adventures; reading about the various creatures and gathering ideas for scenes and locations will generate set pieces and various other paraphernalia that can be brought into play. Boats and people to sail them; spear-guns, flare guns and tridents as parts of the party’s armoury; half-shark Deep Ones to explode expectations; spelunking equipment to explore Yugg tunnels: the more you let your imagination run along the bare bones of your narrative, the more surprises and connexions you will make.

Remember also that “Call of Cthulhu” is a game about books. Once you’ve pinned down your major Bad Guy (in this case Cthulhu), you automatically call into play a range of wicked tomes which specifically speak about it and its kind. These include, but are not limited to, the following: “An Investigation into the Myth Patterns of Latter-Day Primitives”; The Black Tome of Alsophocus; The Book of Dzyan; The Book of Eibon; The Codex Dagonensis; The Confessions of the Mad Monk Clithanus; The Cthaat Aquadingen; “Cthulhu Among the Victorians”; Cthulhu in the Necronomicon; Dwellers in the Depths; Invocations to Dagon; The Johansen Narrative; Legends of the Olden Runes; The Necronomicon; “Notes on Nessie”; The Ponape Scriptures; The R’lyeh (or Urilia) Text; Unaussprechlichen Kulten; and The Zanthu Tablets, to name but a few. Of course, any Mythos tome will reveal information about a specific Mythos entity with a successful Cthulhu Mythos roll, but these works have a special affinity with the Dreamer in R’lyeh. Now the Keeper can decide which Mythos tome(s) they want to use in their adventure and pin down what pertinent information and spells it contains that will drive the story forward.

This is a very rough method of writing the structure for a “Call of Cthulhu” campaign. It is very straightforward and will generate a series of adventures which will feel to some players like a traditional “Dungeons & Dragons” adventure; nevertheless, this is exactly how such Chaosium campaign series as “Shadows of Yog-Sothoth” and “Masks of Nyarlathotep” were constructed. Experienced Keepers will try to make their adventures feel like less of a ‘train-ride’ by factoring-in elements pertinent to their players and their characters, and by allowing bizarrely-successful (or dismal) dice rolls to turn the narrative in unexpected directions. No plan survives contact with the enemy, and an adventure outline is simply that – the Keeper’s best-laid plan.

This loose scheme of Mythos ‘dungeon-building’ works for any number of players and for any level of mayhem: by placing a relatively minor enemy at the heart of the Onion, and scaling back the connexions leading to it, the resulting campaign can be tailored for even a single player and still achieve a challenging and satisfying narrative. So the next time you are called upon to spontaneously generate an adventure at the last minute for your keen Investigators, give this method a try – I’m sure that you will find it useful.

Review: "Gotham - Season 1"



HELLER, Bruno (developer), “Gotham – Season One”, 2014-2015, DC Comics/Warner Bros./Primrose Hill Productions


In TV-land, especially on the supernatural fringes of that territory, Lovecraft and his creations seem to have become a touchstone for horror and fright-mongering. In recent productions, we’ve seen the Cthulhu Mythos take centre stage in an episode of “Supernatural” (wherein “The Haunter of the Dark” was sloppily executed); The King in Yellow become the nexus of a serial-killer’s madness in “True Detective”; and the Alhazred couplet (“That is not dead...”) used as a zombie–making spell in “Sleepy Hollow”. It seems that television writers have seen in Lovecraft’s work a veritable mine of material to plumb for their own ends and are falling all over themselves to throw in as many knowing references as they can.

It’s certainly no recent phenomenon. Way back in the 1980s “Cast A Deadly Spell” turned Fred Ward into a Chandler-esque movie version of Lovecraft in a world where magic was as common as potato chips, and the “Evil Dead” series of films made much out of the Necronomicon as the source of all, um, “deadites”. However, in the world of comics, the tradition is even older.

Arkham Asylum became a feature of the Batman landscape early on in the ‘80s when guys like Frank Miller were re-inventing Gotham City for the next generation of comics fans. By making Batman the “Dark Knight” the bat-landscape went from a brightly-coloured, high-camp playground for the spandex club, to a moody, corrupted, nightmare environment where psychoses and serial-killers stalked the streets and the only way to beat ‘em was to join ‘em. Of the many fantastic graphic novels which emerged during this renovation process, “Arkham Asylum” remains one of the touchstones for bat-fans everywhere: a more sinister comic was never unleashed upon an unsuspecting readership. Nowadays, perhaps the process has gone too far with the introduction of Gotham’s sister-city “Blüdhaven” – which we’re informed is even worse than Gotham – as a playground for Nightwing, but if nothing else it shows that there’s still life in the concept.

Obviously the works of HPL were an influence in this process and the name “Arkham” was lifted from there to underscore the insanity prevalent in the menacing world of Gotham City. In this way, I suspect that Lovecraft’s vision got a free boost as newcomers began to explore the roots of their four-colour reading matter. I’m not sure that Bob Kane – who was writing the first Batman and Robin tales while Lovecraft was building Arkham City – would have entirely approved, but time has shown that the tale of Bruce Wayne’s rise to become the protector of Gotham has lost none of its power to intrigue and to captivate.

Which brings us to this TV show. I approached this offering with some hesitation; I felt perhaps that too much blood had been drained from the carcase of the Bat and that this show would come off half-arsed and cheesy. The franchise has not been entirely free of misfires and false starts (“Batman and Robin”, anyone?) and shows like “Smallville”, “Arrow” and “The Flash” (the first one, not the current one, which I haven’t yet seen) haven’t really engendered much confidence in the small-screen treatment of the material. With characters like The Penguin, The Riddler and Catwoman front and centre, there’s a fine line between their portrayals working, or falling hopelessly flat. Anyone who saw the Catwoman movie with Halle Berry will know exactly what I mean.

It has come as a complete surprise to me therefore, how absolutely enjoyable this series is. DC, in its recent blockbuster manoeuvring around Marvel and the so-called “MCU”, seems to have all the creative energy of a flaccid balloon. Superman has launched and re-launched to no great effect; Aquaman seems poised to make a big-screen debut (seriously? Aquaman?) and “Suicide Squad” seems – to me at least – a poorly-considered misfire. I keep hearing that there’s a lot of excitement about “Batman vs. Superman”, but it feels forced and overwrought, as if they’ve let off all their fireworks in the afternoon. Less “wow!”; more “meh”. And yet Marvel are going from strength to strength. In the middle of all this lacklustre effort, it’s a pleasure to find that something is going right.

“Gotham” drops its focus from the cosmic events of Kal-el to the street-level dinginess of the city’s back alleys and its constant in-fighting of Mafiosi, all trying to topple Carmine Falcone from his perch as Godfather. The people are terrified; the cops are hopeless; the criminals and the elite live fat off their ill-gotten gains. Into this hell walks rookie detective James Gordon, keen to make his mark in memory of his father, a former Gotham City District Attorney. The scales are quickly torn from his eyes as he becomes gob-smacked by the blatant lawlessness and corruption, represented mainly by his new partner Harvey Bullock. Trailing in Bullock’s wake, we and Jim are introduced to the conniving and deadly nightclub owner ‘Fish’ Mooney, and her “umbrella boy” Oswald Kapelput (or Cobblepot, as he prefers) soon to become The Penguin. Shortly thereafter, the iconic shooting of Thomas and Martha Wayne takes place and we’re off to the races.

The brilliance of this show is in the casting. There’s not a single wrong note here. I was at first a little hesitant about Ben McKenzie as Gordon but he has enough range to cover all the bases that make a convincing future Police Commissioner of Gotham. Harvey Bullock, as played by Donal Logue, is a nice reintegration from Paul Dini’s award-winning “Dark Knight” cartoon series and plays fast and loose, dodging the flak from both the cops and the criminals. Ed Nygma (Cory Michael Smith), Gotham City Police Department’s forensic expert and soon to be The Riddler, is as crazy as you’d expect, but perfectly grounded in this environment. Others like Falcone (John Doman) and his opposite number Don Maroni (David Zayas), the nascent Catwoman (Camren Bicondova, who looks exactly like an animate Blythe Doll), Sean Pertwee as Alfred Pennyworth – there’s no-one here who doesn’t take their role and play it pitch perfectly. Even Bruce Wayne, boy-billionaire (David Mazouz), is great to watch: I was sure that he was going to be the weak link but he, too, belts it out of the park. But better than all of these are ‘Fish’ and The Penguin.

I expect Jada Pinkett-Smith read this character and just sank her teeth into the part. Her performance recalls Eartha Kitt’s Catwoman from the 1960s “Batman & Robin” TV show – all purr and deep menace – but she rages and spits as well. She plays for keeps in a relentless pursuit of power and it’s a sheer delight to watch. Fighting opposite her is the snitch with aspirations, Oswald ‘The Penguin’ Cobblepot (Robin Lord Taylor): dressed as a reject from some early noughties emo-band, his role is a high-wire act that could so easily have come crashing down in ruin. Spectacularly, it doesn’t, and every episode sees him clawing at another desperate inch of respect on his gruelling climb to power. Seriously, I’ve lost count of how many times he’s had the crap beat out of him, but it’s worth it just to watch him get his revenge.

Sadly, ‘Fish’ gets betrayed about halfway through the season, not by her associates (although that happens too), but by the show’s writers. After being chased out of Gotham she goes through a series of scenes on a remote island as part of a captured band of prisoners being culled for their organs. The sequence does little to reinforce or progress her character and signals the only bum note of the show. It feels like the writers didn’t know what to do with her after her fall from grace; surely they could have come up with something better than this?

One essential reason why this show works so well (apart from the material being iconic and tracking Bob Kane’s vision from origin through Frank Miller and Paul Dini to the latest blockbuster trilogy by Christopher Nolan, avoiding all of the missteps along the way) may not be immediately obvious to the uninitiated. Those in The Know will spot the name Ben Edlund popping up now and again: this guy is the creative genius behind the quintessential cartoon superhero romp “The Tick”: they say that satire cuts to the heart of that which it lampoons, so if anyone knows vigilantes, it’s Edlund. If you look really carefully, you’ll spot the odd headline reference to the Fledermaus, the cowardly Bat-clone from Tick’s The City.

To wend my way tortuously back to my first point about HPL and the Bat-scene, in this show there’s a corrupt (of course) city developer who goes by the name of Richard “Dick” Lovecraft, who shares a memorably-disturbing scene with a not-yet-completely-batshit-crazy Harvey Dent (Nicholas d’Agosto), in the episode entitled “Lovecraft”. Don’t get your hopes up however: Dick Lovecraft is just a corrupt slumlord who cops a bullet in the noggin and nothing more. There’s nothing Lovecraftian happening here apart from the name. Still, as yet another passing reference in an otherwise busy show, perhaps more fans will be brought over to the Mythos as we know it.

Four Tentacled Horrors from me.

Rip It & Run! Occult Investigators



One of the hardest things about constructing a “Call of Cthulhu” campaign is finding a rationale for having the Investigators band together in the first place. While it’s relatively easy to find an occupation for a new character, finding the “glue” that makes a team stick together is vastly more tricky. A handful of randomly-generated characters can be forced into a clump by the needs of a present story, but the moment any one of the characters says “What am I doing here?” the whole thing starts to fall apart. As well, while a single Investigation may satisfactorily occupy a group from beginning to end, moving on to a second story is sometimes a problem: will the police character be able to walk away from their day-to-day duties? Will the psychologist be able to clear their schedule for the next instalment? Will the reporter be able to use company resources to poke around once more? A skilled Keeper can usually overcome such obstacles, but players tend to flesh out their alter-egos with associative details that suddenly get in the way of just jumping on board the next tale.

Perhaps the reporter was just marking time on ‘Crime Beat’ and, now that they’ve proved themselves, they’ve won the Society Pages position they always coveted? Maybe the psychologist, at the end of the previous mayhem, declared that they were taking their reward money and heading for the Bahamas? And what if the cop’s injuries were so severe that he’s now riding a desk at the precinct in perpetuity? Again, a skilled Keeper might be able to circumvent these issues and “get the band back together”, but sometimes the progress that the characters make in one story preclude such easy reintegration. Of course, the Keeper may issue a “Star Trek”–like injunction at the beginning of play and insist that no character moves beyond their initial set-up rationale, despite anything that happens in the storylines; however, that seems somewhat artificial and reduces the levels of potential risk that the players face.

Paradoxically, for a roleplaying game, “Call of Cthulhu” asks the players to avoid getting into trouble at all costs. Implicit in the set-up is the notion that death and insanity (or both) are inevitable, so adventures are best skirted around. This means that, in this game, hooks have to hit hard and bite deep: the characters should have no choice but to engage with the drama, and the costs – if they opt out – should be commensurate. At the end of the day, the characters should want to get involved; or at least, should feel that any other option is completely out of the question.

Keepers learn – usually the hard way – that parties of Investigators will see a red flag and run in the opposite direction. The adventure, in most cases, has to come to the party, not the other way around. In one of my adventures, I had the body of a missing landlady stuffed inside a suitcase in the bare attic of an abandoned house. My team whilst investigating the building by breaking in, noted the suitcase and absolutely refused to go near it, fearing something dangerous or maddening inside, and so the object of their quest continued to remain a mystery. I should have just laid the landlady’s corpse out on the floor instead, or had it fall out onto them from behind a door. This was another instance of the players asking themselves “What am I doing here?”; their unwillingness to engage revealed that the answer was obviously not at all apparent to them.

To overcome these difficulties, it is often wise to establish a rationale for the Investigators from the outset, before character generation. “Delta Green” does this very efficiently, by making every character part of a sub rosa organisation bent on very specific outcomes. I once played in a campaign where all of the original characters were part of an ‘occult society’ based in Cambridge and whose half-arsed dabblings into Things Better Left Alone – a worm-can that was very, very difficult to re-seal after opening - led them onwards into ever more terrifying encounters. In short, a framework surrounding the group which provides a rationale for their actions is a very good thing.

A way to set up such a framework is to have one of the investigators take the role of an ‘occult investigator’ and have them rope in the other party members according to the skill-sets that they can bring to the investigation. There are many stereotypes for such a character in literature and film, but basically they should have high Credit Rating and Occult scores with a bunch of other research-based capabilities added on: think of them as a cross between the Antiquarian and a Parapsychologist. Alternatively, the character could be an NPC run by the Keeper, depending on how the Keeper’s players feel about such a responsibility.

By having a central character who actively seeks out paranormal situations and recruits other characters as needed, a structure is imposed upon the campaign narrative, forming a frame for all of the stories being told. There are some impressive precedents for such characters too: Stoker’s Abraham van Helsing; William Hope Hodgson’s Dr. Carnacki; Sheridan le Fanu’s Dr. Heselius; Algernon Blackwood’s Dr. John Silence; and that’s before we get to non-literary guys like Karl Kolchak and Fox Mulder. A central character whose raison d’être is to investigate The Unknown automatically focuses the scope and aims of the investigation, moreso than a motley group of disparate individuals who are brought together by happenstance.

Perhaps all the characters are related, whether they know it or not, to members of a secret organisation who oppose mystical enemies of humankind and the new leader of the group (our central character) has to contact them to reveal their destinies by handing over the sacred flame? Will they rise to the occasion, or walk away from a familial duty (with devastating consequences)? Perhaps our central character received a vision identifying the various party members as somehow crucial to his destined purpose? Once the rationale is explained, everything pretty much falls into place.

Another bonus to this set-up is that the players can create several characters each, covered by the same pretext, and thus have ‘spares’ waiting in the wings should a horrible inevitability occur. Otherwise, as is natural for ongoing campaigns, NPCs and other bit players may be taken up by the players as main characters and integrated into the storyline.

The shorthand for these types of characters is that they keep the party on track, focused upon the demands of the investigations (even if - and especially if - such narratives are scübidüberisms), and prevent the minutiae of the characters’ existences from derailing or blurring the lines of the story.

I’ve mentioned this process before – it’s called “establishment” and it’s crucial for the ongoing success of a campaign. It’s like they say about tiled floors and men: lay them right the first time and you won’t have any worries afterwards...

Tuesday, 12 January 2016

Review: Tarra Khash: Hrossak!



LUMLEY, Brian, Tarra Khash: Hrossak! Tales of the Primal Land, Volume 2, Tor Books/Tom Doherty Associates LLC, New York, NY, USA, 2006.

Octavo; hardcover, with metallic red spine-titling; 256pp. Near fine in like dustwrapper.


In his novella “The House of Cthulhu”, Brian Lumley established the prehistoric continent of Theem’hdra as an early locale for all things Mythos-related. Existing prior to the age of the dinosaurs, the continent was the home for various powerful wizards, among them Mylakhrion, Exior K’mool and Teh Atht. The landmass was home to myriad environments from rainforested southern isles to sere deserts. Centrally located was a gigantic inland sea which was home to an even earlier species of sentient humanoid than the Theem’hdran humans, the Suhm-yi. While this locale has featured in many of Lumley’s Mythos works, this is a focussed series of linked narratives, which follow the endeavours of one Tarra Khash, adventurer from the steppes of Hrossa in the continent’s southeast.

Lovecraft’s Dreamlands stories cemented the notion that the Dreamlands of Earth were a realm of the fantastic, a literal fantasy world wherein anything might happen. The tone of his Dreamlands tales is reminiscent of most fantasy genre material which appears these days – low-tech environs of a medieval or Renaissance flavour. It’s anyone’s guess, I would hazard, whether Robert E. Howard influenced HPL in the writing of these tales or vice versa, but REH’s ‘swords-and-sandals’ work links in strongly with this set of stories by Lumley. Clark Ashton Smith’s Averoigne narratives and the Lankhmar tales of Fritz Leiber are other touchstones for Lumley in writing this world and there are strong echoes of both running through the book. In short, it seems that, since the First Circle of Lovecraft writers frequently indulged in works of fantasy – probably what we’d think of as Dark Fantasy – Brian Lumley has decided to throw his hat into the same ring.

This is nothing like Gary Myers’s House of the Worm: there is no chilly cynicism running behind the nightmares. This reads like REH on Zoloft: The swords and biceps and loincloths are all here, but the sense of doom that pervades Howard’s work is absent. Too, there are flashes of Fafhrd and the Grey Mouser but without Leiber’s sly wit and dry humour. Cthulhu is mentioned a few times, but overall the horrors are kept mainly in the background and rarely burst forth to cause too much mayhem.

I suspect it stems from Lumley’s naval background, but he sets up obstacles in his stories – monsters; mystical menaces; lost and cursed temples – as things to be overcome, either by brains, or by brute force. His heroes scout the obstacles, formulate a strategy and – assuming that their plan survives contact with the enemy – win through in the end. As far as Mythos works are concerned, this runs completely contrary to the universe as Lovecraft saw it, but Lumley seems to have a lot of fun with it regardless.

The main thing that threw me about this book was the fact that, after a point about halfway through, Lumley decides to forego the use of articles, definite or otherwise. I suspect he did this to try and inject a sort of ‘olde worlde’ charm to the writing style (à la Gary Myers) but it only serves to be annoying, and somewhat confusing in places.

Tarra Khash is a likeable enough protagonist with whom to hitch a ride. He is nuggetty and clever, free with his cash, partial to a drink and sweet on the ladies. He wasn’t born yesterday and many of the evil cads he encounters in this book underestimate his cunning, to their cost. However, Conan he ain’t. Fafhrd he ain’t. There’s a kind of four-square blokiness about Tarra Khash that makes him seem slightly unreal: there’s no dark side; no grit; nothing compelling. What you see is what you get. When he wins through, you don’t feel like cheering; you just turn the page to see what’s next.

That’s not to say that these are boring stories – not in the least. The plotting is good and the pacing well timed. Tarra Khash’s opponents – be they scorpion gods, lamias, wizards, or thugs – are all well-sketched and worthy foes. There’s nothing hokey, or cheese-y, about the way the stories unfold and everything wraps up nicely, even unexpectedly in places. For my taste though, for a book with a stonking great picture of Cthulhu on the cover, it could be darker in tone - a little bit more edgy. This is definitely dark...lite?

Two-and-a-half Tentacled Horrors

Monday, 11 January 2016

Political Correction...


Recent discussions about the suitability of HPL’s bust serving as an award for a fantasy writing award in the US have impelled me to look once more at the writings of Lovecraft and see to what extent his racism affected his works. It’s true that there is a degree of automatically-assumed superiority in his writing, of the Briton generally, and of the white American over the United States immigrant, the settler of foreign stock; however, I have a sense that this strain is not any worse than that displayed by other writers of the period, and that, while it might well have been worse in his private correspondence, it was a relatively bland element of his published oeuvre. It’s true that HPL made several unfortunate comments about ‘foreign races’ in his letters and that he even championed some of the aims of the nascent powers growing in Europe during the 1930s; but many of these sentiments were abandoned in his later life, or even retracted. HPL lived an incredibly sheltered life, by the standards of any modern period, travelling little and gaining most of his experience vicariously, by reading the works of others. His time living in New York represents the one period when he left his cocoon and tried to gain first-hand knowledge of the modern world: it backfired upon him, forcing him to return to Providence, but the experience also paved the way for him to be able to undertake further journeys away from his nest, at least as much as his flagging fortunes allowed him.

It’s easy to perceive HPL as a rabid anomaly amongst the writers of his time, but that perception is flawed in the extreme. Other writers were as much or even more racist than Lovecraft and, it can be argued, their works have fallen by the wayside as a result of this blatant bigotry running up against changing social values. Any fan of Agatha Christie knows that her work is peppered with backhand references to Jews and that the presence of “people of colour” in her works is rare in the extreme. However, her touch in these matters is light and remains a major reason that her body of work continues to be published today. Other authors like Dorothy L. Sayers whose statements in the matter of race are less oblique, are certainly less popular nowadays. The general quality of Christie’s writing is the reason that she was able to write a novel entitled Ten Little Niggers and still have that book published well into the 1970s before the title was changed, first to Ten Little Indians and then to And Then There Were None. Along with Joseph Conrad she remains one of only two still-published authors who wrote books with that egregious word in the title.

Other authors, whose attitude to matters of race were less charitable (or at least, more obviously stated) have not survived to the current day, apart from low quantity reprints for a select market. The best example is “Sax” Rohmer and his Fu Manchu novels which, in their day, were best-sellers. His books are rife with derogatory caricatures of ‘foreigners’ and their stereotypical qualities, against which the stolid resistance of the British gentleman is the only safeguard. Another writer is John Masters – his best-remembered book is the Thuggee mystery, “The Deceivers” – whose works based in India at the end of the Raj, have long since ceased to have been put into production. His books are nowhere near as poisonous as Rohmer’s, but their raison d’être as part of the continuing colonial British Empire made them less than socially acceptable after Indian Independence. So too, Arthur Upfield’s series of Australian potboilers, focussing on the endeavours of half-Aboriginal detective Napoleon “Boney” Bonaparte, ceased being published in the 1970s – even after being filmed for television – due to a sense that the content was no longer politically acceptable.

It must be said that the books of these last two writers are nowhere near as politically incorrect as commentators would like us to think. Certainly, in the countries where they were based, they became an embarrassment and an obstacle against the emancipation of certain sectors of the community, and for that reason alone, they were justly removed from circulation. Upfield’s popularity – at least amongst the collectors’ market – is on the rise and Masters may well also enjoy such a resurgence. Nothing, however, will save Rohmer from being regarded as the tawdry and backward-looking symbol of a best-forgotten age.

In the case of HPL, I think that many detractors fail to look at his works in context. They cry “Racist!” upon hearing the fact that his favourite pet cat was called “Nigger-Man” and pore over his texts to find justification for their views. To my mind, their time would be better served by looking at the individual magazines in which his works were published and comparing the levels of toxic racism in those offerings vis-à-vis Lovecraft’s own relatively mild examples. Many of HPL’s contemporary contributors are forgotten today - many indeed were forgotten during their own lifetimes - but Lovecraft’s name lives on. Lovecraft’s work, in comparison to that with which it was published alongside, is notable for being less pejorative and of better quality in terms of writing and of ideas, than that of his peers.

In fact, speaking of writers who were published along with HPL, no greater example can be found than a writer who is considered one of the “Lovecraft Circle” and whose impact upon popular fiction is touted as the equal of Lovecraft’s own. That author is Robert E. Howard, whose creation, Conan the Barbarian, is said to be the fore-runner of all the ‘swords and sorcery’ fiction that proliferated in his wake. It seems strange to me that Lovecraft receives such vicious acrimony for describing a negligible, offhand character as a “low caste half-breed”, when Howard receives no such treatment despite offering paragraphs of racially-supremacist drivel in the midst of his phantasmagoria. It seems that four words from Lovecraft somehow more than counterbalance an entire manifesto from REH.

Is this fair? I think not.

There is a disjunction between the private life of the writer and the words that they choose to put into print. Some critics feel that the life of the author is fundamental to the understanding of their works; others feel that the work must speak for itself. Even skating a middle road between these two extremes, it would seem that HPL’s personal views about race are largely irrelevant to the points which he was trying to make. This must be so, or else we should all summarily disregard the body of work created by T.S. Eliot, whose private opinions concerning race and politics were vastly more poisonous than anything Lovecraft came up with. No human being is a perfect exemplar of the social ideals of the zeitgeist in which they emerged; if they were, then they would not be human.

It’s easy to place artists and their works upon pedestals; it’s just as easy to demonise them and cast them into obscurity. Either extreme however, implies a wilful blindness on the part of the judge, either to ignore good where it was present, or to turn a blind eye to base desires and crimes. Hemingway was a violent drunk and a womaniser; Twain kept a harem of barely-legal girls as “companions”; Yeats was a gullible junkie. Lovecraft, on the other hand, was a polite, self-effacing, kind and engaging semi-recluse, whose abiding failing seemed to be that he was a bit tight with his cash. And all of these writers wrote racially-regrettable statements, either in their private correspondence or their published works, simply because they were products of their time. Why is it that Lovecraft is vilified on this score more than these others?

The answer to that question must, inevitably, force us to look at those who make these observations – ourselves, as a society – and to own up to some hard truths. The short answer is that HPL was never one of the ‘cool kids’. Hemingway and Twain were gung-ho types; Yeats and Eliot were well-heeled socialites and Yeats had political motivations on his side. In reply, Lovecraft is a dorky-looking dweeb, out-gunned and out-manned by the opposition. The general populace was willing to let Hemingway act out as long as the terse prose kept on coming. Even the ultimate misanthrope, Ambrose Bierce, gets cut a huge amount of slack because he was a two-fisted fighter who was man enough to vanish mysteriously in the Spanish American War. Lovecraft, on the other hand, looks like a wimp; and wimps get sand kicked in their faces.


We live in a patriarchal society in which good-looking, and generally young, white men get to do whatever the hell they want; our society’s heroes conform to this model or at least toe the line, and those who flout this principle get barred from positive exposure. Kurt Cobain is an example of the latter effect: until his pointless death, no-one in power knew how to handle him; since then he’s become highly marketable. It’s easy to object to HPL’s head being used as a trophy for a fantasy writing award because he’s also dead and, as a bonus, his fans are all perceived to be emasculated geeks who are too disorganised to mount a coherent response. Fish in a barrel, folks; fish in a barrel. Personally, I think there are many more compelling reasons for changing this particular award to something that more adequately symbolises the genre, and none of them involve rummaging through the dirty linen of any particular author.

There are some who would see this as a win for racial equality and a blow to the patriarchy. Well, yes it is, but it’s a poor one and probably counter-productive in the long run. Surely there are bigger targets out there? Well, here’s one:


Robert Erwin Howard was a man’s man, good-looking by his day’s standards and burly, trained by working the land and sparring in the boxing ring. He was polite, learned and articulate; unlike HPL, he was able to make a living from his writing and unwilling to see it as a mere “gentleman’s pursuit” as Lovecraft did. He lived an orderly life with his parents and wooed the girl of his dreams (although, unsuccessfully). His failing was that he was depressive, too much under his mother’s influence, and he committed suicide shortly after she succumbed to a debilitating illness. It must be said that the bottom was falling out of the magazine writing business at the time of his death, but whether this was a factor in his decision to kill himself hasn’t been adequately ascertained.

Howard’s stories are all muscular tales of derring-do and two-fisted mayhem. He began writing fantastic stories of the Conan variety, but later turned his hand to material about which he had some first-hand knowledge: cowboys of the Wild West and sailors of the merchant marine. His style perfectly suited the pulp magazines with his hard-drinking, hard-bitten heroes and their wilting damsels in distress. If you think of Indiana Jones, you are thinking of one of REH’s heroes made flesh.

Compared to HPL, whose fans must desperately scrape together cash to make movies of his material, Howard’s works have spawned multi-million dollar, big screen productions, most of which are now reviled but which – at the time – were box-office successes. “Conan the Barbarian” has been made twice, “Kull” sprang from REH’s King Kull stories and even “Red Sonja” can be called a Howard vehicle. On top of these, hundreds of other swords and sandals flicks came out of the 1980s, more or less directly based on REH’s works. Even the character of Solomon Kane popped up in the most recent season of “Sleepy Hollow” (re-named to void copyright, obviously). Universal couldn’t even get HPL’s “At the Mountains of Madness” to the green light stage.

If Howards’s material could be summed up in a single descriptor, then “doom-laden” fits the bill. None of his heroes are happy-go-lucky types; they are all grimly determined, or prepared to die trying. Every time they win, it’s at some great personal cost. Even his funny stories are heavy on the cynicism. A frequent motif is the notion of ancient bloodlines emerging atavistically into the present: the number of times a protagonist gets hit on the head and experiences the manful strivings of a distant eon are too frequent to mention. And always the Anglo-Saxon, muscularly-bulging hero wins the day, even if they die in the attempt.

In Howard’s most directly Cthulhu Mythos based works, his loathing of the foreign is made overtly manifest. Most often he uses the horror of the re-awakened ancient aboriginal race – or its traits in a modern individual – as the focus of his story. In many of these tales, young educated men sit around and discuss theories of anthropology and the manifest superiority of the “Aryan race”. Given that most of these stories were in print in the early 1930s it’s scary to contemplate just how touch-and-go America’s siding with the Allied forces in World War Two actually was. I’m not saying that REH was a proselytizer for Adolf Hitler, but if he was thinking along these lines down in west Texas and magazines were blithely printing his cogitations, then the market must have been all over the notion and ready to read about it.

And of course, they were: eugenics was medical practice at this time; theories of racial segregation and hygiene held a lot of sway during the period. In fact, the Second World War was the crucible in which these theories were put to the test and where they ultimately failed to pass muster.

And yet, HPL gets tarred with the ‘racist brush’.

Hygiene – especially the racial sort – is a big focus of Howard’s Mythos stories. The heroes talk repeatedly about “cleaning the earth”, of returning to the “clean sea”, or of eradicating the unfit with “clean steel”. Discussions of genocide are stated matter-of-factly; other races denounced as “vermin”. And, unlike HPL where such matters are expressed as an aside if at all, these notions form the bulk and essence of the stories. The best example of this comes in “The Children of the Night”, one of many atavistic resurgences stemming from a blow to the head in REH’s oeuvre. It begins with a coterie of young men discussing anthropology:

“Clemants and Professor Kirowan had just engaged in a somewhat testy anthropological argument: Clemants upholding the theory of a separate, distinct Alpine race, while the professor maintained that this so-called race was merely a deviation from an original Aryan stock – possibly the result of an admixture between the southern or Mediterranean races and the Nordic people.”

So much for theory; the protagonist then puts the notions into a practical application, highlighting the fact that one of their number is found genetically wanting:

“And let me speak of Ketrick. Each of us was of the same breed – that is to say, a Briton or an American of British descent. By British, I include all natural inhabitants of the British Isles. We represented various strains of English and Celtic blood, but basically, these strains are the same after all. But Ketrick: to me the man always seemed strangely alien. It was in his eyes that this difference showed externally. They were a sort of amber, almost yellow, and slightly oblique. At times, when one looked at his face from certain angles, they seemed to slant like a Chinaman’s.”

One of the group then pronounces judgement on an absent acquaintance:

“Again Clemants shook his head. ‘When I was a boy working my way through a certain university, I had as a room-mate a lad as poor and ambitious as I. If I told you his name, it would startle you. Though he came of an old Scotch line of Galloway, he was obviously of a non-Aryan type.’”

The insidious Ketrick then contrives to hit our observer on the head, knocking him unconscious and back into an atavistic past. From this new perspective, as the Celtic “Aryara”, he discusses the various races with which he had interactions:

“The Picts were different from us in general appearance, being shorter of stature and dark of hair, eyes and skin, whereas we were tall and powerful, with yellow hair and light eyes. But they were cast in the same mould, for all of that. These Children of the Night seemed not human to us, with their deformed dwarfish bodies, yellow skin and hideous faces. Aye, they were reptiles...vermin.”

Returning to the present after some manful striving, our hero awakens in the study amongst his friends and realises that miscegenation of the pure race has perverted the one called Ketrick, and that there is only one cure for what ails him:

“...‘You fools, he is marked with the brand of the beast – the reptile – the vermin we exterminated centuries ago! I must crush him, stamp him out, rid the clean earth of his accursed pollution!’”

What follows are several pages of the protagonist’s musing about the nature of racial purity, what might have happened to muddy the gene pool, and what must be done to restore things to order:

“But let me speak of Ketrick. Ha – the short hairs at the back of my neck bristle at the very mention of his name. A reversion to type – but not to the type of some cleanly Chinaman or Mongol of recent times. The Danes drove his ancestors into the hills of Wales; and there, in what medieval century, and in what foul way did that cursed aboriginal taint creep into the clean Saxon blood of the Celtic line there to lie dormant so long? The Celtic Welsh never mated with the Children any more than the Picts did. But there must have been survivals – vermin lurking in those grim hills, that had outlasted their time and age. In Aryara’s day they were scarcely human. What must a thousand years of retrogression have done to the breed?

What foul shape stole into the Ketrick castle on some forgotten night, or rose out of the dusk to grip some woman of the line, straying in the hills?”

Thus, charged by these hateful notions of rape-fantasy, he takes a stroll out onto the moors where he knows Ketrick will be walking alone, in order to strangle him to death for the sake of the many, despite knowing that the pathetic notions of modern justice will doom him to the gallows. 

And yet – I ask again – Lovecraft is the racist?

This is one of the worst of REH’s atavism musings and the most poisonous of the lot. That’s not to say that such ideas are not embodied in all his works, or that there are some which can be read without encountering such material. No – they all partake of the same poison chalice in one form or another.

But what makes Lovecraft the target and not Howard? Some would say that genre fiction – fantasy, science fiction, historical romance – all owe a debt to Howard, so maybe it gets him a “Get out of Jail Free” card. The bald truth is that sword-and-sorcery stories play to the patriarchy – bulgingly muscular, phallic symbol brandishing, rape fantasies, meant to soothe the angst of pubescent readers. Men grunt and throb and sweat; women swoon and get ‘rescued’. In a competitively capitalist society, the readers are taught that fighting to succeed is good and will gain them the prize.

On the other hand, Lovecraft’s heroes are bookish nerds who discover that the universe is cosmically indifferent to their presence before they die. Or go mad. Or both.

On balance, who do you think is closer to the mark?

Sunday, 10 January 2016

Egyptian Mythos Texts


Ancient Egypt has always held a strong fascination for many people, not least those of a mystical inclination: the sheer age of that culture and the seeming impossibility of its accomplishments have led many to believe that the Ancient Egyptians had access to supernatural powers, and that the keys to those powers might somehow be hiding out there in the world, awaiting discovery. In Christian circles, the miracles that were performed by Moses have often been thought (heretically) to be part of this ancient wisdom, since he was raised as an Egyptian before discovering his roots and leading his people from captivity. Hieroglyphs too, have always been regarded with supernatural fear, seeming to be some incomprehensible language of the dark arts, and many 17th Century charlatans were not shy about co-opting them for their own mystical purposes.


The following material covers much Egyptian content pertinent to “Call of Cthulhu” and the embroiling of Investigators in dark pharaonic secrets that might be better left unexplored...


Egyptian (Pharaonic):

“I have come armed with magical spells.
Thus can I quench my thirst,
Since I am master of the Words of Creation.”

-Texts of the Sarcophagi, Chapter 644

Egyptian hieroglyphic text is a formal script which is logographic (that is, each ‘letter’ stands for a word) and also alphabetic (combinations of images making words phonetically); this is similar to the way in which the Chinese written text works. To the ancient Egyptians, images carried the nature and power of the things they described, so to depict an object was to capture its essence. For this reason, hieroglyphs were used mainly for sacred and ceremonial occasions. Throughout Egyptian archaeology, there are instances where the hieroglyphic names of rulers or other famous individuals have been effaced from texts, an act which was thought to cause them harm, or even destroy them, in the Afterlife.

 
It is usually thought that the hieroglyphs were the original form of the written language; however this is not the case. The form of Pharaonic known as ‘Hieratic’ is older than the hieroglyphs and it is more likely that hieroglyphs were developed from this earlier script. Hieratic (from the Greek, meaning “priestly”) is a form of the language which is easier to write on papyrus as well as a myriad other substances including leather and wood; in some regions which were notably lacking in vegetation, hieratic has also been found carved in stone and incised into clay. Hieratic has many abbreviated and alternate forms to the hieroglyphs and contains ligatures, or joining lines, much like our cursive writing. Unlike every other form of Egyptian written script, Hieratic is always written from right to left. Research has shown that scribes were taught Hieratic and that only those destined for higher levels of work – such as court duties or funerary work – were taught the hieroglyphs.


Hieroglyphs, themselves, have a cursive form reserved for writing on papyrus. Examples of this writing style are normally encountered on scrolls or books meant to accompany the dead in their tombs; the style is notable for its abbreviated symbols and ligatures. The Egyptian Book of the Dead, as exemplified by the Scroll of Ani, is written in this style.


Of course, hieroglyphic images are time-consuming to write and scribes were often required to note down the utterances of individuals at meetings and other gatherings and convey those records to other parties. For this kind of writing, another style of non-hieroglyphic script appeared – Demotic – abbreviated hieroglyphs that could be quickly painted onto wood or papyrus with a brush and ink. Demotic came into use during the Graeco-Roman occupation of Egypt and exemplifies a shift towards Hellenistic styles and thought; it survived until being replaced altogether by Greek. Demotic eventually evolved into the style of writing used by the Coptic peoples, those Egyptians who moved elsewhere in the Greek empire, and its survival into the modern era was what allowed us to translate the original Egyptian hieroglyphs.

In the following table, the difficulty of identifying and translating a work that is in Egyptian Hieroglyphs (where no previous familiarity is present) is based on an Idea Roll at -10%; familiarity with Coptic, Demotic or Hieratic script lends bonuses to this roll. Translating Hieroglyphics receives bonuses where the translator has access to certain works in the language which allow reference to be made; having access to the Rosetta Stone, gives a base 50% chance of translating successfully.

Egyptian Hieroglyphs (Pharaonic):
Difficulty: Very Hard (Idea Roll to recognise at -10%)
Modifiers:
Working knowledge of Coptic (+30%); of Demotic Script (+25%); of Hieratic Script (+15%)
Works in this Language:
The Egyptian Book of the Dead (Pert Em Hru) (+20%)
The Palette of King Narmer (+20%)
Linguistic Key:
The Rosetta Stone (+50%)

About Papyrus:

The Ancient Egyptians preferred to use papyrus upon which to write. This was made by stripping the stalks of the papyrus plant and laying the lengths of pith alongside each other. Another layer of these stalks was then placed atop them but at right angles to the first layer. The mat thus formed was then beaten flat to mash the stalks together into a flat surface which was then left to dry and later polished by a smooth stone. The limits of this product were that it could be uneven to write upon – some examples have been found where the writing follows the stalk layers on either side of the sheet, at right angles to the words on the opposite side – and that it did not stand up well to the rigors of damp and humidity.

The Rosetta Stone


The Rosetta Stone was discovered by the French in Egypt in 1799, was captured by English forces and taken to London in 1802, where it has been on display in the British Museum ever since. It is a stele, or proclamation etched on stone for public viewing, which is written in three distinct languages – Egyptian hieroglyphs, a form of the hieroglyphic style called Demotic and Ancient Greek (at the time that the ‘Stone was created, Egypt was ruled by a Greek line of kings, known as the Ptolemaic rulers). The stone discusses the repealing of certain taxes by Ptolemy V and is, of itself, not completely edifying reading; but it is the fact that all three writing styles were used that makes the ‘Stone so incredibly important.

Research was conducted by the French linguist Jean-François Champollion and British Scientist Thomas Young. Champollion’s input was of the greatest value since he was able to read Coptic – a later derivation of the Demotic style of Hieroglyphs – and could ‘reverse engineer’ Coptic back into the Hieroglyphs and compare these to the Greek. In time, the riddle of Hieroglyphic writing was solved.


*****

The Black Rites of Luveh-Keraphf

The Black Rites are a chapter within the Scroll of Bast which is usually omitted from most copies, being considered too sacred for general perusal. Written during the Thirteenth Dynasty by the High Priest Luveh-Keraphf, the Black Rites have been handed down secretly over the ages by a hidden sect devoted to the worship of the cat goddess. The initial version of the ‘Rites contain spells concerned with such Egyptian entities as Bast and Sebek, along with Nyarlathotep in his avatar as the Black Pharaoh, among others; a later Greek translation drops all spells pertinent to the Outer God but retains the litany of warnings about interacting with Nyarlathotep in any of his incarnations. This Greek translation is very hard to find – even moreso than the Black Rites generally are – and it is widely considered that the translation was illicit and made without priestly sanction.

(Source: Robert Bloch, “The Suicide in the Study”)

Khemite dialect, Pharaonic text; Luveh-Keraphf; Thirteenth Egyptian Dynasty (1786-1633 BC); 1d6/2d6 Sanity loss; Cthulhu Mythos +9 percentiles; 41 weeks to study and comprehend

Spells: “Call the Goddess of Cats” (Contact Bast); “Command the Goddess’ Servants” (Summon/Bind Cat); “Bring Forth the Faceless Master of the Sands” (Contact Nyarlathotep’s faceless sphinx form); “Call the Black Pharaoh” (Contact Nyarlathotep); “Summon the Carrion Feasters of the Desert” (Contact Ghoul); “Call Forth the Terrible Lord of the Riverbanks” (Contact Sebek); “Summon & Abjure the Children of the Riverbanks” (Summon/Bind Crocodile)

Greek; unknown translator; Ptolemaic Empire (305-30 BC); 1d6/1d8 Sanity loss; Cthulhu Mythos +6 percentiles; 40 weeks to study and comprehend

Spells: “Call the Goddess of Cats” (Contact Bast); “Command the Goddess’ Servants” (Summon/Bind Cat); “Summon the Carrion Feasters of the Desert” (Contact Ghoul); “Call Forth the Terrible Lord of the Riverbanks” (Contact Sebek); “Summon & Abjure the Children of the Riverbanks” (Summon/Bind Crocodile)

The Dutch version of the Black Rites was compiled by archaeologist Janwillen Vanheuvelen during his time with the Clive Expedition to Cairo in 1925. As it was the text he used to teach himself Egyptian Hieroglyphs, his rendering of the text is error-ridden and makes several intuitive leaps that do not serve its translator well: he insists, for instance, that references to the “crocodile god” concern the afterlife monster Apep, rather than Sebek. Readers of this version are warned to tread carefully.

(Source: Larry DiTillio & Lyn Willis, Masks of Nyarlathotep - “Cairo”)

Dutch; Janwillen Vanheuvelen, trans.; 1924; 1/1d4 Sanity loss; Cthulhu Mythos +1d4 percentiles; 1 week to study and comprehend

Spells: “Bel de Godin van Katten” (Contact Bast); “Bevel van de Personeelsleden van de Godin” (Summon/Bind Cat); “Bevel van de Kinderen van de Rivieren” (Summon/Bind Crocodile)

*****

The Black Rituals of Koth-Serapis

“The text is rendered in Egyptian hieroglyphs. It is called The Black Rituals of Koth-Serapis. I doubt you have heard of it. It is little known in the West. Even the learned Professor Wallis-Budge makes no mention of it.”

The Black Rituals of Koth-Serapis is a collection of rites which pre-date the Egyptian civilisation by several thousand years, originating in the Stygian empire. It is apparent that the source of this work came from a variety of sources and may well have been originally passed on as an oral tradition before Egyptian scribes tortured enslaved adepts and collated the material in this form. The work concerns itself primarily with the cultivation and distillation of that pernicious vegetable, the Black Lotus.

“Ia! Ia! Lloigor! Zhar fhtagn! Cfyak vulgtlm vultlagn!”

The scroll begins with several prayers to Set (an avatar of Nyarlathotep, also known as Typhon) then continues with discussions of Gol-goroth and its obscene worship. Following this is an extended section devoted to the summoning and worship of the Twin Blasphemies, Loigornos and Zhar. Thereafter, the text extols the production and cultivation of the Black Lotus and the preparation of many dangerous concoctions from this plant in the form of recipes. It is theorised that the Tcho-tcho peoples stole this work and fled with it to the Plateau of Sung in Burma where they subverted its religious practises to their own despicable ends.
(Source: Robert M. Price, “Dope War of the Black Tong”)

Egyptian Hieroglyphs; Koth Serapis(?); Middle Pre-Dynastic Period (4,000-3,500 BC); 1d10/2d10 Sanity loss; Cthulhu Mythos +15 percentiles; 65 weeks to study and comprehend

Spells: “Speak with the Lotus God” (Contact Lloigornos); “Speak with Set’s Dark Companion” (Contact Gol-goroth); “Speak with Set” (Contact Nyarlathotep, in his guise as Set); “Speak with the Bringer of Ecstasy” (Contact Zhar); Create Black Lotus Sleep Drug; Create Black Lotus Poison; Create Black Lotus Dream Drug; Create Black Lotus Incense; Create Plutonian Drug; “Call forth the Jackals of Set” (Summon/Bind Typhonian Beast); “Bring forth the Ecstatic One!” (Summon/Bind Zhar)

*****

Book of Apophis

These are papyrus scrolls which provide instructions for fighting Apep, including a complete list of Apep’s secret names. Its chapters include “Spitting Upon Apep”, “Defiling Apep with the Left Foot”, “Taking a Lance to Smite Apep”, “Fettering Apep”, “Taking a Knife to Smite Apep”, and “Putting Fire Upon Apep”. Priests at the temple of Amen-Ra in Thebes perform these rites daily on wax models and drawings of Apep as a form of sympathetic magic. 

Pharaonic, in hieroglyphics; author(s) unknown; c.2,000BCE; Sanity Loss: 1D6/1D10; Cthulhu Mythos +4 percentiles; Occult +8 percentiles; average 30 weeks to study and comprehend.

Spells: “Banish Apep”

*****

The Book of Eibon – the Kishite Recension

“...For Ubbo-sathla is the source and the end. Before the coming of Zhothaquah or Yok-Zothoth or Kthulhut from the stars, Ubbo-sathla dwelt in the steaming fens of the new-made Earth: a mass without head or members, spawning the grey, formless efts of the prime and the grisly prototypes of terrene life...And all earthly life, it is told, shall go back at last through the great cycle of time to Ubbo-sathla...”
-Clark Ashton Smith, “Ubbo Sathla”

Kish began life as a high priest in the city-state of Sarnath in Earth’s Dreamlands. He is noted in that city’s history for having tried to foment an attack upon the nearby city of Ib and its residents; however, he was unsuccessful in this regard. Nevertheless, he was taken away by the Elder Gods and lived with them as their disciple for a thousand years. Returning to Sarnath as the ‘Prophet Kish’, he arrived just in time to witness the Doom that came to Sarnath: his appeals to the rulers to flee the city went unheeded and he managed to escape along with his own disciples at the last minute, using the “Sign of Kish” which allowed him to break through the veil to the Waking World and materialise in Ancient Egypt.

Using his magical powers, Kish created a series of catacombs with which to protect himself and his followers from the harsh elements. From this stronghold, they established a city and settled in to life in an unfamiliar reality. As part of this process, Kish sought far and wide for scrolls and other documents and, in this way, encountered a copy of the fabled Book of Eibon. This he completely re-wrote, deconstructing it and recompiling it with his own knowledge and wisdom. The result differs only slightly from the original, mainly in terms of the spells presented and the fact that it is written in Hieroglyphs. Regardless, this work was considered legendary by the end of the Third Dynasty and has not been seen in modern times.

Pharaonic; Kish, high priest of Sarnath; Third Dynasty, circa. 2650 BC; 1d6/2d6 Sanity loss; Cthulhu Mythos +17 percentiles; 48 week to study and comprehend

Spells: “To Summon The Sun’s Power!” (Call/Dismiss Azathoth); “Call Forth The Great Worm Of The Northern Waste!” (Call/Dismiss Rlim Shaikorth); “To Speak With Kthulhut In Dreams” (Contact Cthulhu); “Summon Forth The Children Of Zhothaquah!” (Contact Formless Spawn of Tsathoggua); “To Speak With The Eaters Of The Dead” (Contact Ghoul); “To Touch The Emanation Of Yoth” (Contact Nyogtha); “Beseech Zhothaquah!” (Contact Tsathoggua); “To Speak With Yok-Zothoth, The Gate Who Is Also The Key” (Contact Yog-Sothoth); (Create Barrier of Naach-Tith); “A Magical Door To Travel Great Distances” (Create Gate); “To Summon The Mists of Ancient Releh” (Create Mist of Releh); “To Turn The Blades Of Your Enemies” (Deflect Harm); “A Way Of Discovering The Hidden” (Dust of Suleiman); “A Spell To Confuse The Minions of Set” (Eibon’s Wheel of Mist); “The Sign Of Kish” (Elder Sign); “To Create A Mystical Furnace” (Enchant Brazier); “To Forge A Magical Dagger” (Enchant Knife); “A Means To Enter One’s Dreams” (Gate of Oneiromancy); “A Sigil To Bring Horrible Death” (Green Decay); “To Rise Unaided Into The Air” (Levitate); “To Transmute Flesh Into Stone” (Petrify); “The Sigil Of The Wizard Eibon” (Sign of Eibon); “To Bring Forth A Living Flame!” (Summon/Bind Star Vampire); “A Gesture Of Great Power” (Voorish Sign); “A Curse Against One’s Enemies” (Wither Limb)

The Book of Eibon – Punic Edition

The amended version of the Book of Eibon was not the only version in circulation in ancient times, however: around 1600 BC, a Phoenician scribe by the name of Imilcar Narba translated a copy into the version of Phoenician that was current in Carthage, a North African dialect of that language known as ‘Punic’; The name of this scribe is known only from the later Graeco-Bactrian editions which arose from this version. The contents of this copy can only be speculated upon, as the Romans put paid to the Phoenician language and all works written in that tongue with an enviable efficiency – no copies of this work are known to have survived.

Punic Phoenician; Imilcar Narba; 1600 BC; 1d6+1/1d10 Sanity loss; Cthulhu Mythos +15 percentiles; 42 weeks to study and comprehend

Spells: “Summon the Power of Ra!” (Call/Dismiss Azathoth); “Call Forth the Great Worm of the Northern Waste!” (Call/Dismiss Rlim Shaikorth); “To Speak with the Demon Kthulhut in Dreams” (Contact Cthulhu); “Summon Forth the Children of Zothaqquah!” (Contact Formless Spawn of Tsathoggua); “To Touch the Emanation of Yoth” (Contact Nyogtha); “Beseech Zothaqquah!” (Contact Tsathoggua); “To Speak with Yok Zothoth, the Gate Who is also the Key” (Contact Yog-Sothoth); (Create Barrier of Naach-Tith); “A Magical Door to Travel Great Distances” (Create Gate); “To Summon The Mists of Ancient Releh” (Create Mist of Releh); “To Turn the Blades of Your Enemies” (Deflect Harm); “A Way of Discovering the Hidden” (Dust of Suleiman); “A Spell To Confuse The Minions of Set” (Eibon’s Wheel of Mist); “To Create a Mystical Furnace” (Enchant Brazier); “To Forge a Magical Dagger” (Enchant Knife); “A Sigil to bring Horrible Death” (Green Decay); “To Rise Unaided into the Air” (Levitate); “To Transmute Flesh into Stone” (Petrify); “The Sigil of the Wizard Eibon” (Sign of Eibon); “To Bring Forth a Living Flame!” (Summon/Bind Star Vampire); “A Gesture of Great Power” (Voorish Sign); “A Curse Against One’s Enemies” (Wither Limb)

*****

The Book of Karnak

“...I suddenly came upon Isis and Osiris; I had done a deed, they said, which the ibis and the crocodile trembled at ... [I was] kissed, with cancerous kisses, by crocodiles, and was laid, confounded with all unutterable abortions, amongst reeds and Nilotic mud...”
-Thomas de Quincey

This work is the ritual text of the Temple complex of Karnak and was compiled and amended over the entire course of the Egyptian civilization. It contains many ritual observances in great detail including times and places in which they should be undertaken in order to please the deities. There is also a large amount of genealogical information concerning the progression of the rulership of Egypt which – interestingly – includes those pharaohs whose names were otherwise effaced from monuments and texts throughout the country when they fell into disfavour.

While largely a ceremonial text, albeit one with a superabundance of historical information, the Book of Karnak has many mystical aspects and occult knowledge. There are spells to control various creatures connected to the gods and various incantations used to contact the gods themselves or their powerful minions. There is an extended section concerning a being referred to as an avatar of Horus’ avenging aspect called “Iod, the Shining One”, along with spells used to summon this being.

(Source: Henry Kuttner, “Hydra”)

Pharaonic, in Hieroglyphs; divers hands; since the beginning of the First Dynasty; 1d8/1d10 Sanity loss; Cthulhu Mythos +12 percentiles; 63 weeks to study and comprehend

Spells: “Invoke Horus the Just!” (Call/Dismiss Iod, the Shining Hunter); “Speak with the Ruler of Bubastis!” (Contact Bast); “Summon the Eater of the Dead!” (Contact Ghoul); “Confer with the God of the Nile!” (Contact Sobek); “Call the Servants of Bast!” (Summon/Bind Cat); “Call the Children of the River God!” (Summon/Bind Crocodile)

“Veni diabole, discalcea me...recede, miser...
Bagabi laca bachabe,
Lamac cahi achababe,
Karrelyos...”
-Chant to summon Iod

During the rise of the Ptolemaic Dynasties in Egypt, the Book of Karnak was translated into several languages. Some of these translations focused entirely upon the historical data and excised the mystical content; these, mainly Greek, translations were lost during the torching of the Library of Alexandria, although some information passed into the works of Homer who had the opportunity to peruse them during his research. Conversely, there were translations which took the mystical aspects and left the history behind: only one, Latin, version of this edition has survived although it is rarely encountered in its complete form, fragments being generally discovered as excerpts in other grimoires. Necessarily, these incomplete versions are quite dangerous.

(Source: Henry Kuttner, “The Hunt”)

Latin; unknown translators; since the time of the Ptolemies; 1d4/1d8 Sanity loss; Cthulhu Mythos +6 percentiles; 10 weeks to study and comprehend

Spells: “Invoke Horus the Just!” (Call or Dismiss Iod, the Shining Hunter, not both); “Summon the Eater of the Dead!” (Contact Ghoul); One of the following: “Call the Servants of Bast!” (Summon/Bind Cat); or “Call the Children of the River God!” (Summon/Bind Crocodile)

*****

The Book of Thoth (aka “Scroll of Thoth-Amon”)

This powerful work was once said to have belonged to the God of Knowledge, Thoth. According to legend, its contents could give the reader power of the Moon, Sun and stars, the Earth and the Abyss. It was said that by means of its various invocations, a learned sage could see and address the gods themselves.

The scroll was said to have been stolen from Thoth by a prince named Nefrekeptah, son of Amenhotep. In so doing, he fell victim to Thoth’s enmity and a curse fell upon him, killing him and, simultaneously in Koptos, his wife and child. Nefrekeptah was buried in Memphis and the Book of Thoth was interred with him, laid upon his breast.

In later years Prince Setna, son of Rameses the Great, broke into Nefrekeptah’s tomb and stole the Book in order to use its power. While celebrating this achievement, he fell into a deep sleep and dreamt of a powerful priestess of Bast named Tabubua, who came to him and convinced him to cast out his wife and order the murder of his children; this accomplished, he went to Tabubua on their wedding night, only to witness her wither into a hideous corpse before his eyes. Awakening from this nightmare, Setna ordered the removal of the mummies of the wife and child of Nefrekeptah from their tomb in Koptos and their reinterment alongside Nefrekeptah in Memphis, along with the cursed scroll.

The Roman emperor Caligula took the Book from its resting place and transported it to Rome where he experimented with its contents. His copy is known to have been destroyed shortly before his death, but obviously other transcriptions and copies were made, including the copy which came into the possession of the Samaritan, Simon of Gitta. Abdul Alhazred seems to have had a version and makes mention of the Book of Thoth in the Necronomicon, quoting passages from it which warn of the dangers of accepting the entity known as ‘Umr at-Tawil as a guide when traversing “beyond the Veil”; however, in his memoirs, the Dreamer Randolph Carter describes his experiences in doing just this and found the Ancient One to be completely benign: he ponders whether the Arab had ulterior motives for transcribing such baseless warnings.

For unknown reasons – certainly unusual ones, given what’s known of his character - Simon of Gitta is believed to have destroyed the last known copy of this profane work in 41 CE. Rumour has it however, that scribes at the Temple of Ptah produced a copy (or perhaps several copies) of it and relocated them to Thebes where they were hidden. Most scholars of any credibility think that these rumours are simply that and are grounded more in wishful thinking than in fact; however, we all know that ‘credible thinkers’ tend to gravitate towards the middle ground of reasonableness and ignore distinct – and deadly - possibility.

As to the contents of this work, it holds many details concerning ‘Umr at-Tawil (an avatar of Yog-Sothoth), and its third section is highly instructive in the creation and maintenance of gates to other realities. There is an infamous spell which confers limited life upon the dead, along with many disturbing narratives concerning the origin of human life upon this planet; it includes spells for contacting Nyarlathotep in his guise as Set, and for bringing forth demons to serve the bidding of the caster. The bulk of the work however, is of an astronomical nature and, as such, is likely to be of little value today.

This work should not be confused with the Tarot deck which is also known amongst practitioners as the “Book of Thoth”; neither should it be mistaken for Aleister Crowley’s treatise on the Tarot deck, which goes by the same name.

(Source: E. Hoffman Price, “The Lord of Illusion”)

Pharaonic, in hieroglyphs; Thoth-Amon; c. 10,000BCE; Sanity Loss 1D6/1D12; Cthulhu Mythos +15 percentiles; Occult +6 percentiles; average 85 weeks to study and comprehend.

Spells: “To See as far as the Aten” (Augury); “Summon the Key and the Gate” (Call Yog-Sothoth); “To Invoke the Wisdom of Thoth” (Chant of Thoth); “To Send Confusion to Your Enemies” (Cloud Memory); ‘To Create a Mystic Portal Between Worlds” (Create Gate); “To See Afar” (Create Scrying Window); “A Curse to Smite Your Enemies” (Curse of the Stone); “Request an Audience with Set” (Contact Nyarlathotep); “To Enter One’s Dreams” (Gate of Oneirology); “To Revive The Dead” (Reanimation); “Call Upon an Emissary of the Gods” (Summon/Bind Child of the Sphinx); “The Touch of Anubis” (Wither Limb); “The Scourge of Horus” (Wrack); and any others the keeper desires.

(NB: This is a far more insidious tome than the version outlined in the game “Cthulhu Invictus”.)

*****

The Chuma Scrolls

This sheaf of five scrolls contains information about the cult of Yibb-Tstll (known as “Chuma” to the sub-Saharan tribes). It contains information about contacting and summoning the god, his blood, and nightgaunts.

Pharaonic, in Hieratic; translated by unknown scribes from a sub-Saharan original; c.1800BCE. Sanity Loss 1D6/2D6; Cthulhu Mythos +8 percentiles; average 8 weeks to study and comprehend.

Spells: “Awaken Chuma” (Summon Yibb Tstll); “Call the Black Blood” (Black Blood); “Summon Child of Chuma” (Summon/Bind Nightgaunt); and any others the Keeper desires.

*****

De Mysteriis Aegyptiorum, Chaldaeorum, Assyriorum. Proclus In Platonicum Alcibiadem De Anima, Atque Daemone: Idem De Sacrificio & Magia. Porphyrius De Divinis Atque; Daemonibus Psellus De Daemonibus. Mercurii Trismegisti Pimander: Ejusdem Asclepius.

More simply known as the Theurgia, or De Mysteriis Aepyptiorum (“On the Mysteries of Egypt”), this work was ascribed by the philosopher Proclus to the Neoplatonic philosopher Iamblichus Chalcidensis, who studied under Porphyry. However, internal and stylistic inconsistencies between this book and Iamblichus’s other known works have led others to disagree on the question of authorship, although it must surely have derived from his school. Iamblichus is known to have disagreed with Porphyry over how the practise of theurgy should be undertaken and the book consists mainly of a series of answers to the criticisms which Porphyry levelled at his student.

The work tries – in the context of Neoplatonic theories of magic – to rationalise several systems of magical working under a single philosophical engine, namely the practise of theurgy - magic involving the intercession of spirits and deities – as Iamblichus conceived of it. To this end it picks apart various polytheistic ritual systems, most notably that of the Egyptian cults, along with those of the Chaldeans and the Assyrians. In this fashion the work is seen to overlay Hellenistic thought upon extant philosophies conquered by the Ptolemaic Greeks and no doubt had colonialist motives behind its release.

Ancient Greek; School of Iamblichus Chalcidensis; ; No Sanity loss; Occult +3 percentiles; 6 weeks to study and comprehend

Spells: “Consulting the Auguries” (Augury)

English; various translators; many editions; No Sanity loss; Occult +1 percentile; 1 week to study and comprehend

Spells: None

*****

Pert Em Hru (“The Book of Going Forth By Day”), aka “The Egyptian Book of the Dead”

This ancient work concerns the beatification of the dead, who were imagined as reciting the various chapters in order and thereby gaining privileges in their new lives after death. The instructions and magical procedures contained within its pages protect the dead against the dangers they face in reaching the Afterlife. There are a wide variety of spells which cover everything from the preservation of the mummy against mould, incantations to assist in shape-shifting, to ritual procedures which assist the dead to become as gods themselves. The work also contains many related spells and other more mundane spells and charms from Dynastic Egypt.

The work began life as a series of spells and written invocations written on the walls of the tombs of the Pharaohs and which were reserved exclusively for royal use. Over time, a change in the perception of the Afterlife and the role of Osiris within it as judge of the dead, meant that the life after death became available to all Egyptians and the spells were re-cast for use across the entire spectrum of the society. The coffins, tombs and funerary masks of the dead from every strata of the civilisation were inscribed with the new spells which were collected together by Egyptologists as the Coffin Texts, or Sarcophagus Texts; the preceding Pharaonic texts were collected as the Pyramid Texts. By the time of the Middle Kingdom, all of the spells and the new conceptual schematics of the Afterlife had been collated together as the Pert Em Hru, or the “Egyptian Book of the Dead”.

Pharaonic, in Cursive Hieroglyphs; author unknown; since time immemorial; No Sanity loss; Occult +7 percentiles; 10 weeks to study and comprehend

Spells: “To See as far as the Aten” (Augury); “A Spell to Banish Apep” (Banish Apep); “A Spell to Ensnare One’s Foes” (Bind Enemy); “A Spell to Blind One’s Enemy” (Curse of Darkness); “A Charm to Reveal the Magic of Evildoers” (Detect Enchantment); “A Spell to Discover Hidden Ways” (Find Gate); “Call the Servants of Bast!” (Summon/Bind Cat); “Call the Children of Sobek!” (Summon/Bind Crocodile); “A Spell to Tear Away the Cloak of One Hidden” (Unmask Demon); “An Enchantment to Reveal a Hidden Way” (View Gate); “A Spell of Warding” (Warding)

Of course, any transmission of the text to the West had to wait until Champollion’s work in translating hieroglyphs reached fruition. The Pert Em Hru was known to Europeans as early as the Middle Ages, but it was thought to be some kind of ancient grimoire, or holy book, and generally avoided. In 1805, J. Marc Cadet published a bound collection of 18 colour plates reproduced from an original papyrus, with accompanying descriptive notes; however, his observations must be considered purely speculative. It was entitled “Copie figurée d’un Roleau de Papyrus trouvé à Thebes des un Thombeau des Rois, accompagnèe d’une notice descriptive.” Investigators may use the images as reference but, unless they can read Hieroglyphs, the material will be largely useless to them.

French; J. Marc Cadet; Paris, 1805; No Sanity loss; Occult +3 percentiles; 2 weeks to study and comprehend

Spells: None; however, if the reader has the skill Read Egyptian Hieroglyphs, the spells are as the Pert Em Hru, above, but with a 15% chance of failure for each spell.

After the Hieroglyphic code was cracked, the first printed version of the “Egyptian Book of the Dead”, coining and cementing that title in the West, was by Prussian Egyptologist Karl Richard Lepsius. His “Das Todtenbuch der Ägypter nach dem hieroglyphischen Papyrus in Turin mit einem Vorworte zum ersten Male Herausgegeben” was published in Leipzig in 1842, and codified 165 spells.

German; Karl Richard Lepsius; Leipzig, 1842; No Sanity loss; Occult +3 percentiles; 4 weeks to study and comprehend

Spells: “Um bis zum Aten sehen” (Augury); “Ein Zauberspruch um Apep Verbannen” (Banish Apep); “Um die Bediensteten oder Bast nennen!” (Summon/Bind Cat); “Zu den Kindern Sobek nennen!” (Summon/Bind Crocodile)

Lepsius worked from a single version of the Pert Em Hru held in an archive in Turin, and called upon his fellow Egyptologists to begin collating as many different copies as they could find, in order to pin down all the variant forms. Henri Édouard Naville, a student of Lepsius, bent to the task and, between 1875 and 1886, compiled many different versions – with a spell count of 186 – in a three-volume, bound edition.

German; Henri Edouard Naville; Leipzig, 1886; No Sanity loss; Occult +5 percentiles; 6 weeks to study and comprehend

Spells: “Um bis zum Aten sehen” (Augury); “Ein Zauberspruch um Apep Verbannen” (Banish Apep); “Ein Zauberspruch seine Feinde zu ungarnen” (Bind Enemy); “Ein Zauberspruch seine Feinde zu Blenden” (Curse of Darkness); “Ein Talisman um die Magie der Übeltäter Sehen” (Detect Enchantment); “Ein Zauberspruch Geheime Wege zu Entdecken” (Find Gate); “Um die Bediensteten oder Bast nennen!” (Summon/Bind Cat); “Zu den Kindern Sobek nennen!” (Summon/Bind Crocodile); “Ein Zauberspruch, Jemanden zu Zeigen,” (Unmask Demon); “Ein Zauberspruch eine Versteckte Eingang Sehen” (View Gate); “Ein Verteidigender Bann” (Warding)

The first English translation came from Samuel Birch, the head of the Egyptian and Assyrian Department who immediately preceded Wallis Budge in that role. His five-volume work was entitled “Egypt’s Place in Universal History”, and volume five contains the “Papyrus of Nebseny”, which is a copy of the Pert Em Hru written for and buried with that mummy. When using the spells in this volume – or any other similar, highly personalised version of the Pert Em Hru – there is a 20% chance that the spell will fail due to errors which have crept in during the transcription process.

English; Samuel Birch; London, 1867; No Sanity loss; Occult +4 percentiles; 6 weeks to study and comprehend

Spells: “A Spell to Allow Nebseny to See as Far as the Aten” (Augury); “A Spell so that Nebseny may Banish Apep” (Banish Apep); “A Charm So That Nebseny May See the Magic of Evildoers” (Detect Enchantment); “A Charm so that Nebseny may Call the Servants of Bast!” (Summon/Bind Cat)

The Scroll of Ani


To ensure that the passage to the Afterlife was guaranteed, the Egyptians arranged to be buried with a copy of the Pert Em Hru beside them. Producing such copies was an expensive process and so, only the wealthiest of Egyptians were able to be interred with their own personal version. Mostly, the text was simply painted upon tomb walls or sarcophagi. While cheaper versions were available, many have not survived the passage of time.

The Scroll of Ani is a highly personalised version of the Pert Em Hru, in which all the illustrations and the text refer specifically to the owner – the scribe Ani – who paid for its creation. Along with all of the standard chapters and spells, it has many charms and incantations particular to this individual, along with a detailed (and probably hyperbolic) biography of his life and accomplishments. When using the spells in this volume – or any other similar, highly personalised version of the Pert Em Hru – there is a 20% chance that the spell will fail due to errors which have crept in during transcription.

Pharaonic, in Cursive Hieroglyphs; unknown scribe; ; No Sanity loss; Occult +6 percentiles; 12 weeks to study and comprehend

Spells: “A Spell to Allow Ani to See as Far as the Aten” (Augury); “A Spell so that Ani may Banish Apep” (Banish Apep); “A Spell to Ensnare Ani’s Foes” (Bind Enemy); “A Spell to Blind Ani’s Enemies” (Curse of Darkness); “A Charm So That Ani May See the Magic of Evildoers” (Detect Enchantment); “A Spell to Allow Ani to Discover Hidden Ways” (Find Gate); “A Charm so that Ani may Call the Servants of Bast!” (Summon/Bind Cat); “A Spell so that Ani may Call the Children of Sobek!” (Summon/Bind Crocodile); “A Spell to Allow Ani to Tear Away the Cloak of One Hidden” (Unmask Demon); “An Enchantment to Reveal a Hidden Way before Ani” (View Gate); “Ani’s Spell of Warding” (Warding)

After obtaining the Scroll of Ani, Wallis Budge arranged to send it back to England for study. In order to do this without it being damaged en route, he cut the long length of papyrus into five equal lengths, so that it could be mailed flat. Although he made efforts to minimise the damage to the work, many hieroglyphs and images were defaced in the process. He defended his actions in this regard by saying that he hoped future generations would be able to invent a way to piece the Scroll back together. In any event, his translation is nowadays considered quite poor. As a consequence, along with the 20% base chance of failure when casting spells from this source, Investigators must also make a Luck Roll when using the spells listed within.

English; E.A. Wallis Budge (trans.); London, 1895; No Sanity loss; Occult +3 percentiles; 1 week to study and comprehend

Spells: “A Spell to Allow Ani to See as Far as the Aten” (Augury); “A Spell so that Ani may Banish Apep” (Banish Apep); “A Charm So That Ani May See the Magic of Evildoers” (Detect Enchantment); “A Charm so that Ani may Call the Servants of Bast!” (Summon/Bind Cat)

*****

The Yhe Rituals (Rituals of Yhe)
A book claimed to have been held within the personal library of the Hyperborean wizard Eibon “the Unfathomable”. The authorship of this work rests with the prehuman prophet Niggoum-Zhog and was used in the worship of Ythogtha by the priesthood of Mu. After Zanthu doomed the continent and fled to Leng, he was said to have destroyed the last copy of this, his holiest of texts. Later, however, scribes in Poseidonis unearthed a copy in the library of Malygris, after that wizard’s death, and Yakthoob, Abdul Alhazred’s mentor, is said to have owned a copy. Recently in 1903, an Egyptian tomb was opened and was found to contain a translation in Pharaonic.

The book outlines thirty-one secret rituals and spells used in the worship of Ythogtha. The last spell – The Key That Openeth the Door To Yhe – will summon the Great Old One from its imprisonment. Niggoum-Zhog warns however, that this spell should be used by worshippers only in extremis.
(Source: Lin Carter, “The Thing in the Pit”)

Hieratic Nacaal; Niggoum-Zhog; Prehuman timeline; Sanity Loss: 1d12/2d12; Cthulhu Mythos +15 percentiles; Dreaming +10 percentiles; Dream Lore +10 percentiles; average 45 weeks to study and comprehend

Spells: “Consign One’s Enemies to the Deeps” (Breath of the Deep); “Create a Potion of Dreaming” (Brew Dream Drug); “The Key That Openeth the Door To Yhe” (Call/Dismiss Deity: Ythogtha); “Call forth the Servants of the Dreamlord” (Contact Deep One); “Speak with the Talker in Dreams” (Contact Ythogtha); “The Skill of Oneiromancy” (Dream Vision); “Walk the Path of Dreaming” (Gate of Oneirology); “Crush One’s Enemies with the Weight of the Deeps” (Grasp of Cthulhu); “Call Upon the Ocean to Rise in Anger!” (Wave of Oblivion)

Hieratic Nacaal; transcriber unknown; Prehuman timeline; Sanity Loss: 1d10/2d10; Cthulhu Mythos +13 percentiles; Dreaming +8 percentiles; Dream Lore +8 percentiles; average 40 weeks to study and comprehend

Spells: “The Key That Openeth the Door To Yhe” (Call Deity: Ythogtha); “Call forth the Servants of the Dreamlord” (Contact Deep One); “Speak with the Talker in Dreams” (Contact Ythogtha); One of the following: “Create a Potion of Dreaming” (Brew Dream Drug); “The Skill of Oneiromancy” (Dream Vision); or “Walk the Path of Dreaming” (Gate of Oneirology); One of the following: “Consign One’s Enemies to the Deeps” (Breath of the Deep); “Crush One’s Enemies with the Weight of the Deeps” (Grasp of Cthulhu); or “Call Upon the Ocean to Rise in Anger!” (Wave of Oblivion)

Pharaonic, in Hieratic script; translator unknown; date unknown (discovered 1903); Sanity Loss: 1d8/2d8; Cthulhu Mythos +10 percentiles; Dream Lore +5 percentiles; average 32 weeks to study and comprehend

Spells: “The Key That Openeth the Door To Yhe” (Call Deity: Ythogtha); One of the following: “Call forth the Servants of the Dreamlord” (Contact Deep One); or “Speak with the Talker in Dreams” (Contact Ythogtha); One of the following: “Create a Potion of Dreaming” (Brew Dream Drug); or “The Skill of Oneiromancy” (Dream Vision); One of the following: “Consign One’s Enemies to the Deeps” (Breath of the Deep); or “Crush One’s Enemies with the Weight of the Deeps” (Grasp of Cthulhu)

Sometime in the 1960s an English translation of an excerpted version of the Yhe Rituals began circulating throughout Oxford. Most copies of this pamphlet were cheap mimeographs which were distributed at local music festivals and other night-time gatherings. The document was identified and banned after an incident which resulted in severe property damage due to fire. Copies may still be encountered infrequently.

English; translator unknown; early 1960s; Sanity Loss: 1D3/1D6; Cthulhu Mythos +4 percentiles; average 6 weeks to study and comprehend

Spells: Roll Luck - if successful, the copy contains the following spell: “Speak with the Talker in Dreams” (Contact Ythogtha)