Tuesday, March 10, 2015

Hooked On Phonics

I've been working on a Chmatran alphabet, partially for the game, but mostly just to develop the setting more. It's been an arduous experience but I think I finally came up with a group of symbols I'm happy with:


The Chmatran writing system is very simple, befitting such a primitive culture. Their alphabet is unicase, with some symbols representing multiple consonant sounds. There's only one symbol for C and K. There's also only one symbol for G and J. For words with a C sound, readers must rely on cues from the rest of the word to determine what sound it makes. Incidentally, a native Chmatran would actually spell it 'Khmatra'. G sounds are represented by an H after the symbol. Going by Chmatran rules, to make the G sound in a word like 'go' it would have to be spelled 'jho'.

There's no letter for Q or X which are represented by a the KW or KS diagraph respectively (kwantum instead of quantum or ekssterminate instead of exterminate). Dropping these two from the list was a hard decision to make as Q and X are easily my favorite letters of our own alphabet. But the Chmatrans are a simple people and they need a simple writing system.

Words are spelled phonetically for the most part. But since International Chmatran lacks accent marks, they need another way to differentiate between long and short vowel sounds. To make a long vowel it's written twice. Ka is pronounced 'kah' whereas Kaa is pronounced 'kay'.

I don't have very many words in the dictionary yet. But once the grammar rules are robust enough I'll have time to work on a complete list of words and etymologies. Right away, I can say that many of their words related to the natural world could come from the root word for their fertility goddess, words related death could share their origin with the name of their god of death and so on. They'll probably have a dozen different words for genocide.

The only hard and fast rule for Chmatran words is that it must have a lot of hard consonant sounds and sound very rough and unsophisticated. Words I have stashed away so far include: ajhiir, jhaljhash, kalajhn, kefez, kreledesh, meka, nafas, otesh, radijastk and teratsk.


Monday, February 23, 2015

Fear and Loathing on Chmatra

Since I've had no time to make a proper blog post in, like, weeks I'm going to give you all the highlights reel from my tabletop game. Nick, one of the players, was kind enough to provide pictures of all the best moments of their adventure so far. So because I don't have time for anything anymore here's the growing collection from the scrapbook with the bare minimum of context.

First, the players themselves: Nick is playing as Minamillion, human sorcerer. Haydn's character is Wilfred Sanddrinker, kobold tabloid journalist and all around sociopath. Then there's Obtuse Goose who's been playing as 0M-4R-U, an enormous, ten foot tall nuclear powered robot with a mining laser attached to his shoulder.

All that needs to be said about the plot of my game is that everyone's been living in a vast radioactive desert inhabited by all manner of prospectors hoping to strike it rich mining the rich deposits of uranium ore. There were a few competing factions who the players could either ally themselves with or fight but the players killed all the important characters almost as quickly as they met them. So as of right now, there isn't really a plot or story so much as there's three crazed bandits roaming around the desert looking for people to kill.


In this picture we see 0M-4R-U and Wilfred riding through a brush fire they started. There used to be an important alchemist living in the thorn thickets north of town, but the players never got around to meeting him. Instead, they burnt down his home, destroyed all his research and tried to convince him he started the fire himself. When that didn't work they shot him to death.

You'll notice 0M-4R-U has a gaggle of women perched on this shoulder. A few weeks ago his character started experimenting with being a bit of a robotic sugar daddy and managed to muster an impressive number of babes to join his entourage.

To be honest, one of my favorite things about this game has been Nick's interpretations of the events, especially his idea of Obtuse Goose's character. But as you can see below, Haydn had his own ideas:


Later, the players got trapped in an abandoned research facility and faced a fearsome creature known as a Hadris, which is a malevolent cloud of ammonia nitrate gas that seeks to destroy all life. The players struggled to find a way to defeat the evil cloud until Minamillion realized he could cast a spell that would break down the atomic structure of the otherwise invulnerable Hadris. His spell exposed them all to deadly radiation but they did manage to dissipate the cloud so we counted it as a victory. They're still sterile though.


Here's Minamillion getting half his faced dissolved by the Hadris' deadly acid touch.


It was around the same time that they were trying to kill the evil ammonia that Wilfred decided to try and kill off all of Omaru's babes. Since he's only one foot tall and didn't want to attract any attention to himself he tried to lure them, one by one, into the waiting mist of the Hadris. In spite of his best efforts, only Amber succumbed to the acrid wraith of the cloud.


After the Hadris was defeated the players explored the rest of the facility since they were still technically on a quest from the local baker/mob boss. While looking for an advanced radiation-detecting seismograph they stumbled across an enormous jellyfish living in the ventilation system.


Here we see their minion and all around coward Mikial getting dragged back to the jellyfish's lair as Wilfred does his best to try and save him. Mikial used to be a respected mage of the Swamp King's court but Wilfred punched the king in question and plunged his kingdom into civil war. Mikial's been traveling with the players ever since. Truth be told, he has been a useful addition to their party, especially since he has the ability to magically dispel radiation on command. I've been trying to kill him off for this very reason, as he's the only thing standing between me and giving everyone radiation-induced vomiting fits.

After their adventure in the lab, the players returned to town, got into a fight with the sheriff, burned down the entire town, their previous employer and any last traces of a coherent plot that were still clinging on by that point. They also picked up another minion along the way; Travis "Boomit" Splinterpeak, elven mechanic, pyromaniac and all around lunatic.

Meanwhile, the players were planning on paying a visit to their good friends, the Bristlefur Clan. The Bristlefurs had survived a previous run in the players. The happened across 0M-4R-U carrying a bus down the road one day and they were so impressed they pulled over to take pictures.

Well Wilfred wasn't having any of that so he rolled to convince Obtuse Goose that the camera was actually a death ray and the miners were trying to melt through his reactor casing. Obtuse, who was barely paying attention at the time, agreed to kill them. Using his laser, he melted clean through the armor of the Bristlefur's tank and managed to kill an intern in the ensuing explosion.

Satisfied with the destruction they had caused, the players went on their merry way to kill an unrelated group of hyena-people. What they didn't count on was the camera surviving the fight. The surviving Bristlefurs happened across the wreckage, founding the singed photos of the giant robot and assumed the worst.

The fight with the surviving Bristlefurs and their last remaining tank would take too long to describe. All you really need to know is that there was an hour-long debate on whether or not they could knock Wilfred off the tank by smacking him in the head with the gun. I said they could and everyone else maintained that he was too short and it would pass harmlessly over his head.

 Haydn managed to complain enough and got his way. I let Wilfred hang on for dear life as the turret tried to swat him off, only because I didn't want to hear him complain about this for months and months afterwards. I know he would. But what everyone seemed to forget was that while he was riding the tank around like a mechanical bull, everyone else was still attacking it with all their most powerful weapons. He was nearly crushed by a typewriter at least twice, was blinded by a laser blast and actually fell off at least one other time. So I'm still happy about that at least.


Here's Nick's 'evidence' from the debate, showing the turret harmlessly passing over Wilfred's head with an ineffectual 'woosh'.

Meanwhile, Nick tried to confuse the miners with an illusion spell; trying everything from images of hundreds of tanks, piles of raw meat and the miner's own mother to get them to surrender. Here's an artistic interpretation of the event:


Finally there's this:

Friday, January 30, 2015

Bristlefur Dig Site

Here's another map for my tabletop game. I should get around to explaining what that is but I'd say eighty percent of my readership already know about it or are already playing it.


Here a small mining camp ran by a family of Gnolls (bipedal, intelligent hyenas). Like so many others in Pitchblende Flats, they've been mining uranium, hoping to strike it rich before monsters get them. In the center is the large hole/crater they've gotten most of their haul from. A little north of that is a small shack made of assorted trash and a little south is an old rusted water tank. To the east a little is a broken down truck and a little west are the piles of discarded material they sifted through and determined wasn't nearly radioactive enough to sell in town.

More on this later.

Maybe.

Saturday, January 17, 2015

Pitchblende Flats

Here's some maps for my tabletop game. Maybe I'll make a blog post about it, but most likely I won't.

 Here's one of Pitchblende Flats, the huge mining settlement everyone's been exploring wrecking havoc in. A good portion of it burnt down recently. You can see it marked, just a little north west of Trinity:


And here's one of the research hanger the players have been cooped up in ever since a freak storm blew away their last motorcycle, Tory 401:


And finally, here's an incomplete map of the whole world: Chmatra, Planet of Death. You'll notice there's enormous craters where habitable land should be:

Friday, November 7, 2014

Ia! Shuth-Meleth Fhtagn!

As always, I'm writing back story details for Ramzca's civilization game, specifically the characters from my own civilization, the Empire of Transmyridil. Well here's a character profile I've been meaning to finish for a long while now. Like so many other things I've written lately, this has ballooned out of proportion and probably counts as a a full novelette at this point. So, because I have no self-control, enjoy the biography of a pink octopus monster that's been very near and dear to me lately.

...

The Black Book of Ajez Saala-Abdul speaks darkly of what are variedly called the Old Ones or the Outsiders; godlike beings from outside space and time, the very manifestations of otherness, the alien and the incomprehensible. They do not adhere to physical laws as we understand them, having come from the realms beyond or some other primeval darkness before time. It said that to look upon such things is to gaze into the abyss itself. No one born of our material world could have their eyes opened to such otherness and walk away unscathed. The Black Book tells of those foolish or unfortunate enough to have laid eyes on the true form of an Old One, all of whom have unfailingly perished or have gone mad at the sight of such things. That is the danger of the Ancients; they are so vast, powerful and alien that we as mere mortals cannot perceive them without becoming aware of the true, monstrous nature of reality. No mind can comprehend the Old Ones, not even a glimpse of them.

The Black Book lists many blasphemous names in it's yellowed pages; Xorchlcotyl, Zoth-Morazoth: It Which Waits, Tlhordl, Capatatosh: The Rancid Mother. Some are so horrible that even the merest mention of them spells doom for those who speak their name. There is the Indescribable One, who's name cannot be printed without the page eroding away. There is the Unspeakable: That Which Blots Out The Stars. Among the worst is a force known simply as The Other, which is prophesied to plunge all being into unending elemental darkness.

Then there are some that are altogether less horrible. In the back pages of the annotated third edition of the Black Book, in the appendix on chapter III Saala-Abdul makes mention of some minor or otherwise inconsequential Old Ones, many of whom were not named in the original Tablet of Black Utterances. Among them was Sthoth, Zoz and most importantly to us, Shuth-Meleth.

Shuth-Meleth was said to have entered our world with the alignment of the twin blue stars of Allistus and Obern. On that night, a red comet was observed streaking across the sky above the city of Yg and plunged far out to sea. The waters boiled and it is said that all the milk for several miles went sour and all the eggs of domesticated birds rotted. But beyond that, there were none of the deleterious effects commonly associated with the coming of an Old One. No more is said of Shuth-Meleth in the Black Book, but an account of what happened after it's arrival appeared in The Complete Traveler's Guide to the Southlands by Tholir Stonemason. In chapter VIII while elucidating on the issue of which beaches had the most attractive women, Stonemason retells the story of a curiously shaped ruby that washed to shore and was snatched away by a passing Kaam, a kind of squamous humanoid octopus.

Later, in a chapter devoted to which drinks the author thought were best served in coconut husks, Stonemason continues the story of the ruby. While on a journey to the desert city he encountered the ruby once more while spending the night in a tavern; only this time it appeared as a symbol on a tabard worn by a Vyllnr. The Vyllnr, named Bora Saanak-Rek, claimed to be a member of the Order of the Sleeping God. He went on to describe how his god had fallen out of the sky in the form of a glittering gem and had instructed it's high priest to build a temple in the jungle on the edge of a nearby river. After a night of drunken carousing that would take too long to describe here, Stonemason woke the next day, hung over and laying on the makeshift alter in the temple of the Sleeping God.

It is unclear if what happened next was a genuine religious experience or a hallucination brought about by poorly manufactured mead. But Stonemason claims to have received a vision of Shuth-Meleth:

I had an unbelievable headache the morning after. The bed I was laying on was lumpy and hard and I realized Melindra must have snuck off sometime during the past few hours. Everything looked fuzzy and dark. I started to worry I'd have a repeat of the Monday incident. But as my eyes adjusted I noticed a pair of braziers with unnaturally red fires casting an eerie glow on the small room. I was in a small, circular building, made of piled together stones, with what looked like moss used as cement.

As my eyes were adjusting I could see the room getting darker. A small, slimy looking thing, smaller than a dwarf was standing at the other end of the room. My vision went black. The only thing I could see was a dim red haze. Then, all of a sudden, a shape appeared. At first I thought I was going blind because of bad grog, but something was floating in front of my eyes. Something pink.

As I stared at it I started to see something like a tiny pink octopus. It stared back at me with three beady little eyes. It was ringed by an aura of shimmering green light and it's stubby little tentacles waved in a rhythmic, hypnotic motion.


-Tholir Stonemason, The Complete Traveller's Guide to the Southlands

What's notable about this experience is that the author did not go mad upon seeing an Old One in person, nor did his ears bleed upon hearing it's voice as he goes on to describe:

Suddenly, it spoke to me. It had a soft voice, faint and distant sounding. The glowing pink thing called itself Shuth-Meleth and greeted me and welcomed me to it's temple.

The author continues his interactions with the Sleeping God. For the better part of a day he sits and listens as it tells it's story; Shuth-Meleth appeared when the stars aligned, arriving in the form of a multifaceted gemstone which was the closest thing to it's true form as could appear in our world. When asked where it came from, Shuth-Meleth only vaguely hints at what it calls "a realm of primal darkness". When the stone fell to Myridil and crossed the ocean it reached out to find the mind of a worthy follower. When it finally made it's way to the northern shores of the Southlands what it found was Grrgl.

Stories from that area seem to collaborate with this claim. In the earlier chapter, Tholir mentions others present for the incident when a shiny stone or crystal washed to shore. When a crowd gathered around to inspect the glowing object a Kaam rose out of the water, snatched the gem and fled into the nearby jungle before anyone had a chance to stop it. Tholir went on to describe sightings of a "slimy blue creature with tentacles where it's face should have been" at a later point while traveling in the jungle but dismissed the sightings as alcoholic hallucinations.

What Stonemason didn't know was that Grrgl, the Kaam had taken the stone of Shuth-Meleth up river to a safe hiding place, becoming the first High Priest of the Cult of the Sleeping God. There, Shuth-Meleth started to speak to the Kaam telepathically, allowing it small glimpses into the realm from whence it came. At first, Grrgl responded with sheer horror and was left catatonic for nearly a week. But as time went on, the Kaam started to make cave paintings depicting the terrifying home of Shuth-Meleth and it's arrival into our world. It was at this time that the Cult's visual vocabulary started to develop. It's still possible to find images of rubies and red comets in the jungle, carved into trees or painted in caves.

There has been at least one instance where a large mural depicting Shuth-Meleth was found by explorers. An account of an expedition into Spinebreaker cave described an enormous symbolic scene, rendered in caked mud and paint made from crushed tropical berries;

Day 32,

We found an impressive mural today near the subterranean river. While it looks like something left behind by prehistoric people, it couldn't possibly be older than several weeks as it clearly depicts King Rodriq in several scenes. We're trying to find clues of who made it since we've made camp here. I'm recording a miniature copy for my own study while Saala-Mustafa writes up a summary of what we've found. I'll copy it here:

"Painted on the wall is a well designed image of Dwarves and a large pink octopus by an unknown artist. The Dwarves are bowing before the octopus. The octopus is surrounded by the Dwarves. On the mural is an image of red meteors in bumbleberry paint. On the mural is an image of a fishman. The fishman is holding up a red gem. The artwork relates to the worship of an unnamed icon in a fortress and the appointment of the fishman to the position of priest of some local cult."

The octopus (or squid) is an interesting feature. It is large and bright pink, with tentacles (eight in total) reaching all over the wall. What's notable is that it seems to be crushing a tower in one arm and flicking a figure off a horse in another. The crown on the figure's head is unmistakably "Rodriqesque". The deity, or sea monster or whatever it is has three eyes, two closed and one open and staring at the viewer. It has a bright red pupil.

Note: Yalric's gangrene is getting worse - consider amputation.

As Tholir recovered from his hangover the eponymous pink octopus continued it's story; after Grrgl's traumatic visions the pair went back to the port city to preach and hopefully gather more followers. They were met with open hostility by the locals who took the Kaam for an insane cultist. Despite insistence that Shuth-Meleth wouldn't be accepting blood sacrifices the pair were forced to leave with only a single Vyllnr to show for their efforts.

This ended up working to their advantage in a small way however, as the Vyllnr was able to bring them back to it's village in the jungle where reception to the Cult was much more favorable. In the weeks following their arrival, Shuth-Meleth made the first real show of it's godly powers. First, it healed the blindness of a young Vyllnr in the village. Then, when a family fell ill because of tropical disease, the Sleeping God whispered into the mind of the local alchemist, telling him what ingredients to gather to make a potion to cure them. As time went by and the Kaam and it's magic gemstone made themselves generally helpful, favor in the Sleeping God grew. After nearly a month in the jungle, the tribe decided to completely devote themselves to Shuth-Meleth. The chieftainess saw it's true form in a vision and declared it the tribe's only god and the only one who would lead them to salvation.

It was this same village that Tholir had drunkenly stumbled into the night before. As the Sleeping God ended it's story the chieftainess came inside to greet the Dwarf. After, she brought him outside to show him the village. Banners carrying the symbol of the red ruby were flying from every mud hut. All around him, Vyllnir were packing up supplies for a long journey into the heart of the jungle. As he stood there, rubbing his tired eyes, the chieftainess announced the tribe's intentions to travel up the river and find the promised land of her visions.

She spoke of a tall mountain peering above the jungle, with a volcano smouldering in the distance. A short one-eyed king stood on the mountain, surveying the untamed wilderness. She told the tribe that this place was to be their new home and in order to find it, they must seek out the man from her visions. Immediately, Tholir suspected she was talking about Agekugog, or Beebane, and the king she spoke of was actually Emperor Urist Thunderbeard. Having no idea what either of those things were, the chieftainess agreed to let Stonemason come with them, as he was headed in that direction anyway.

The tribe set off the next day, swimming upstream as they carried their supplies in waterproof bags. Stonemason was pulled close behind in a small boat. While his original intention for going to the Empire was to sample their local beer and mead he started to hear the whispers of Shuth-Meleth in his mind. As the days dragged on, he started to see strange things in his dreams. Stonemason described seeing "impossibly tall towers" and "writhing tentacles" in a veil of absolute darkness. Throughout the next several chapters he would complain about a pinpoint of red light that always seemed to be in the corner of his vision.

As the Sleeping God's influence in his mind grew, disaster struck. Bandits raided the Vyllnr camp one night as they were resting on the riverbank and stole several bags of supplies, including the gemstone itself. Several members of the tribe died fighting off the bandits. As panic started to grip the survivors Grrgl and Tholir resolved to go searching for the stone themselves, convincing many of the Vyllnr to do the same.

They stumbled through the thick underbrush throughout the night, guided only by the sense of unearthly power drawing them to the stone. Eventually they  found the camp as the bandits were sifting through their spoils. The bandit leader was busy arguing with an underling; it was clear to the cultists that they were fighting over ownership of the stone.

Tholnir used this opportunity to silently kill the bandit on watch, allowing Grrgl to usher the Vyllnr into the camp. All at once, they sprung from ambush and attacked. While the bandits were more well armed, the cultists had the element of surprise and managed to kill several of them before anything could be done to stop them. One of the bandits was a sorcerer however and was quickly whittling down their numbers as he roasted the angry cultists with lightning.

Being so short, Grrgl was able to avoid most of the tall bandits' swings. He leapt on top of a table, tossing a candle into a tent which quickly burst into flame. Almost in imitation of that early day on the beach, no one was able to get a grip on him as he rampaged around the camp, searching for the stone. Eventually, he found the leader and threw himself onto his face. Grrgl tried to pull his eyes out with his suction cups as they struggled for the stone. In the heat of the moment the bandit leader pulled out a knife and plunged it deep into the scaly neck of the Kaam.

Overcome by the death of his first, most loyal follower, Shuth-Meleth took revenge against the bandits. Mustering all his godly power, he reached out to the minds of each one, filling them with horrifying visions of the "primal darkness" from whence he came. They all dropped their weapons at once and blanched at the sight of such horrors. As Tholir reached for the stone, the bandits fell to the ground and started gibbering madly. Coming in contact with such alien chaos was too much for them. The brains of the highwaymen started to cook from the inside out, oozing out of their ears as they died.

Grrgl laid dead and the Vyllnr scattered all over the jungle, irrevocably lost due to their awful sense of direction. All that remained was Tholir. He buried Grrgl by the riverbank, making a makeshift headstone with the symbol of the red comet and continued on his way.

For nearly a week he trekked through the jungle. All the while, Shuth-Meleth spoke to him in his mind. The two beings, the lowly dwarf and the Old One consoled each other over the death of the cult. Shuth-Meleth assured him that, while scattered, he could still hear the thoughts of the Vyllnr and was reaching out to them. And while he could still hear the prayers of his followers there was no hope of gathering them back to the river because, again, they had an awful sense of direction. Instead, he told Tholir to "follow the smoke". Tholir did as he was commanded, thinking he was making his way to the lip of the volcano.

Instead what he found were the smouldering ashes of siege equipment and the half-demolished walls of Beebane. Urist was dead. The Empire was still reeling with their war with the neighboring Isolationists. Sankis had been declared interim Empress as she tried to rebuild the fortress. Shuth-Meleth had arrived in the promised land with no followers and no one willing to listen to his message.

Nonetheless, he and Tholir took up residence in the fortress. They were quietly ignored as the Imperials took the remaining Isolationists to trial for war crimes. Tajjini Besaa-Mora, former Arch Minister of Information, was executed for high treason. For the next several months Empress Sankis was kept busy retaking the lost territories of Bistleholm and Thunderbeard's Hallow. The entire Empire was embroiled in the ongoing campaign of executions as well as preparing for the coming Goblin War. The only official who seemed to notice the strange crystal's arrival was Caten Ironfist. As Arch Minister of Magic, she was concerned largely in the manufacture of glowing lightstones and wasn't interested in the politics of running an empire.

Caten wrote a yearly address concerning the state of magic in the Empire. While it largely consisted of records regarding the movements of enchanted items from one office to another, during the year of the Goblin War she made sure to point out that a dark god had taken up residence in Beebane and was quietly gathering followers while the government was otherwise preoccupied:

Shuth-Meleth is some manner of squid-deity worshiped by the spiderfolk living in Beebane. As far as I can tell it practices astral magic, specializing in thaumaturgy with a passive dormant ability to make followers more perceptive of potential danger and solutions to problems. A dormant god from the deep sea, it's conjured form is an oddly shaped ruby.

-Caten Ironfist, Arch Minister of Magic

While neutral in tone, Caten's report contained just enough alarmist language to cast serious doubt on Shuth-Meleth's intentions and cause a panic. The Empire had already had dealings with dark gods in the past. Urist's near-transformation into an elf was still fresh in the minds of the citizens and many feared a repeat of those events.

The Sleeping God had already gathered followers among the Spiderfolk population when he came under serious scrutiny from the Arch Ministry of Magic. He was asked to appear before the Empress as part of a formal inquiry. Holding nothing back, he told the Imperials the plain truth; he was an immensely powerful being from beyond space and time. Coming from a realm of pure terror and chaos, Shuth-Meleth was peeking through a hole in the fabric of reality and sought mortal worshipers in Beebane. As Shuth-Meleth continued it's tale of cosmic horror the Imperial council squirmed in their seats. A sense of dread hung over the whole room as everyone stared into the uneven contours of the crystal. Meanwhile, Empress Sankis slouched in her throne. Her son Biin listened to the story with rapt attention, at once terrified and fascinated by the alien monstrosity.

Despite objections from Caten, the Empress decided that the newly formed Cult of the Awakened God had every right to live in Beebane. Tholir Stonemason and Shuth-Meleth were granted full Imperial citizenship.

Today, Shuth-Meleth's crystal resides in the Temple of the Awakened God in Beebane, attended to by the Spider People who call the fortress home. The temple mirrors the one built in the jungle. A small, dignified place of quiet prayer and study; it is a circular room with a low arching ceiling. On all sides are alcoves leading to small libraries and study rooms. The stone rests on a copper dais in the center of the room and the smokeless red fires burn in their brazers, never needing fuel.

In the foyer leading to the temple is a small stone statue of Grrgl, former high priest and first saint of the cult.

What's interesting about this particular god is that, in spite of being an alien monstrosity from outside space and time, Shuth-Meleth is relatively benign. While it could be blamed for the deaths of it's Vllnir followers, the Sleeping God has never killed something except in self-defense or the defense of it's followers.

The tenants of the Cult of the Awakened God are relatively simple. It forbids murder, theft and other crimes that are frowned upon in the Empire. What's unusual isn't it's safe, pedestrian commandments, but that such safe, pedestrian commandments are coming from an Old One, something that by all rights should be driving it's mortal followers mad or imparting knowledge man was not meant to know. It has been argued that Shuth-Meleth is not an eldritch abomination at all like it's followers have been lead to believe. But instead, it is in fact a much weaker being masquerading as a powerful Old One to impress the mortal population. Others suggest that Shuth-Meleth should represent a paradigm shift in how we view the nature of the Old Ones. Some scholars take the Sleeping God as evidence that mortals can in fact be bestowed with cosmic insight and keep their sanity intact.

Whatever the case maybe, Shuth-Meleth maintains that it itself is a vastly powerful cosmic being from outside space and time and that it's meager influence in the physical world is due to a combination of the lack of belief from it's mortal followers and the stars not "being right enough". Only a small portion of it's power can escape through the pinprick hole in reality that Shuth-Meleth is forcing itself through.

Shuth-Meleth's sacred number is 8. Missionaries of it's cult are expected to wear a black tabard with a red border, with the symbol of the ruby acting as their badge of office. It's followers value knowledge and discovery, believing Shuth came to Myridil to give them the gift of enlightenment. What could perhaps be considered the central belief of this new religion is that, with the devotion of enough followers, Shuth-Meleth will be able to break the bonds of it's stone and physically enter our universe. While it's followers in Beebane are enthusiastic about this so-called Great Arrival, scholars of the Old Ones are not so happy to hear that an eldritch abomination is planning to break into their universe. Shuth-Meleth itself has commented on the situation:

While I would not oppose passing through the Gate into your world I have no plans for making this come to pass myself. And I certainly have no plans to make my presence known here with a calamitous End Time, great devouring or any event that would plunge the world into darkness, elemental or otherwise. If an opportunity for me pass through the gossamer-thin barrier between worlds ever did present itself I certainly would not take it if it involved the blood sacrifice of a living being, virginal or otherwise. So please, no virgin sacrifices. I will not accept them.

-Shuth-Meleth, An Open Letter to the Empire

When asked why hearing it's voice didn't drive mortals to madness or why gazing at it's true form in visions did not instantly kill it's high priests, the god has this to say:

It is a common conceit among your kind that anything that comes from beyond the Veil must be all-knowing or all-powerful. While I admit that I exist beyond your conceptions of time and space and in fact transcend it, I am not the omnipotent alien being you make me out to be. I still appreciate that you worship me as a god, but I am not the sort of god to melt your minds or cast your souls adrift in the limitless expanses of chaos. For this reason, you have nothing to fear.

And to answer that young man's question from earlier; yes, if you worship me I absolutely do lay claim to your soul.

Shuth-Meleth has claimed that it is perfectly happy existing alongside the rest of the Imperial pantheon, making sure to point out that it wasn't looking to take followers away from the Everfire. So for better or for worse, Shuth-Meleth's new temple resides in the lowest layer of Beebane, attended to by High Priest Chkl'thak, a Spiderperson who emigrated to the Empire that same year. While most of it's followers have been Spiderfolk, Shuth-Meleth has a small following among the Llynir population in Beebane and even one or two Dwarves. Worship of the Awakened God isn't especially popular among Humans or Gnolls, but so far no tensions have formed between the various belief systems of the Empire. Our operatives have asked around Beebane, Thunderbeard's Hallow, Bistleholm and throughout the Empire; the reaction seems to be the same. Most citizens are comfortable having the new temple in their capital city. While those who aren't are merely distrustful.

The cult has found Beebane very accommodating to their needs and have been able to assimilate into the local culture rather well. They recently gathered enough funding to have a holy book printed using the press in Beebane. The Eightfold Path is a small one-hundred twenty-eight page volume that easily fits in a coat pocket and mainly concerns itself with the early history of the cult and the philosophy of Shuth-Meleth, as well as prayers, blessings and tacit warnings against dealing with other Old Ones.

When asked how he feels about Shuth-Meleth residing in his fortress, young Emperor Biin Thunderbeard had this to say:

I had tha chance ta speak to the octopus-deity when 'is followers first signed tha deed ta tha land. To tell ye the truth I was a little wary at first, but after speakin' to it I feel like 'e'll make a nice addition ta Imperial culture. Besides, the Spiderfolk seem ta like him an' anything ta make them feel at 'ome is good. After all, that's what me father founded this country on: a people unified by their diversity, not divided by it.

-Emperor Biin Thunderbeard

Due to it's benign policies and positive reception in Transmyridil, our organization have decided to reclassify Shuth-Meleth to a level 6 cosmic entity with ROOK type psychosomatic influence. There is no reason to assume the great Happening will occur because of it's actions, nor will there be any danger of a Helvetica Scenario if it's allowed to expand it's influence. The recommended course of action at this time is continued observation but it is in our professional opinion that it is now safe to redirect vital equipment to other listening posts. No tunneling entanglement activity has been reported and all stellar charts are safely out of alignment. Finally, to address [...] concerns, there is no evidence at this time to suggest Shuth-Meleth is a guise of Xyphochotl.

Next Report:

Udil Bronzebolt: Interdimensional Terrorist or Elaborate Hoax?