The Bering Demons


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The Bering Demons

Rather stereotypical demons from the legions of the dark lord. They are usually encountered after Diabolist summoning. However they also can enter our world unbound through the rips in space-time caused by nuclear blasts.

It is also known in certain circles that nuclear blasts open gates to the court of Azathoth. This would imply that Bering Demons exist primarily near the seething center of all things, right next to the mad pipers. What they do there is unknown as is why they want to escape.

Origin: Dark*Matter, Delta Green (the Azathoth connection)

Use in a Campaign: Usually will only show up in connection with Diabolists. Many books detail (truly and falsely) how to summon and bind these beasts, leading to a constant threat.

Another thought is that underground nuclear tests create these gates and leave the demons entombed in huge prisons of glass. Some of those sites are being checked out as possible containers for nuclear waste. And of course, what conspiracy wouldn’t want their headquarters in a huge obsidian cavern underneath Nevada.


A breed of creatures cloistered away deep in the Dreamlands, the Celestials are few and far between in the physical realm. We recognize them, and they refer to themselves as, angels and demons. There are many branches within the species and many factions, but it’s really not important for us here.

Long ago a small group of powerful beings combined their power to rule the Dreamlands. They created a realm entirely separate from the Dreamlands proper, and ruled over it as absolute lords over minions created of their own will. Eventually one of them, by the name of Metatron convinced the others that ‘he’ had gained the insight of a being much more powerful than themselves. Eventually, another of the beings, known as Lucifer turned against Metatron and struck him down before being cast into the baser realm of the dream lands.

Lucifer soon came to create and rule another realm, also separate from the Dreamlands proper, but the war between the two factions has continued to this day.

The minions of these beings (the Archangels and Demon Princes) are known as either Angels or Demons depending on which side they take. They are fed energies by their masters and in turn work to bring things more towards their master’s visions.

The lesser celestials move among human society unnoticed, slipping effortlessly between the cracks. They possess powers based on their master and their position in the Celestial hierarchy. In general, the Angelics possess powers leaning towards gaining information and the Demonics lean towards controlling humans. However the powers vary widely between individuals.

Origin: In Nomine, Dreamlands are H.P. Lovecraft

Use in a Campaign: Only a handful of these beings exist in the world, but can prove to be great allies and cunning adversaries. They tend to stay extremely well-hidden, by order of their superiors, but their schemes reach deep.

Both halves of the coin can be played as heroes or villains, with shades of gray on both sides. This usually works out best. Some angels will be peace loving and some demons will be freedom loving, but some angels will be controlling and some demons will be complete bastards.

In other words, they’re very much like us. Fed (second-hand) on the psychic emissions of humanity, the races mirror us, and each other, in more ways than they’d like to admit.

A campaign can easily be played as Celestials and campaigns could be played with them as a centerpiece of investigation. Their powers are strange and varied enough that the party would likely never know what was coming next, even if they’ve figured out the basic possibilities. However, the real key is that Celestials are as much people as humans are and should be treated as such. They’re not mindless slavering monsters or alien masterminds, they’re individuals with their own personalities and their own capabilities.

If they’re not the focus either leave them out entirely or let them be strange, distant, and mysterious. Throwing them into the mix may very easily ruin the mood if not done perfectly. Just remember no one can prove they’re angels (really prove) and any number of other beings also seem to fit the mold.


Also known as Faeries, Changelings have long existed side by side with mankind. Some would call the relationship almost parasitic. They feed off dreams and are constantly at risk of loosing their own.

As creatures of mankind’s dreams, Changelings can be affected very negatively by the harsh realities. Existing partially in the Dreamlands gives the Fae some measure of power, but there is nothing more banal than a Mi-Go. Encounters between Changelings and creatures of the Mythos have always been decidedly one-sided.

Some Faeries (of the Unseelie variety) have taken to worshipping Cthulhu, Hastur, and other beings that have power over dreams. The final results of such a relation are twisted, terrible beasts that stalk the dreaming and the waking realm alike.

Strangely enough, some Faeries are on good terms with the Lovecraftian Ghouls. While few know it, the ghouls actually are go-betweens for the waking realm and the darker parts of the Dreamlands.

Origin: World of Darkness

Use in a Campaign: As the End-Times approach, more and more Changelings are being forced to jump ship. Those that remain are being slowly drained and warped by the sirens call of the Great Old Ones.

Those Changelings that have fallen in with darkness can be found any number of places, but are most common where there are mad dreamers. Insane asylums are a favorite haunt, as are cults and circles of tormented artists. Having an Unseelie Fae tear at your dreams as you attempt to recover from the last op isn’t exactly the best path to a recovery.

Deep Ones

The Deep Ones are fish like humanoids that have been in a careful dance with mankind since we began our existence. Needing sentient breeding partners from other species (likely due to a deadly recessive trait), the Deep Ones have always taken a direct interest in mankind (and dolphins).

Driven back by advances in technology, Deep Ones no longer the oceans’ masters, keeping small New England towns in their terrible clutches. They are, however, still one of the most numerous Mythos species and one of the most often interacted with by humans.

Source: Delta Green

Use in a Campaign: Deep Ones are always waiting in the shadows. If one digs back deep enough anywhere in the mysterious, a Deep One is waiting. They still work with the Cthulhu cult and find mates when they can, but for the most part their activities are small compared to the olden days.

Specifically, they’ll show up when summoned and they’ll occasionally attack undersea vessels. There’s nothing to say that they don’t still have a few breeding outposts. Not all parts of the world are as connected as the United States. Isolated regions in Canada and Russia seem likely prospects. There are parts of Kamchatka that, realistically, are around the level of Innsmouth when it was first infected.


A parasite leading to vampirism, the Ekimmu are in the unenviable position of being hunted by both humans and the Kindred (“true” vampires). Unlike Kindred, Ekimmu are immune to sunlight and age, albeit slowly. However, a stake through the heart is just as bad (now the Ekimmu must find a new host).

In certain large metropolitan areas (New York, Beijing, Mexico City, and the like), both Kindred and Ekimmu are active. This leads to enormous problems for hunters of all stripes. While there are only a few Kindred and a handful of Ekimmu, the ease of confusion between the two has led many agents to their dooms.

Source: Dark*Matter

Use in a Campaign: Unlike Kindred, Ekimmu are quite well disposed to living forever, hopping from body to body. This has led to a much smaller turnover rate and some Ekimmu that are amazingly adept at hiding their tracks.

Many Ekimmu have grown into positions of power and often use these positions to exact revenge on the Kindred. Even lowly Ekimmu will often lead investigators to Kindred’s doors. Every vampire dead means more blood for the Ekimmu and less persecution.


A strange race of mechanical intelligences, Etoile are the masters of the sandmen. They possess powerful nano-technology and have agents in important positions all over the globe.

The Etoile now work where the Deep Ones left off. They seek out isolated towns (preferably industrial towns, in the desert if they can) and subvert the population with their nanites, transforming them into sandmen.

Their relations with other races are somewhat strained. For the most part they simply ignore everything but humans and assimilate all they can. Their worst encounters to date have been with werewolves. Seemingly immune to their nanites, werewolves see it as a holy quest to destroy Etoile whenever they are found.

Source: Dark*Matter

Use in a Campaign: As the dark masterminds behind the Sandmen, Etoile themselves should rarely appear. Their plots span far and wide, however. The small Texas towns that have now been assimilated, sandmen carefully advancing through the ranks of intelligence agencies, and moles in every corner.

PCs are just as likely to be drawn into the Etoiles schemes when a Sandman spy in their agency (whatever it happens to be) gets taken in for a random drug test or physical. Depending on the agency, PCs might be assigned to figure out what happened to them or to purge every trace of sandman influence they can find.


See WereCreatures
Ghouls (Lovecraftian)

Eaters of the Dead, Lovecraftian Ghouls are humans fallen to great, degenerate depths. Through generations of eating human flesh (or just one with the help of certain terrible tomes), the humanity is drained away, leaving an animalistic husk.

Ghouls today frequent the underways of large cities. They feed upon the more recently dead and are responsible for many disappearances. The more conservative of the Ghouls try to reign in this behavior, but it remains and is increasing as the years wear on.

Strangely, ghouls don’t have any particular hatred of humanity. They just eat us. Similar to humans not really “disliking” cattle, just using them to stay alive. Most ghouls would be more than happy to help against some threat that would wipe out humanity.

Source: Call of Cthulhu, Delta Green (current)

Use in a Campaign: Ghouls are either small-time adversaries, allies, or an object lesson. As adversaries, ghouls tend to be behind strange disappearances. Tracking them down and rooting them out can be rather difficult tasks. As allies, they try to help when something would decimate the human race as a whole (Nuclear War, Awakening of the Elder Gods, Armageddon). If it’s just going to make people miserable or drop population (but still at a sustainable level), count them out. As an object lesson, ghouls are there to show PCs just how far humanity can fall.

Ghouls (Vampiric)

A human, given strength and agelessness by a Vampire’s blood is also known as a ghoul. They are intensely loyal to their masters (held by something known as the “Blood Bond”) and find it nigh inconceivable to betray them. As such, they often guard Vampires during the daylight hours and serve as a Vampire's most trusted servants.

Generally, only the oldest and best settled Vampires have enough blood to share with ghouls. Younger Vampires just have to deal with not having absolutely faithful servants.

Source: World of Darkness

Use in a Campaign: Kindred beget ghouls. If there is a ghoul around, the Vampire can’t be far. They serve Vampires in much the same way Sandmen serve Etoile, as unquestioning servants to keep enemies at bay.


In an attempt to allow closer study of humanity (and specifically their thought processes), the Mi-Go created a psuedo-race of puppets to act as intermediaries. These puppets are known as EBEs to MJ-12 and Greys to everyone else. They are one of the very few entities on this list who’s existence is accepted by a large fraction of the populace.

Unfortunately, their existence is a lie.

Strangely, their lie has been perpetrated twice during Earth’s existence. The first time was by the Elder Race, when the Greys were created to scout out distant lands. The Mi-Go discovered the technology used and appropriated it to create the modern Greys, which they possess and use to both communicate with humans and abduct them.

Those in the know are still perplexed as to why the Greys ring such a note of recognition with humans. Perhaps it is just because they look so similar. Perhaps it is a piece of our racial memory, reminding us of our long lost brethren.

Some completely incongruous encounters have been had with the survivors of the original “batch” of Greys. They often masquerade as humans and have been carefully manipulating humanity for some time.

The primary difference is that the Old Greys are true, full beings. They are conscious and sentient, although they do not work within the human mindset. The New Greys automatons designed from the same blueprints, merely mannequins.

Source: There are two very different interpretations at work here. Dark*Matter has actual alien Greys who have been manipulating Earth for some time. Delta Green has Greys as a mask for the Mi-Go.

Use in a Campaign: As the liaisons between the Mi-Go and humanity, Greys get a lot of attention. They are “seen” in hundreds, perhaps thousands, of abductions and sightings every year. Most UFO encounters and Grey abductions are really just hallucinations, but a large remainder are real. Humans are abducted and experimented on. UFOs do zip to and fro (carrying the Grey and Mi-Go alike, powered by Mythos magic).

The Kindred

See Vampires


Lizard people from an early Dark Tide, the Kinori still live among us. They really just try to stay out of our way, although when a person wanders into their homes, they tend to react very poorly (i.e. with extreme violence).

They are led by a tiny minority of Blackscaled Kinori (normal Kinori have ivory scales), that have higher knowledge of science and magic (usually Hermetic).

Source: Dark*Matter

Use in a Campaign: They usually show up in “Monster of the Week” scenarios. People going into the sewers or caves disappear and someone has to find out why. This is one potential use.

Another is that they are heavily intertwined with the Masons and Rosicurians. They have taught both Hermetic magic, and seem to be the root of it in general. They also have a great interest in Egyptian artifacts, mainly the pyramids. Anyone trying to desecrate or explore the pyramids that haven’t already been looted can find Kinori resistance.


Energy beings that can manifest as huge lizards, the Lloigor have led to a frightening amount of confusion over the years. While they rarely manifest, this has led to some of the most common legends of humanity. Dragons, Modern Dinosaurs, and the like.

What Lloigors do when they’re in scheming mode is usually a lot scarier. They worm their way into peoples dreams and let their corrupting energies slosh around. Most stay in relatively set areas, living off the worship and fear of villagers. Over the years, these villagers will start to develop mutations both frightening and revolting.

Source: Call of Cthulhu, The Illuminatus! Trilogy

Use in a Campaign: The classic use is to just drop a Lloigor somewhere and let the symptoms show. Occasional lizard sightings, terrible dreams, and terrible mutations. The party then figures out what it is and tries to drive it off.

The use in The Illuminatus! Trilogy (specifically the Pentagon) will knock your players for a loop if they don’t know its coming. (Specifically: The Pentagon is a huge containment site for Hastur, who in the trilogy is an immensely powerful Lloigor).


Deep inside every human mind is a gateway to the realm of dreams. That realm is the summation of everything humanity is (see the Human Frame of Reference). Certain humans have learned to draw upon the dream realm. They are known as magi.

Humans with even more hubris and pigheadedness than most, Mages (or Magi) are skilled in using humanity’s collective beliefs as a source of power. They can be divided into four groups: The Traditions, The Technocracy, The Nephandi, and Marauders. They’re dealt with separately.

Mages do not understand what they’re doing, excepting the Marauders. They cannot maintain their belief in their powers while seeing that they are merely vessels for humanities collective will. The Marauders alone understand what’s going on and use it to their advantage.

Source: World of Darkness

Use in a Campaign: In many ways Magi are at the pinnacle of humanities development. At the same time, they are still human, and remain even more dependant on human delusions.

Unlike the World of Darkness, the Magi here are dealt with more from the Magi’s point of view. They do not believe they are manipulating the collective reality. They’re casting spells, performing rituals, making gadgets, praying to their god(s), or just doing their job. They may fall into the auspices of a particular tradition or convention, but these aren’t actual organizations as such. Sometimes Verbena will gather into covens or the Technocracy will set up a lab, but this is just like minded people seeking each other out.

Lots of people believe they are witches and form covens. Lots of scientists build labs. The difference is just that real mages actually believe it with all they have. And that belief can change things. Never in a really obvious way, but magick does have its effects.


The Marauders are Magi that understand what is really going on. They tap into the Human Frame of Reference for its power and then slough off the side effects onto others.

Marauders are mages who have lost all their sanity, but have not sold out to the Mythos. They get it, seeing reality as it truly is, but still wish to be individuals. No body really understands what they do or why, but being around one for any length of time is extremely dangerous

Source: World of Darkness

Use in a Campaign: They just sort of show up, do strange things, and everyone around them suffers for it. They eat away at humanities collective mind to a horrific extent. Reality bends and tears around them, drawing creatures from the Deep Umbra, Nephandi, and beings of the Mythos.

In all ways Marauders are bringers of bad news. They typically appear and disappear quickly, but the destruction they leave in their wake and the beings they attract often do just as much damage as the first shock.

Men in Black

The only reason these friendly individuals deserve their own entry is because of their multiple origins. Some are K’n-Yani from the Brotherhood of the Yellow Sign (see above), some are members of Project Garnet (see Majestic-12), a few are Delta Green operatives, and some are just normal government agents doing their jobs.

Of these, the Brotherhood agents are the most alien. They have pasty, sallow skin and have a poor understanding of surface customs. They also wield powerful psychic abilities, often eschewing the use of guns.

Project Garnet’s agents are the brutally efficient. They may have some abilities from Sub-Project ARC DREAM, but mostly rely on extreme violence to silence threats. “Two men can keep a secret if one is dead.” As a counterpoint to this, most teams have one member skilled in the use of MKULTRA drugs to remove memories from witnesses who it would be risky to kill.

Delta Green will become involved sporadically with situations. They are sometimes the most violent of these groups. They are sometimes the most helpful and reasonable. It just really depends who you get. Most of the time, they’ll be nice enough people as long as they don’t think you’re evil. Just don’t expect any information on what they’re doing. They are government agents after all.

Normal government agents can be reasoned with. They think and act pretty much normally, but usually have absolutely no belief in the supernatural or whatnot. They’ll only get involved in situations where there are real crimes going on. The Government as a whole will usually ignore alien sightings and Mythos creatures.

Source: Delta Green and Myself

Use in a Campaign: These guys are an excellent plot device when things get too easy for your PCs. The MIBs show up, destroying evidence and killing or brainwashing key witnesses. See the Brotherhood of the Yellow Sign and Majestic-12 for more on those types in particular.

Government agents can be very helpful if they are converted to the cause. Until then, they will usually disbelieve and get in the way eternally.

Delta Green as NPCs can be a lot of fun. Especially Cowboy style DG agents. It is an excellent excuse to throw in PCs from other campaigns, if nothing else.


The Fungi from Yuggoth are known to very few humans, although by many different guises. The K’n-Yani and certain Native Americans know them as Sky Devils, Majestic-12 knows them as Greys, and a tortured few know them as the Fungi from Yuggoth.

In ages past, the Mi-Go began mining on Earth, tunneling into other dimensions to find the strange metals they desire. To prevent their mining from being interrupted by the return of the Great Old Ones, the Mi-Go took it upon themselves to crush humanity’s development towards the Mythos. Only the K’n-Yani escaped (see the Brotherhood of the Yellow Sign).

Several results came of this manipulation that the Mi-Go were not expecting, mainly the humans ability to use non-linear logic. This set the Mi-Go on a path of studying humanity while continuing its mining.

Now, the genetic engineering is beginning to fall apart as humanity reaches towards the Mythos. The Mi-Go have made a pact (through its Grey drones) with Majestic-12 in an attempt to understand this process and how to reverse it. The Mi-Go still have much left to mine, and need the GOOs asleep to do it.

Source: Call of Cthulhu, Delta Green

Use in a Campaign: The Fungi are strange. They don’t really much want the world destroyed, they want to exploit it for a time. The moment Earth stops being useful, they’ll abandon it to the GOOs.

However, in the meantime, they still want the Earth to stay together. Of course, they’re warping humanity and experimenting on it to do this, but the ends justify the means, right?

Mole People

Cast off mutants living below the streets of humanity’s greatest cities, the Mole People are rarely seen, but surprisingly common. Some live in subterranean complexes built by humans, some in sewers, some beg on the streets, and some claim that there are immense sunless realms where they live in harmony.

They have two main contacts with the true supernatural: the Kinori, the Ghouls, and the Nosferatu vampires. The Kinori and the Mole Men have something of a treaty in most areas. The Moles warn the Kinori about threats and the Kinori leave the Mole People to their own devices. The Nosferatu often congregate with the Mole People, selecting ghouls and childer from among them.

Strangely, the Mole People have almost no dealings with Ghouls. Mole People with a ghoulish diet with degenerate, but there is no contact otherwise. Unfortunately for the Mole People, the two groups can be easily confused.

Most mole people are simply deformed, but a few actually have gained special powers from their mutations. The best known of these are the Newts. They have the ability to regenerate lost limbs or even split into two bodies if injured properly. They most likely stem from a single Newt, who divided many times, leaving his or her progeny.

Source: Dark*Matter

Use in a Campaign: Random homeless people with massive deformities and the periodic useful mutation. They’re usually harmless, but will defend themselves fiercely if attacked. Perhaps the most interesting part of this is where all these mutants come from?

Some options: MJ-12 labs, Nosferatu ghouls (become ugly, hang out in sewers), the Nosferatu themselves (zero appearance, oh boy), Degenerate Humans (pre-ghouls), actual mutations, Tzimiche flesh-crafting, random outcasts from normal society, Tcho-Tchos that don’t understand their true nature, rejected Fomori from Pentex, Mi-Go experiments, the breeding of any of the above.


Are simply Mi-Go (see Mi-Go).

Source: Dark*Matter

Use in a Campaign: The only reason to include these as a separate race is to insert a Shamanistic and helpful race to the line-up. I don’t see this as really necessary. The Mi-Go can actually be sort of helpful and are much more fleshed out.

The Nephandi

Dark Magi following various avatars of Nyartholtep, the Nephandi have been slowly growing in numbers for hundreds of years. Their only real weakness is in their immortality. When they are slain, they return to unlife in the Deep Umbra, which few of them have the means to escape.

They combine Magick with the gifts of their dark lords. The magick itself often fails in the face of human belief, but the rites of the Mythos prevail through it. This is one of the many selling points of the Nephandi.

The process of becoming a Nephandi invariably drives the Magi insane, along with their Avatar. Strangely, they do not truly see the light as Marauders do. They are forced to rely very heavily on the gifts of their masters when things are on the line.

Source: World of Darkness, Heavily Modified

Use in a Campaign: Hmmm… immensely powerful insane magi serving dark gods. Sounds like villain material. That’s basically all they’re there for.

On another level they can reflect a more person level of horror. The mage ally is stolen away into the deep umbra to have her avatar warped and mutilated, coming back as a powerful villain.


The Etoile have used their nanites to take control of humans around the world. These servants are known as Sandmen. The sandmen guard the Etoile and manipulate human society to keep the Etoile’s influence growing.

Sandmen can be differentiated from normal humans at close range due to metallic splotches on their skin. Medical exams will show the same. However, the nanites allow the Sandmen to ignore pain, interface with technology, and use their needler pistols.

Source: Dark*Matter

Use in a Campaign: The sandmen will show up in connection with the Etoile. They’ll be defending the Etoile or their interests. They infiltrate normal society and sometimes take over entire towns. They range far and wide to infect new agents or enforce the Etoile’s will.


Around the world, a handful of these creatures exist in isolated enclaves. In the mountains of North America, South America, and Asia, they remain carefully hidden. Some work with the Mi-Go to maintain their secrecy and continued existence.

The Sasquatch are intensely religious and tribal. They wander solitarily, but return to close-knit family groups for special holidays (New Moons, Solstices, and Equinoxes). During these rituals they pray to the spirits, with Shub-Niggarath at their head.

Despite their similarities of culture, the Sasquatch and the Garou war upon each other whenever they meet. In the past, these have ended with the Sasquatch being driven further into the mountains. Now, the Garou have begun to weaken and the Sasquatch are beginning to defend themselves successfully.

Source: Dark*Matter

Use in a Campaign: The Sasquatch usually keep to themselves, only harming humans who come too close. The only exceptions are at times when their rituals require sentient flesh.

They can show up in any scenario against Mi-Go mining operations or set in the mountains. Of course, people know of them and search for them. They fit into the classic “Monster of the Week” style of scenario, where people in the mountains die and the PCs have to solve it.

Serpent People

Long, long ago, an entirely different intelligent race ruled the world. Bred from a stock of lizards with the blood of Father Yig, the Serpent People ruled their corner of the world with powerful magic and otherworldly technology.

Now a few of the old stock remain, awakened from their ancient slumber. They walk among us and plan for the return of their empire. Opposite them are those who did not sleep and are degenerate, barely more than the serpents they resemble.

Source: Call of Cthulhu, Delta Green

Use in a Campaign: A old-school Serpent Person can make an excellent final villain. They have powerful magic and sometimes bits of weird technology. Give them some power to take people over and you have an excellent villain. Right up there with very old vampires. And they change shape. How cool is that?

The degenerates are just critters, really. They are a bit smarter than normal snakes and some might have a few spells, but they're not all that neat.


Mysterious extra-dimensional insects from Shaggai, the Shan have the ability to control the minds of humans and a handful of other races. They seem to feed on mental energies and certain wavelengths of sunlight. The Shans harvest mental energy by terrifying and disgusting their hosts.

If the host-body is destroyed or trepanned, the Shan will flee the host. It is only at this point they can be harmed by conventional weapons. While within in a host, the only effective attack is a blast of electricity large enough to kill both the Shan and the host.

Source: Call of Cthulhu, Delta Green

Use in a Campaign: They take over their hosts and force them to do terrible things to feed. Instant plotline. Individual Shan can be rather terrifying, but large numbers create a paranoid environment. Usually, there’s no need to bring in twenty Shan.

But if you want to, England is bloody infested with them. It’s usually best to keep major infestations there, unless the Shan are the centerpiece of your campaign.

If your going to base a plotline on them, remember they worship Azathoth. That’s good for a few hooks. Figuring out how they interact with the other entities in England alone (the Llogior, Glaaki, Ghouls) can lead to a few more.


Angry little Tibetans with blowguns and a penchant for dark magic. The Tcho-Tcho are a dark angry group. They have been warped by their worship of foul powers (e.g. the Mythos) and are generally just vicious little bastards.

The Tcho-Tcho have some sort of relation with the beings known as the Men of Leng, from the Dreamlands. The residents of Leng are extremely degenerate humans of the same vein as the Tcho-Tcho. The Tcho-Tcho may be their waking selves or the Tcho-Tcho may be interbred with them.

Source: Call of Cthulhu, Delta Green

Use in a Campaign: Well, there are two basic classes of Tcho-Tcho to interact with. The first is the canon Tcho-Tcho. They hide out in the jungles and plateaus of Asia. Burma, Tibet, etc. They capture intruders and do terrible things to them. And they try to summon dark forces. This makes them Okay if sort of featureless villains.

A more interesting option is to have a family (or hive) of them running loose in a major city. They're cannibals, they use dark magic, and the have the all-mighty art of Tcho-Fu. It's more fearsome than it sounds, trust me.

For several discussions of Tcho-Tcho biology and culture, check out the Ice Cave at

The Traditions

Those handful of magi who still follow the old ways. Traditions Magi are far more common in less developed areas of the world. Most industrialized nations are dominated quite heavily by the Technocracy.

These Magi depend on old tomes and new teachers. Their magic has been becoming less and less reliable as the years pass. They have any number of explanations for this. Some claim it’s disbelief, some “psychic static”, some the wrath of God, and some claim it’s the Technocracy’s advancement.

Source: World of Darkness

Use in a Campaign: Tradition Magi are the random scary people that turn up from time to time. They just seem to exist to draw strange forces to them. This is how I usually find myself casting them. They are the bearers of ill tidings.

As allies or character, Tradition Magi are a lot easier to run as Sorcerers (in the White Wolf sense). Nicely defined sets of powers, more easy to keep in control. For a purely mage campaign, I would still almost consider using Sorcerer, but that’s up in the air.

As enemies Tradition magi can be quite interesting. As the parties sanity drops, they'll be more likely to believe in what the mage can do, thus making the mage grow in challenge over the course of a campaign even without personal growth.


The Kindred think they're the Children of Cain and have been around for thousands of years. This is almost right. But it doesn't affect the way they think.

The Vampires are divided into several sects, the most important being the Camarilla and the Sabbat. The Camarilla want to manipulate humanity and stay a secret. The Sabbat don't really care so much, they're more about taking what they want.

Running parallel to these sects are the Clans. These shouldn't come into play unless your PCs get dragged into Vampiric politics. If you really want to know about them, check out Vampire: the Masquerade or any number of websites devoted to it.

In the beginning there was a human sorcerer of great power. He is believed to be the first human to have ever contacted the Black Man (see Nyartholtep). He asked Nyartholtep to grant him immortality and Nyartholtep, in classic form, asked the sorcerer to kill his brother in sacrifice. While feasting on "Abel," Nyartholtep granted Cain his power and his curse. No one knows this story, except maybe the Black Hand, so it doesn't really matter. But doesn't it make you feel better?

Source: World of Darkness

Use in a Campaign: The clans of the Camarilla form something of a worldwide conspiracy. It would make a wondrous foe. Of course, finding who's at the top may be suicidal. But that's sort of the way things always work.

The Sabbat are more useful as random killing machines. They aren't afraid of leaving traces behind and this could set your investigators right on their tail.

There are basically an infinite number of levels to the Vampiric world. It's confusing from the inside, so immersing outsiders in it would just be overload. Thankfully, the party will uncover things one step at a time.


Gaia's defenders. The Garou, Kitsune, Corax, and the rest. The Garou are easily the most important of these, although the others can be interesting.

The shapeshifters crusade endlessly against the Wyrm (i.e. the Mythos as they see it) and the Weaver (i.e. modern civilization). They hold a special place in their claws for Pentex (see Pentex).

Of course, the Garou have their own special place in the Mythos, founded by a circle of cultists worshipping Shub-Niggarath (as Gaia) using their magics and Shub-Niggarath's to transform themselves into beings closer to their totem animals.

Source: World of Darkness

Use in a Campaign: They do the rampaging monster bit pretty well. They also hunt in packs, making any encounter with agents terrifically deadly.

Werewolves probably will help for as long as they don't think the agents serve the Weaver. Then things go down hill very quickly.

I honestly don't think Garou have all that much personality for someone outside their social order. They're ravaging monsters with a heart of gold, but they seem to somehow lack depth.

Ghosts, really, the spirits of the dead. They are held to the earth by the remnants of their past lives. Ghosts appear in every mythology ever, and generally seem here to stay.

What are they? My personal explanation is the loose astral bodies of those who don't know when to give up.

Source: World of Darkness, Everywhere Else Ever

Use in a Campaign: Ditch the Wraith system. They don't need stats if you're not playing them. Give them powers, give them personality, give them a story, but don't feel the need to imprison them in statistics.

Ghosts are mysteries in and of themselves. They're interesting. And even hardened PCs can feel the call for a good ghost story. Occasionally.

Use ghosts sparingly, but let the players send them to their rest.

Note: The Mythos basically accepts the idea of a soul (or at least a Dream Self) that can outlive the body. And it has a ghost or two. Of course, the rest you're sending the ghosts to is a different matter entirely.


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